Removed most of stuff that will be replaced
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				@ -1,48 +0,0 @@
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package theme
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import "git.tebibyte.media/sashakoshka/tomo/artist"
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var buttonPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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	artist.Stroke {
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		Weight: 1,
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		Pattern: artist.Beveled {
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			artist.NewUniform(hex(0xCCD5D2FF)),
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			artist.NewUniform(hex(0x4B5B59FF)),
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		},
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	},
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	artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
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var selectedButtonPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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	artist.Stroke {
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		Weight: 1,
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		Pattern: artist.Beveled {
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			artist.NewUniform(hex(0xCCD5D2FF)),
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			artist.NewUniform(hex(0x4B5B59FF)),
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		},
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	},
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	artist.Stroke { Weight: 1, Pattern: accentPattern },
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	artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
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var pressedButtonPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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	artist.Stroke {
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		Weight: 1,
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		Pattern: artist.Beveled {
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			artist.NewUniform(hex(0x4B5B59FF)),
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			artist.NewUniform(hex(0x8D9894FF)),
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		},
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	},
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	artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
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var pressedSelectedButtonPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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	artist.Stroke {
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		Weight: 1,
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		Pattern: artist.Beveled {
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			artist.NewUniform(hex(0x4B5B59FF)),
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			artist.NewUniform(hex(0x8D9894FF)),
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		},
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	},
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	artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
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var disabledButtonPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
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	artist.Stroke { Pattern: backgroundPattern })
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@ -1,21 +0,0 @@
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package theme
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import "git.tebibyte.media/sashakoshka/tomo/artist"
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var inputPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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	artist.Stroke {
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		Weight: 1,
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		Pattern: artist.Beveled {
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			artist.NewUniform(hex(0x89925AFF)),
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			artist.NewUniform(hex(0xD2CB9AFF)),
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		},
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	},
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	artist.Stroke { Pattern: artist.NewUniform(hex(0xD2CB9AFF)) })
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var selectedInputPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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	artist.Stroke { Weight: 1, Pattern: accentPattern },
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	artist.Stroke { Pattern: artist.NewUniform(hex(0xD2CB9AFF)) })
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var disabledInputPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
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	artist.Stroke { Pattern: backgroundPattern })
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@ -1,43 +0,0 @@
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package theme
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import "git.tebibyte.media/sashakoshka/tomo/artist"
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var listPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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	artist.Stroke {
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		Weight: 1,
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		Pattern: artist.Beveled {
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			uhex(0x383C3AFF),
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			uhex(0x999C99FF),
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		},
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	},
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	artist.Stroke { Pattern: uhex(0x999C99FF) })
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var focusedListPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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	artist.Stroke { Weight: 1, Pattern: accentPattern },
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	artist.Stroke { Pattern: uhex(0x999C99FF) })
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var listEntryPattern = artist.Padded {
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	Stroke: uhex(0x383C3AFF),
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	Fill:   uhex(0x999C99FF),
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	Sides:  []int { 0, 0, 0, 1 },
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}
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var onListEntryPattern = artist.Padded {
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	Stroke: uhex(0x383C3AFF),
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	Fill:   uhex(0x6e8079FF),
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	Sides:  []int { 0, 0, 0, 1 },
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}
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var focusedListEntryPattern = artist.Padded {
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	Stroke: accentPattern,
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	Fill:   uhex(0x999C99FF),
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	Sides:  []int { 0, 1, 0, 1 },
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}
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var focusedOnListEntryPattern = artist.Padded {
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	Stroke: accentPattern,
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	Fill:   uhex(0x6e8079FF),
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	Sides:  []int { 0, 1, 0, 1 },
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}
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@ -1,7 +1,6 @@
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package theme
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import "image"
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import "git.tebibyte.media/sashakoshka/tomo/artist"
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// Case sepecifies what kind of element is using a pattern. It contains a
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// namespace parameter and an element parameter. The element parameter does not
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@ -90,150 +89,3 @@ func (inset Inset) Inverse () (prime Inset) {
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		inset[3] * -1,
