data-oriented-patterns #9
@ -12,3 +12,16 @@ type Uniform color.RGBA
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func (pattern Uniform) Draw (destination canvas.Canvas, clip image.Rectangle) {
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shapes.FillColorRectangle(destination, color.RGBA(pattern), clip)
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}
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// Uhex creates a new Uniform pattern from an RGBA integer value.
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func Uhex (color uint32) (uniform Uniform) {
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return Uniform(hex(color))
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}
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func hex (color uint32) (c color.RGBA) {
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c.A = uint8(color)
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c.B = uint8(color >> 8)
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c.G = uint8(color >> 16)
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c.R = uint8(color >> 24)
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return
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}
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@ -2,15 +2,6 @@ package config
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// Config can return global configuration parameters.
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type Config interface {
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// Padding returns the amount of internal padding elements should have.
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// An element's inner content (such as text) should be inset by this
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// amount, in addition to the inset returned by the pattern of its
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// background.
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Padding () int
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// Margin returns how much space should be put in between elements.
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Margin () int
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// HandleWidth returns how large grab handles should typically be. This
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// is important for accessibility reasons.
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HandleWidth () int
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@ -26,15 +17,6 @@ type Config interface {
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// Default specifies default configuration values.
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type Default struct { }
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// Padding returns the default padding value.
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func (Default) Padding () int {
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return 7
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}
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// Margin returns the default margin value.
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func (Default) Margin () int {
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return 8
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}
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// HandleWidth returns the default handle width value.
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func (Default) HandleWidth () int {
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@ -56,19 +38,6 @@ type Wrapped struct {
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Config
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}
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// Padding returns the amount of internal padding elements should have.
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// An element's inner content (such as text) should be inset by this
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// amount, in addition to the inset returned by the pattern of its
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// background.
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func (wrapped Wrapped) Padding () int {
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return wrapped.ensure().Padding()
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}
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// Margin returns how much space should be put in between elements.
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func (wrapped Wrapped) Margin () int {
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return wrapped.ensure().Margin()
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}
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// HandleWidth returns how large grab handles should typically be. This
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// is important for accessibility reasons.
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func (wrapped Wrapped) HandleWidth () int {
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206
theme/default.go
206
theme/default.go
@ -5,6 +5,7 @@ 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/canvas"
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import "git.tebibyte.media/sashakoshka/tomo/defaultfont"
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import "git.tebibyte.media/sashakoshka/tomo/artist/patterns"
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// Default is the default theme.
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type Default struct { }
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@ -38,204 +39,37 @@ func (Default) Pattern (
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) artist.Pattern {
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switch pattern {
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case PatternAccent:
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return accentPattern
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return patterns.Uhex(0xFF8800FF)
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case PatternBackground:
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return backgroundPattern
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return patterns.Uhex(0x000000FF)
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case PatternForeground:
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if state.Disabled || c == C("basic", "spacer") {
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return weakForegroundPattern
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} else {
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return foregroundPattern
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}
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case PatternDead:
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return deadPattern
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case PatternRaised:
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if c == C("basic", "listEntry") {
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if state.Focused {
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if state.On {
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return focusedOnListEntryPattern
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} else {
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return focusedListEntryPattern
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}
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} else {
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if state.On {
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return onListEntryPattern
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} else {
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return listEntryPattern
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}
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}
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} else {
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if state.Focused {
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return selectedRaisedPattern
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} else {
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return raisedPattern
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}
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}
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case PatternSunken:
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if c == C("basic", "list") {
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if state.Focused {
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return focusedListPattern
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} else {
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return listPattern
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}
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} else if c == C("basic", "textBox") {
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if state.Disabled {
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return disabledInputPattern
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} else {
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if state.Focused {
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return selectedInputPattern
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} else {
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return inputPattern
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}
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}
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} else {
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if state.Focused {
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return focusedSunkenPattern
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} else {
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return sunkenPattern
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}
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}
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case PatternPinboard:
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if state.Focused {
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return focusedTexturedSunkenPattern
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} else {
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return texturedSunkenPattern
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}
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case PatternButton:
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if state.Disabled {
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return disabledButtonPattern
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} else {
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if c == C("fun", "sharpKey") {
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if state.Pressed {
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return pressedDarkButtonPattern
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} else {
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return darkButtonPattern
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}
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} else if c == C("fun", "flatKey") {
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if state.Pressed {
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return pressedButtonPattern
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} else {
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return buttonPattern
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}
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} else {
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if state.Pressed || state.On && c == C("basic", "checkbox") {
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if state.Focused {
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return pressedSelectedButtonPattern
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} else {
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return pressedButtonPattern
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}
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} else {
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if state.Focused {
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return selectedButtonPattern
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} else {
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return buttonPattern
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}
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}
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}
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}
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case PatternInput:
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if state.Disabled {
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return disabledInputPattern
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} else {
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if state.Focused {
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return selectedInputPattern
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} else {
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return inputPattern
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}
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}
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case PatternGutter:
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if c == C("basic", "sliderVertical") || c == C("basic", "sliderHorizontal") {
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if state.Disabled {
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return disabledThinScrollGutterPattern
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} else {
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return thinScrollGutterPattern
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}
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} else {
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if state.Disabled {
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return disabledScrollGutterPattern
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} else {
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return scrollGutterPattern
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}
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}
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case PatternHandle:
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if state.Disabled {
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return disabledScrollBarPattern
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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
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} else {
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return selectedScrollBarPattern
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}
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} else {
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if state.Pressed {
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return pressedScrollBarPattern
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} else {
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return scrollBarPattern
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}
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}
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}
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default:
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return uhex(0)
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return patterns.Uhex(0xFFFFFFFF)
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// case PatternDead:
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// case PatternRaised:
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// case PatternSunken:
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// case PatternPinboard:
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// case PatternButton:
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// case PatternInput:
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// case PatternGutter:
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// case PatternHandle:
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default: return patterns.Uhex(0x888888FF)
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}
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}
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// Inset returns the default inset value for the given pattern.
