Theme stub

This commit is contained in:
Sasha Koshka 2023-02-03 00:57:18 -05:00
parent 4722656c7d
commit 83b8040520
13 changed files with 613 additions and 520 deletions

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package config
// Config can return global configuration parameters.
type Config interface {
// Padding returns the amount of internal padding elements should have.
// An element's inner content (such as text) should be inset by this

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package theme
import "git.tebibyte.media/sashakoshka/tomo/artist"
var buttonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var selectedButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var pressedButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x4B5B59FF)),
artist.NewUniform(hex(0x8D9894FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var pressedSelectedButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x4B5B59FF)),
artist.NewUniform(hex(0x8D9894FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var disabledButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })

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theme/default.go Normal file
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package theme
import "image"
import "golang.org/x/image/font"
import "git.tebibyte.media/sashakoshka/tomo/artist"
import "git.tebibyte.media/sashakoshka/tomo/defaultfont"
// Default is the default theme.
type Default struct { }
// FontFace returns the default font face.
func (Default) FontFace (style FontStyle, size FontSize, c Case) font.Face {
switch style {
case FontStyleBold:
return defaultfont.FaceBold
case FontStyleItalic:
return defaultfont.FaceItalic
case FontStyleBoldItalic:
return defaultfont.FaceBoldItalic
default:
return defaultfont.FaceRegular
}
}
// Icon returns an icon from the default set corresponding to the given name.
func (Default) Icon (string, Case) artist.Pattern {
// TODO
return uhex(0)
}
// Pattern returns a pattern from the default theme corresponding to the given
// pattern ID.
func (Default) Pattern (
pattern Pattern,
c Case,
state PatternState,
) artist.Pattern {
switch pattern {
case PatternAccent:
return accentPattern
case PatternBackground:
return backgroundPattern
case PatternForeground:
if state.Disabled {
return weakForegroundPattern
} else {
return foregroundPattern
}
case PatternDead:
return deadPattern
case PatternRaised:
if c == C("basic", "listEntry") {
if state.Focused {
if state.On {
return focusedOnListEntryPattern
} else {
return focusedListEntryPattern
}
} else {
if state.On {
return onListEntryPattern
} else {
return listEntryPattern
}
}
} else {
if state.Focused {
return selectedRaisedPattern
} else {
return raisedPattern
}
}
case PatternSunken:
if c == C("basic", "list") {
if state.Focused {
return focusedListPattern
} else {
return listPattern
}
} else {
return sunkenPattern
}
case PatternPinboard:
return texturedSunkenPattern
case PatternButton:
if state.Disabled {
return disabledButtonPattern
} else {
if state.Pressed {
if state.Focused {
return pressedSelectedButtonPattern
} else {
return pressedButtonPattern
}
} else {
if state.Focused {
return selectedButtonPattern
} else {
return buttonPattern
}
}
}
case PatternInput:
if state.Disabled {
return disabledInputPattern
} else {
if state.Focused {
return selectedInputPattern
} else {
return inputPattern
}
}
case PatternGutter:
if state.Disabled {
return disabledScrollGutterPattern
} else {
return scrollGutterPattern
}
case PatternHandle:
if state.Disabled {
return disabledScrollBarPattern
} else {
if state.Focused {
if state.Pressed {
return pressedSelectedScrollBarPattern
} else {
return selectedScrollBarPattern
}
} else {
if state.Pressed {
return pressedScrollBarPattern
} else {
return scrollBarPattern
}
}
}
default:
return uhex(0)
}
}
// Inset returns the default inset value for the given pattern.
func (Default) Inset (pattern Pattern, c Case) Inset {
switch pattern {
case PatternRaised:
if c == C("basic", "listEntry") {
return Inset { 2, 1, 2, 1 }
} else {
return Inset { 1, 1, 1, 1 }
}
case PatternSunken:
if c == C("basic", "list") {
return Inset { 4, 6, 4, 6 }
} else {
return Inset { 1, 1, 1, 1 }
}
case PatternInput, PatternButton, PatternHandle, PatternPinboard:
return Inset { 1, 1, 1, 1}
default: return Inset { }
}
}
// Sink returns the default sink vector for the given pattern.
func (Default) Sink (pattern Pattern, c Case) image.Point {
return image.Point { 1, 1 }
}

