Overhauled the theme system

Also added a toggle switch :)
This commit is contained in:
2023-01-29 01:49:01 -05:00
parent 9422ff6198
commit 92aeb48a1f
20 changed files with 611 additions and 251 deletions

View File

@@ -46,23 +46,3 @@ var pressedSelectedButtonPattern = artist.NewMultiBordered (
var disabledButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })
func ButtonPattern (enabled, selected, pressed bool) (artist.Pattern) {
if enabled {
if pressed {
if selected {
return pressedSelectedButtonPattern
} else {
return pressedButtonPattern
}
} else {
if selected {
return selectedButtonPattern
} else {
return buttonPattern
}
}
} else {
return disabledButtonPattern
}
}

View File

@@ -19,15 +19,3 @@ var selectedInputPattern = artist.NewMultiBordered (
var disabledInputPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })
func InputPattern (enabled, selected bool) (artist.Pattern) {
if enabled {
if selected {
return selectedInputPattern
} else {
return inputPattern
}
} else {
return disabledInputPattern
}
}

View File

@@ -38,19 +38,3 @@ var selectedListEntryPattern = artist.NewMultiBordered (
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x97a09cFF)) })
func ListPattern (selected bool) (pattern artist.Pattern) {
if selected {
return selectedListPattern
} else {
return listPattern
}
}
func ListEntryPattern (selected bool) (pattern artist.Pattern) {
if selected {
return selectedListEntryPattern
} else {
return listEntryPattern
}
}

211
theme/patterns.go Normal file
View File

@@ -0,0 +1,211 @@
package theme
import "image"
import "git.tebibyte.media/sashakoshka/tomo/artist"
// 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
// Selected should be set to true if the element that is using this
// pattern is currently selected.
Selected 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[0] {
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[1] + 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.Selected {
return selectedInputPattern, Inset { 1, 1, 1, 1 }
} else {
return inputPattern, Inset { 1, 1, 1, 1 }
}
}
}
// TODO: for list and item patterns, have all that bizarre padding/2 information
// in the insets.
// ListPattern returns a background pattern for a list of things.
func ListPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Selected {
return selectedListPattern, Inset { }
} else {
return listPattern, Inset { }
}
}
// ItemPattern returns a background pattern for a list item.
func ItemPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.On {
return selectedListEntryPattern, Inset { 1, 1, 1, 1 }
} else {
return listEntryPattern, Inset { 1, 1, 1, 1 }
}
}
// 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.Selected {
return pressedSelectedButtonPattern, Inset {
2, 0, 0, 2 }
} else {
return pressedButtonPattern, Inset { 2, 0, 0, 2 }
}
} else {
if state.Selected {
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.Selected {
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.Selected {
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 }
}

View File

@@ -25,6 +25,17 @@ var scrollBarPattern = artist.NewMultiBordered (
},
},
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 {
@@ -36,26 +47,17 @@ var pressedScrollBarPattern = artist.NewMultiBordered (
},
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 })
func ScrollGutterPattern (horizontal, enabled bool) (artist.Pattern) {
if enabled {
return scrollGutterPattern
} else {
return disabledScrollGutterPattern
}
}
func ScrollBarPattern (horizontal, enabled, pressed bool) (artist.Pattern) {
if enabled {
if pressed {
return pressedScrollBarPattern
} else {
return scrollBarPattern
}
} else {
return disabledScrollBarPattern
}
}

View File

@@ -1,6 +1,5 @@
package theme
import "image"
import "image/color"
import "golang.org/x/image/font"
import "git.tebibyte.media/sashakoshka/tomo/artist"
@@ -81,34 +80,6 @@ var deadPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x97a09cFF)) })
func AccentPattern () (artist.Pattern) { return accentPattern }
func BackgroundPattern () (artist.Pattern) { return backgroundPattern }
func DeadPattern () (artist.Pattern) { return deadPattern }
func SunkenPattern (textured bool) (artist.Pattern) {
if textured {
return texturedSunkenPattern
} else {
return sunkenPattern
}
}
func RaisedPattern (selected bool) (artist.Pattern) {
if selected {
return selectedRaisedPattern
} else {
return raisedPattern
}
}
func ForegroundPattern (enabled bool) (artist.Pattern) {
if enabled {
return foregroundPattern
} else {
return weakForegroundPattern
}
}
// TODO: load fonts from an actual source instead of using defaultfont
// FontFaceRegular returns the font face to be used for normal text.
@@ -138,12 +109,8 @@ func Padding () int {
return 8
}
func ScrollBarWidth () int {
// HandleWidth returns how large grab handles should typically be. This is
// important for accessibility reasons.
func HandleWidth () int {
return Padding() * 2
}
// SinkOffsetVector specifies a vector for things such as text to move by when a
// "sinking in" effect is desired, such as a button label during a button press.
func SinkOffsetVector () image.Point {
return image.Point { 1, 1 }
}