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func (Default) Inset (pattern Pattern, c Case) Inset {
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switch pattern {
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case PatternRaised:
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if c == C("basic", "listEntry") {
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return Inset { 4, 6, 4, 6 }
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} else {
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return Inset { 2, 2, 2, 2 }
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}
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case PatternSunken:
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if c == C("basic", "list") {
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return Inset { 2, 1, 2, 1 }
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} else if c == C("basic", "progressBar") {
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return Inset { 2, 1, 1, 2 }
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} else {
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return Inset { 2, 2, 2, 2 }
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}
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// Padding returns the default padding value for the given pattern.
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func (Default) Padding (pattern Pattern, c Case) artist.Inset {
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return artist.Inset { 4, 4, 4, 4}
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}
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case PatternPinboard:
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return Inset { 2, 2, 2, 2 }
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case PatternInput, PatternButton, PatternHandle:
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return Inset { 2, 2, 2, 2}
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default: return Inset { }
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}
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// Margin returns the default margin value for the given pattern.
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func (Default) Margin (id Pattern, c Case) image.Point {
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return image.Pt(4, 4)
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}
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// Hints returns rendering optimization hints for a particular pattern.
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// These are optional, but following them may result in improved
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// performance.
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func (Default) Hints (pattern Pattern, c Case) (hints Hints) {
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switch pattern {
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case PatternRaised:
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if c == C("basic", "listEntry") {
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hints.StaticInset = Inset { 0, 1, 0, 1 }
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} else {
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hints.StaticInset = Inset { 3, 3, 3, 3 }
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}
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case PatternSunken:
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if c == C("basic", "list") {
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hints.StaticInset = Inset { 2, 1, 2, 1 }
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} else {
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hints.StaticInset = Inset { 3, 3, 3, 3 }
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}
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case
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PatternPinboard,
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PatternInput,
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PatternButton,
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PatternHandle:
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hints.StaticInset = Inset { 3, 3, 3, 3 }
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}
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return
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}
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@ -1,272 +1,4 @@
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package theme
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import "image/color"
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import "git.tebibyte.media/sashakoshka/tomo/artist"
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// var backgroundPattern = artist.Gradient {
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// First: uhex(0xFF0000FF),
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// Second: uhex(0x00FF00FF),
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// }
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var accentPattern = artist.NewUniform(hex(0x408090FF))
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var backgroundPattern = artist.NewUniform(color.Gray16 { 0xAAAA })
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var foregroundPattern = artist.NewUniform(color.Gray16 { 0x0000 })
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var weakForegroundPattern = artist.NewUniform(color.Gray16 { 0x4444 })
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var strokePattern = artist.NewUniform(color.Gray16 { 0x0000 })
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var sunkenPattern = 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(0x97a09cFF)),
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},
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},
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artist.Stroke { Pattern: artist.NewUniform(hex(0x97a09cFF)) })
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var focusedSunkenPattern = 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(0x97a09cFF)) })
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var texturedSunkenPattern = 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(0x97a09cFF)),
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},