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theme/defaultpatterns.go Normal file
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package theme
import "image/color"
import "git.tebibyte.media/sashakoshka/tomo/artist"
var accentPattern = artist.NewUniform(hex(0x408090FF))
var backgroundPattern = artist.NewUniform(color.Gray16 { 0xAAAA })
var foregroundPattern = artist.NewUniform(color.Gray16 { 0x0000 })
var weakForegroundPattern = artist.NewUniform(color.Gray16 { 0x4444 })
var strokePattern = artist.NewUniform(color.Gray16 { 0x0000 })
var sunkenPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x3b534eFF)),
artist.NewUniform(hex(0x97a09cFF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x97a09cFF)) })
var texturedSunkenPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x3b534eFF)),
artist.NewUniform(hex(0x97a09cFF)),
},
},
// artist.Stroke { Pattern: artist.Striped {
// First: artist.Stroke {
// Weight: 2,
// Pattern: artist.NewUniform(hex(0x97a09cFF)),
// },
// Second: artist.Stroke {
// Weight: 1,
// Pattern: artist.NewUniform(hex(0x6e8079FF)),
// },
// }})
artist.Stroke { Pattern: artist.Noisy {
Low: artist.NewUniform(hex(0x97a09cFF)),
High: artist.NewUniform(hex(0x6e8079FF)),
}})
var raisedPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xDBDBDBFF)),
artist.NewUniform(hex(0x383C3AFF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0xAAAAAAFF)) })
var selectedRaisedPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xDBDBDBFF)),
artist.NewUniform(hex(0x383C3AFF)),
},
},
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0xAAAAAAFF)) })
var deadPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x97a09cFF)) })
var buttonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var selectedButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var pressedButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x4B5B59FF)),
artist.NewUniform(hex(0x8D9894FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var pressedSelectedButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x4B5B59FF)),
artist.NewUniform(hex(0x8D9894FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var disabledButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })
var inputPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x89925AFF)),
artist.NewUniform(hex(0xD2CB9AFF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0xD2CB9AFF)) })
var selectedInputPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0xD2CB9AFF)) })
var disabledInputPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })
var listPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
uhex(0x383C3AFF),
uhex(0x999C99FF),
},
},
artist.Stroke { Pattern: uhex(0x999C99FF) })
var focusedListPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: uhex(0x999C99FF) })
var listEntryPattern = artist.Padded {
Stroke: uhex(0x383C3AFF),
Fill: uhex(0x999C99FF),
Sides: []int { 0, 0, 0, 1 },
}
var onListEntryPattern = artist.Padded {
Stroke: uhex(0x383C3AFF),
Fill: uhex(0x6e8079FF),
Sides: []int { 0, 0, 0, 1 },
}
var focusedListEntryPattern = artist.Padded {
Stroke: accentPattern,
Fill: uhex(0x999C99FF),
Sides: []int { 0, 1, 0, 1 },
}
var focusedOnListEntryPattern = artist.Padded {
Stroke: accentPattern,
Fill: uhex(0x6e8079FF),
Sides: []int { 0, 1, 0, 1 },
}
var scrollGutterPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x3b534eFF)),
artist.NewUniform(hex(0x6e8079FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x6e8079FF)) })
var disabledScrollGutterPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })
var scrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var selectedScrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var pressedScrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Weight: 1, Pattern: artist.NewUniform(hex(0x8D9894FF)) },
artist.Stroke { Pattern: artist.NewUniform(hex(0x7f8c89FF)) })
var pressedSelectedScrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x7f8c89FF)) })
var disabledScrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })

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package theme
import "git.tebibyte.media/sashakoshka/tomo/artist"
var inputPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x89925AFF)),
artist.NewUniform(hex(0xD2CB9AFF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0xD2CB9AFF)) })
var selectedInputPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0xD2CB9AFF)) })
var disabledInputPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })