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	}
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}
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// AccentPattern returns the accent pattern, which is usually just a solid
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// color.
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func AccentPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	return accentPattern, Inset { }
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}
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// BackgroundPattern returns the main background pattern.
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func BackgroundPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	return backgroundPattern, Inset { }
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}
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// DeadPattern returns a pattern that can be used to mark an area or gap that
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// serves no purpose, but still needs aesthetic structure.
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func DeadPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	return deadPattern, Inset { }
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}
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// ForegroundPattern returns the color text should be.
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func ForegroundPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	if state.Disabled {
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		return weakForegroundPattern, Inset { }
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	} else {
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		return foregroundPattern, Inset { }
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	}
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}
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// InputPattern returns a background pattern for any input field that can be
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// edited by typing with the keyboard.
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func InputPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	if state.Disabled {
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		return disabledInputPattern, Inset { 1, 1, 1, 1 }
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	} else {
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		if state.Focused {
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			return selectedInputPattern, Inset { 1, 1, 1, 1 }
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		} else {
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			return inputPattern, Inset { 1, 1, 1, 1 }
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		}
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	}
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}
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// ListPattern returns a background pattern for a list of things.
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func ListPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	if state.Focused {
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		pattern = focusedListPattern
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		inset = Inset { 2, 1, 2, 1 }
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	} else {
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		pattern = listPattern
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		inset = Inset { 2, 1, 1, 1 }
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	}
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	return
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}
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// ItemPattern returns a background pattern for a list item.
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func ItemPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	if state.Focused {
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		if state.On {
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			pattern = focusedOnListEntryPattern
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		} else {
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			pattern = focusedListEntryPattern
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		}
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	} else {
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		if state.On {
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			pattern = onListEntryPattern
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		} else {
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			pattern = listEntryPattern
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		}
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	}
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	inset = Inset { 4, 6, 4, 6 }
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	return
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}
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// ButtonPattern returns a pattern to be displayed on buttons.
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func ButtonPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	if state.Disabled {
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		return disabledButtonPattern, Inset { 1, 1, 1, 1 }
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	} else {
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		if state.Pressed {
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			if state.Focused {
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				return pressedSelectedButtonPattern, Inset {
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					2, 0, 0, 2 }
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			} else {
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				return pressedButtonPattern, Inset { 2, 0, 0, 2 }
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			}
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		} else {
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			if state.Focused {
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				return selectedButtonPattern, Inset { 1, 1, 1, 1 }
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			} else {
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				return buttonPattern, Inset { 1, 1, 1, 1 }
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			}
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		}
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	}
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}
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// GutterPattern returns a pattern to be used to mark a track along which
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// something slides.
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func GutterPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	if state.Disabled {
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		return disabledScrollGutterPattern, Inset { 0, 0, 0, 0 }
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	} else {
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		return scrollGutterPattern, Inset { 0, 0, 0, 0 }
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	}
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}
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// HandlePattern returns a pattern to be displayed on a grab handle that slides
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// along a gutter.
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func HandlePattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	if state.Disabled {
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		return disabledScrollBarPattern, Inset { 1, 1, 1, 1 }
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	} else {
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		if state.Focused {
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			if state.Pressed {
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				return pressedSelectedScrollBarPattern, Inset { 1, 1, 1, 1 }
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			} else {
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				return selectedScrollBarPattern, Inset { 1, 1, 1, 1 }
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			}
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		} else {
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			if state.Pressed {
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				return pressedScrollBarPattern, Inset { 1, 1, 1, 1 }
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			} else {