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theme/inset.go Normal file
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package theme
import "image"
// Inset represents an inset amount for all four sides of a rectangle. The top
// side is at index zero, the right at index one, the bottom at index two, and
// the left at index three. These values may be negative.
type Inset [4]int
// Apply returns the given rectangle, shrunk on all four sides by the given
// inset. If a measurment of the inset is negative, that side will instead be
// expanded outward. If the rectangle's dimensions cannot be reduced any
// further, an empty rectangle near its center will be returned.
func (inset Inset) Apply (bigger image.Rectangle) (smaller image.Rectangle) {
smaller = bigger
if smaller.Dx() < inset[3] + inset[1] {
smaller.Min.X = (smaller.Min.X + smaller.Max.X) / 2
smaller.Max.X = smaller.Min.X
} else {
smaller.Min.X += inset[3]
smaller.Max.X -= inset[1]
}
if smaller.Dy() < inset[0] + inset[2] {
smaller.Min.Y = (smaller.Min.Y + smaller.Max.Y) / 2
smaller.Max.Y = smaller.Min.Y
} else {
smaller.Min.Y += inset[0]
smaller.Max.Y -= inset[2]
}
return
}
// Inverse returns a negated version of the inset.
func (inset Inset) Inverse () (prime Inset) {
return Inset {
inset[0] * -1,
inset[1] * -1,
inset[2] * -1,
inset[3] * -1,
}
}

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package theme
import "git.tebibyte.media/sashakoshka/tomo/artist"
var listPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
uhex(0x383C3AFF),
uhex(0x999C99FF),
},
},
artist.Stroke { Pattern: uhex(0x999C99FF) })
var focusedListPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: uhex(0x999C99FF) })
var listEntryPattern = artist.Padded {
Stroke: uhex(0x383C3AFF),
Fill: uhex(0x999C99FF),
Sides: []int { 0, 0, 0, 1 },
}
var onListEntryPattern = artist.Padded {
Stroke: uhex(0x383C3AFF),
Fill: uhex(0x6e8079FF),
Sides: []int { 0, 0, 0, 1 },
}
var focusedListEntryPattern = artist.Padded {
Stroke: accentPattern,
Fill: uhex(0x999C99FF),
Sides: []int { 0, 1, 0, 1 },
}
var focusedOnListEntryPattern = artist.Padded {
Stroke: accentPattern,
Fill: uhex(0x6e8079FF),
Sides: []int { 0, 1, 0, 1 },
}

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theme/parse.go Normal file
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package theme
import "io"
// Parse parses a theme file and returns it as a Theme.
func Parse (io.Reader) (Theme) {
// TODO
return Default { }
}

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package theme
import "image"
import "git.tebibyte.media/sashakoshka/tomo/artist"
// Case sepecifies what kind of element is using a pattern. It contains a
// namespace parameter and an element parameter. The element parameter does not
// necissarily need to match an element name, but if it can, it should. Both
// parameters should be written in camel case. Themes can change their styling
// based on this parameter for fine-grained control over the look and feel of
// specific elements.
type Case struct { Namespace, Element string }
// C can be used as shorthand to generate a case struct as used in PatternState.
func C (namespace, element string) (c Case) {
return Case {
Namespace: namespace,
Element: element,
}
}
// PatternState lists parameters which can change the appearance of some
// patterns. For example, passing a PatternState with Selected set to true may
// result in a pattern that has a colored border within it.
type PatternState struct {
Case
// On should be set to true if the element that is using this pattern is
// in some sort of "on" state, such as if a checkbox is checked or a
// switch is toggled on. This is only necessary if the element in
// question is capable of being toggled.
On bool
// Focused should be set to true if the element that is using this
// pattern is currently focused.
Focused bool
// Pressed should be set to true if the element that is using this
// pattern is being pressed down by the mouse. This is only necessary if
// the element in question processes mouse button events.
Pressed bool
// Disabled should be set to true if the element that is using this
// pattern is locked and cannot be interacted with. Disabled variations
// of patterns are typically flattened and greyed-out.
Disabled bool
// Invalid should be set to true if th element that is using this
// pattern wants to warn the user of an invalid interaction or data
// entry. Invalid variations typically have some sort of reddish tint
// or outline.
Invalid bool
}
// Inset represents an inset amount for all four sides of a rectangle. The top
// side is at index zero, the right at index one, the bottom at index two, and
// the left at index three. These values may be negative.
type Inset [4]int
// Apply returns the given rectangle, shrunk on all four sides by the given
// inset. If a measurment of the inset is negative, that side will instead be
// expanded outward. If the rectangle's dimensions cannot be reduced any
// further, an empty rectangle near its center will be returned.
func (inset Inset) Apply (bigger image.Rectangle) (smaller image.Rectangle) {
smaller = bigger
if smaller.Dx() < inset[3] + inset[1] {
smaller.Min.X = (smaller.Min.X + smaller.Max.X) / 2
smaller.Max.X = smaller.Min.X
} else {
smaller.Min.X += inset[3]
smaller.Max.X -= inset[1]
}
if smaller.Dy() < inset[0] + inset[2] {
smaller.Min.Y = (smaller.Min.Y + smaller.Max.Y) / 2
smaller.Max.Y = smaller.Min.Y
} else {
smaller.Min.Y += inset[0]
smaller.Max.Y -= inset[2]
}
return
}
// Inverse returns a negated version of the inset.
func (inset Inset) Inverse () (prime Inset) {
return Inset {
inset[0] * -1,
inset[1] * -1,
inset[2] * -1,
inset[3] * -1,
}
}
// AccentPattern returns the accent pattern, which is usually just a solid
// color.
func AccentPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
return accentPattern, Inset { }
}
// BackgroundPattern returns the main background pattern.
func BackgroundPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
return backgroundPattern, Inset { }
}
// DeadPattern returns a pattern that can be used to mark an area or gap that
// serves no purpose, but still needs aesthetic structure.
func DeadPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
return deadPattern, Inset { }
}
// ForegroundPattern returns the color text should be.
func ForegroundPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Disabled {
return weakForegroundPattern, Inset { }
} else {
return foregroundPattern, Inset { }
}
}
// InputPattern returns a background pattern for any input field that can be
// edited by typing with the keyboard.
func InputPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Disabled {
return disabledInputPattern, Inset { 1, 1, 1, 1 }
} else {
if state.Focused {
return selectedInputPattern, Inset { 1, 1, 1, 1 }
} else {
return inputPattern, Inset { 1, 1, 1, 1 }
}
}
}
// ListPattern returns a background pattern for a list of things.
func ListPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Focused {
pattern = focusedListPattern
inset = Inset { 2, 1, 2, 1 }
} else {
pattern = listPattern
inset = Inset { 2, 1, 1, 1 }
}
return
}
// ItemPattern returns a background pattern for a list item.
func ItemPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Focused {
if state.On {
pattern = focusedOnListEntryPattern
} else {
pattern = focusedListEntryPattern
}
} else {
if state.On {
pattern = onListEntryPattern
} else {
pattern = listEntryPattern
}
}
inset = Inset { 4, 6, 4, 6 }
return
}
// ButtonPattern returns a pattern to be displayed on buttons.
func ButtonPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Disabled {
return disabledButtonPattern, Inset { 1, 1, 1, 1 }
} else {
if state.Pressed {
if state.Focused {
return pressedSelectedButtonPattern, Inset {
2, 0, 0, 2 }
} else {
return pressedButtonPattern, Inset { 2, 0, 0, 2 }
}
} else {
if state.Focused {
return selectedButtonPattern, Inset { 1, 1, 1, 1 }
} else {
return buttonPattern, Inset { 1, 1, 1, 1 }
}
}
}
}
// GutterPattern returns a pattern to be used to mark a track along which
// something slides.
func GutterPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Disabled {
return disabledScrollGutterPattern, Inset { 0, 0, 0, 0 }
} else {
return scrollGutterPattern, Inset { 0, 0, 0, 0 }
}
}
// HandlePattern returns a pattern to be displayed on a grab handle that slides
// along a gutter.
func HandlePattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Disabled {
return disabledScrollBarPattern, Inset { 1, 1, 1, 1 }
} else {
if state.Focused {
if state.Pressed {
return pressedSelectedScrollBarPattern, Inset { 1, 1, 1, 1 }
} else {
return selectedScrollBarPattern, Inset { 1, 1, 1, 1 }
}
} else {
if state.Pressed {
return pressedScrollBarPattern, Inset { 1, 1, 1, 1 }
} else {
return scrollBarPattern, Inset { 1, 1, 1, 1 }
}
}
}
}
// SunkenPattern returns a general purpose pattern that is sunken/engraved into
// the background.
func SunkenPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
return sunkenPattern, Inset { 1, 1, 1, 1 }
}
// RaisedPattern returns a general purpose pattern that is raised up out of the
// background.
func RaisedPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Focused {
return selectedRaisedPattern, Inset { 1, 1, 1, 1 }
} else {
return raisedPattern, Inset { 1, 1, 1, 1 }
}
}
// PinboardPattern returns a textured backdrop pattern. Anything drawn within it
// should have its own background pattern.
func PinboardPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
return texturedSunkenPattern, Inset { 1, 1, 1, 1 }
}