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				return scrollBarPattern, Inset { 1, 1, 1, 1 }
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			}
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		}
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	}
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}
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// SunkenPattern returns a general purpose pattern that is sunken/engraved into
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// the background.
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func SunkenPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	return sunkenPattern, Inset { 1, 1, 1, 1 }
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}
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// RaisedPattern returns a general purpose pattern that is raised up out of the
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// background.
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func RaisedPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	if state.Focused {
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		return selectedRaisedPattern, Inset { 1, 1, 1, 1 }
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	} else {
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		return raisedPattern, Inset { 1, 1, 1, 1 }
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	}
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}
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// PinboardPattern returns a textured backdrop pattern. Anything drawn within it
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// should have its own background pattern.
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func PinboardPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
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	return texturedSunkenPattern, Inset { 1, 1, 1, 1 }
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}
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@ -1,63 +0,0 @@
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package theme
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import "git.tebibyte.media/sashakoshka/tomo/artist"
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var scrollGutterPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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	artist.Stroke {
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		Weight: 1,
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		Pattern: artist.Beveled {
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			artist.NewUniform(hex(0x3b534eFF)),
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			artist.NewUniform(hex(0x6e8079FF)),
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		},
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	},
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	artist.Stroke { Pattern: artist.NewUniform(hex(0x6e8079FF)) })
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var disabledScrollGutterPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
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	artist.Stroke { Pattern: backgroundPattern })
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var scrollBarPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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	artist.Stroke {
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		Weight: 1,
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		Pattern: artist.Beveled {
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			artist.NewUniform(hex(0xCCD5D2FF)),
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			artist.NewUniform(hex(0x4B5B59FF)),
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		},
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		||||
	},
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	artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
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var selectedScrollBarPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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	artist.Stroke {
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		||||
		Weight: 1,
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		||||
		Pattern: artist.Beveled {
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			artist.NewUniform(hex(0xCCD5D2FF)),
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		||||
			artist.NewUniform(hex(0x4B5B59FF)),
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		||||
		},
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		||||
	},
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	artist.Stroke { Weight: 1, Pattern: accentPattern },
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	artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
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		||||
var pressedScrollBarPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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		||||
	artist.Stroke {
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		||||
		Weight: 1,
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		||||
		Pattern: artist.Beveled {
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		||||
			artist.NewUniform(hex(0xCCD5D2FF)),
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		||||
			artist.NewUniform(hex(0x4B5B59FF)),
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		||||
		},
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		||||
	},
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		||||
	artist.Stroke { Weight: 1, Pattern: artist.NewUniform(hex(0x8D9894FF)) },
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		||||
	artist.Stroke { Pattern: artist.NewUniform(hex(0x7f8c89FF)) })
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var pressedSelectedScrollBarPattern = artist.NewMultiBordered (
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	artist.Stroke { Weight: 1, Pattern: strokePattern },
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		||||
	artist.Stroke {
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		||||
		Weight: 1,
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		||||
		Pattern: artist.Beveled {
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		||||
			artist.NewUniform(hex(0xCCD5D2FF)),
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		||||
			artist.NewUniform(hex(0x4B5B59FF)),
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		||||
		},
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		||||
	},
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		||||
	artist.Stroke { Weight: 1, Pattern: accentPattern },
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		||||
	artist.Stroke { Pattern: artist.NewUniform(hex(0x7f8c89FF)) })
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		||||
var disabledScrollBarPattern = artist.NewMultiBordered (
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		||||
	artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
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		||||
	artist.Stroke { Pattern: backgroundPattern })
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		||||
							
								
								
									
										111
									
								
								theme/theme.go
									
									
									
									
									
								
							
							
						
						
									
										111
									
								
								theme/theme.go
									
									
									
									
									
								
							@ -1,116 +1,5 @@
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package theme
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import "image/color"
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import "golang.org/x/image/font"
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import "git.tebibyte.media/sashakoshka/tomo/artist"
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import "git.tebibyte.media/sashakoshka/tomo/defaultfont"
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// none of these colors are final! TODO: generate these values from a theme
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		||||
// file at startup.
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		||||
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		||||
func hex (color uint32) (c color.RGBA) {
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		||||
	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
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Padding returns the amount of internal padding elements should have. An
 | 
			
		||||
// element's inner content (such as text) should be inset by this amount,
 | 
			
		||||
 | 
			
		||||
		Reference in New Issue
	
	Block a user