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@ -1,63 +0,0 @@
package theme
import "git.tebibyte.media/sashakoshka/tomo/artist"
var scrollGutterPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x3b534eFF)),
artist.NewUniform(hex(0x6e8079FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x6e8079FF)) })
var disabledScrollGutterPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })
var scrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var selectedScrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var pressedScrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Weight: 1, Pattern: artist.NewUniform(hex(0x8D9894FF)) },
artist.Stroke { Pattern: artist.NewUniform(hex(0x7f8c89FF)) })
var pressedSelectedScrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x7f8c89FF)) })
var disabledScrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })

48
theme/state.go Normal file
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package theme
// Case sepecifies what kind of element is using a pattern. It contains a
// namespace parameter and an element parameter. The element parameter does not
// necissarily need to match an element name, but if it can, it should. Both
// parameters should be written in camel case. Themes can change their styling
// based on this parameter for fine-grained control over the look and feel of
// specific elements.
type Case struct { Namespace, Element string }
// C can be used as shorthand to generate a case struct as used in PatternState.
func C (namespace, element string) (c Case) {
return Case {
Namespace: namespace,
Element: element,
}
}
// PatternState lists parameters which can change the appearance of some
// patterns. For example, passing a PatternState with Selected set to true may
// result in a pattern that has a colored border within it.
type PatternState struct {
// On should be set to true if the element that is using this pattern is
// in some sort of "on" state, such as if a checkbox is checked or a
// switch is toggled on. This is only necessary if the element in
// question is capable of being toggled.
On bool
// Focused should be set to true if the element that is using this
// pattern is currently focused.
Focused bool
// Pressed should be set to true if the element that is using this
// pattern is being pressed down by the mouse. This is only necessary if
// the element in question processes mouse button events.
Pressed bool
// Disabled should be set to true if the element that is using this
// pattern is locked and cannot be interacted with. Disabled variations
// of patterns are typically flattened and greyed-out.
Disabled bool
// Invalid should be set to true if th element that is using this
// pattern wants to warn the user of an invalid interaction or data
// entry. Invalid variations typically have some sort of reddish tint
// or outline.
Invalid bool
}

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@ -1,113 +1,100 @@
package theme
import "image/color"
import "image"
import "golang.org/x/image/font"
import "git.tebibyte.media/sashakoshka/tomo/artist"
import "git.tebibyte.media/sashakoshka/tomo/defaultfont"
// none of these colors are final! TODO: generate these values from a theme
// file at startup.
// FontStyle specifies stylistic alterations to a font face.
type FontStyle int; const (
FontStyleRegular FontStyle = 0
FontStyleBold FontStyle = 1
FontStyleItalic FontStyle = 2
FontStyleBoldItalic FontStyle = 1 | 2
)
func hex (color uint32) (c color.RGBA) {
c.A = uint8(color)
c.B = uint8(color >> 8)
c.G = uint8(color >> 16)
c.R = uint8(color >> 24)
return
}
func uhex (color uint32) (pattern artist.Pattern) {
return artist.NewUniform(hex(color))
}
var accentPattern = artist.NewUniform(hex(0x408090FF))
var backgroundPattern = artist.NewUniform(color.Gray16 { 0xAAAA })
var foregroundPattern = artist.NewUniform(color.Gray16 { 0x0000 })
var weakForegroundPattern = artist.NewUniform(color.Gray16 { 0x4444 })
var strokePattern = artist.NewUniform(color.Gray16 { 0x0000 })
var sunkenPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x3b534eFF)),
artist.NewUniform(hex(0x97a09cFF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x97a09cFF)) })
var texturedSunkenPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x3b534eFF)),
artist.NewUniform(hex(0x97a09cFF)),
},
},
// artist.Stroke { Pattern: artist.Striped {
// First: artist.Stroke {
// Weight: 2,
// Pattern: artist.NewUniform(hex(0x97a09cFF)),
// },
// Second: artist.Stroke {
// Weight: 1,
// Pattern: artist.NewUniform(hex(0x6e8079FF)),
// },
// }})
artist.Stroke { Pattern: artist.Noisy {
Low: artist.NewUniform(hex(0x97a09cFF)),
High: artist.NewUniform(hex(0x6e8079FF)),
}})
var raisedPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xDBDBDBFF)),
artist.NewUniform(hex(0x383C3AFF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0xAAAAAAFF)) })
var selectedRaisedPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xDBDBDBFF)),
artist.NewUniform(hex(0x383C3AFF)),
},
},
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0xAAAAAAFF)) })
var deadPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x97a09cFF)) })
// TODO: load fonts from an actual source instead of using defaultfont
// FontFaceRegular returns the font face to be used for normal text.
func FontFaceRegular () font.Face {
return defaultfont.FaceRegular
}
// FontFaceBold returns the font face to be used for bolded text.
func FontFaceBold () font.Face {
return defaultfont.FaceBold
}
// FontFaceItalic returns the font face to be used for italicized text.
func FontFaceItalic () font.Face {
return defaultfont.FaceItalic
}
// FontFaceBoldItalic returns the font face to be used for text that is both
// bolded and italicized.
func FontFaceBoldItalic () font.Face {
return defaultfont.FaceBoldItalic
// FontSize specifies the general size of a font face in a semantic way.
type FontSize int; const (
// FontSizeNormal is the default font size that should be used for most
// things.
FontSizeNormal FontSize = iota
// FontSizeLarge is a larger font size suitable for things like section
// headings.
FontSizeLarge
// FontSizeHuge is a very large font size suitable for things like
// titles, wizard step names, digital clocks, etc.
FontSizeHuge
// FontSizeSmall is a smaller font size. Try not to use this unless it
// makes a lot of sense to do so, because it can negatively impact
// accessibility. It is useful for things like copyright notices at the
// bottom of some window that the average user doesn't actually care
// about.
FontSizeSmall
)
// Pattern lists a number of cannonical pattern types, each with its own ID.
// This allows custom elements to follow themes, even those that do not
// explicitly support them.
type Pattern int; const (
// PatternAccent is the accent color of the theme. It is safe to assume
// that this is, by default, a solid color.
PatternAccent Pattern = iota
// PatternBackground is the background color of the theme. It is safe to
// assume that this is, by default, a solid color.
PatternBackground
// PatternForeground is the foreground text color of the theme. It is
// safe to assume that this is, by default, a solid color.
PatternForeground
// PatternDead is a pattern that is displayed on a "dead area" where no
// controls exist, but there still must be some indication of visual
// structure (such as in the corner between two scroll bars).
PatternDead
// PatternRaised is a generic raised pattern.
PatternRaised
// PatternSunken is a generic sunken pattern.
PatternSunken
// PatternPinboard is similar to PatternSunken, but it is textured.
PatternPinboard
// PatternButton is a button pattern.
PatternButton
// PatternInput is a pattern for input fields, editable text areas, etc.
PatternInput
// PatternGutter is a track for things to slide on.
PatternGutter
// PatternHandle is a handle that slides along a gutter.
PatternHandle
)
// Theme represents a visual style configuration,
type Theme interface {
// FontFace returns the proper font for a given style, size, and case.
FontFace (FontStyle, FontSize, Case) font.Face
// Icon returns an appropriate icon given an icon name and case.
Icon (string, Case) artist.Pattern
// Pattern returns an appropriate pattern given a pattern name, case,
// and state.
Pattern (Pattern, Case, PatternState) artist.Pattern
// Inset returns the area on all sides of a given pattern that is not
// meant to be drawn on.
Inset (Pattern, Case) Inset
// Sink returns a vector that should be added to an element's inner
// content when it is pressed down (if applicable) to simulate a 3D
// sinking effect.
Sink (Pattern, Case) image.Point
}

16
theme/util.go Normal file
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package theme
import "image/color"
import "git.tebibyte.media/sashakoshka/tomo/artist"
func hex (color uint32) (c color.RGBA) {
c.A = uint8(color)
c.B = uint8(color >> 8)
c.G = uint8(color >> 16)
c.R = uint8(color >> 24)
return
}
func uhex (color uint32) (pattern artist.Pattern) {
return artist.NewUniform(hex(color))
}