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},
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artist.Stroke { Pattern: artist.Noisy {
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Low: artist.NewUniform(hex(0x97a09cFF)),
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High: artist.NewUniform(hex(0x6e8079FF)),
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}})
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var focusedTexturedSunkenPattern = 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.Noisy {
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Low: artist.NewUniform(hex(0x97a09cFF)),
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High: artist.NewUniform(hex(0x6e8079FF)),
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}})
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var raisedPattern = 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(0xDBDBDBFF)),
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artist.NewUniform(hex(0x383C3AFF)),
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},
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},
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artist.Stroke { Pattern: artist.NewUniform(hex(0xAAAAAAFF)) })
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var selectedRaisedPattern = 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(0xDBDBDBFF)),
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artist.NewUniform(hex(0x383C3AFF)),
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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(0xAAAAAAFF)) })
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var deadPattern = artist.NewMultiBordered (
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artist.Stroke { Weight: 1, Pattern: strokePattern },
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artist.Stroke { Pattern: artist.NewUniform(hex(0x97a09cFF)) })
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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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var darkButtonPattern = 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(0xaebdb9FF)),
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artist.NewUniform(hex(0x3b4947FF)),
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},
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},
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artist.Stroke { Pattern: artist.NewUniform(hex(0x6b7a75FF)) })
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var pressedDarkButtonPattern = 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(0x3b4947FF)),
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artist.NewUniform(hex(0x6b7a75FF)),
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},
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},
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artist.Stroke { Pattern: artist.NewUniform(hex(0x6b7a75FF)) })
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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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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,
|
||||
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) })
|
||||
|
||||
var focusedListPattern = artist.NewMultiBordered (
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artist.Stroke { Weight: 1, Pattern: strokePattern },
|
||||
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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||||
}
|
||||
|
||||
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 thinScrollGutterPattern = artist.Padded {
|
||||
Fill: scrollGutterPattern,
|
||||
Stroke: sunkenPattern,
|
||||
Sides: []int{ 6, 6, 6, 6 },
|
||||
}
|
||||
var disabledScrollGutterPattern = artist.NewMultiBordered (
|
||||
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
|
||||
artist.Stroke { Pattern: backgroundPattern })
|
||||
var disabledThinScrollGutterPattern = artist.Padded {
|
||||
Fill: disabledScrollGutterPattern,
|
||||
Stroke: disabledButtonPattern,
|
||||
Sides: []int{ 6, 6, 6, 6},
|
||||
}
|
||||
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 })
|
||||
// import "image/color"
|
||||
// import "git.tebibyte.media/sashakoshka/tomo/artist"
|
||||
|
@ -63,7 +63,7 @@ type Hints struct {
|
||||
// StaticInset defines an inset rectangular area in the middle of the
|
||||
// pattern that does not change between PatternStates. If the inset is
|
||||
// zero on all sides, this hint does not apply.
|
||||
StaticInset Inset
|
||||
StaticInset artist.Inset
|
||||
|
||||
// Uniform specifies a singular color for the entire pattern. If the
|
||||
// alpha channel is zero, this hint does not apply.
|
||||
@ -82,9 +82,14 @@ type Theme interface {
|
||||
// and state.
|
||||
Pattern (Pattern, PatternState, Case) 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
|
||||
// Padding returns how much space should be between the bounds of a
|
||||
// pattern whatever an element draws inside of it.
|
||||
Padding (Pattern, Case) artist.Inset
|
||||
|
||||
// Margin returns the left/right (x) and top/bottom (y) margins that
|
||||
// should be put between any self-contained objects drawn within this
|
||||
// pattern (if applicable).
|
||||
Margin (Pattern, Case) image.Point
|
||||
|
||||
// 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
|
||||
@ -96,57 +101,3 @@ type Theme interface {
|
||||
// performance.
|
||||
Hints (Pattern, Case) Hints
|
||||
}
|
||||
|
||||
// Wrapped wraps any theme and injects a case into it automatically so that it
|
||||
// doesn't need to be specified for each query. Additionally, if the underlying
|
||||
// theme is nil, it just uses the default theme instead.
|
||||
type Wrapped struct {
|
||||
Theme
|
||||
Case
|
||||
}
|
||||
|
||||
// FontFace returns the proper font for a given style and size.
|
||||
func (wrapped Wrapped) FontFace (style FontStyle, size FontSize) font.Face {
|
||||
real := wrapped.ensure()
|
||||
return real.FontFace(style, size, wrapped.Case)
|
||||
}
|
||||
|
||||
// Icon returns an appropriate icon given an icon name.
|
||||
func (wrapped Wrapped) Icon (name string, size IconSize) canvas.Image {
|
||||
real := wrapped.ensure()
|
||||
return real.Icon(name, size, wrapped.Case)
|
||||
}
|
||||
|
||||
// Pattern returns an appropriate pattern given a pattern name and state.
|
||||
func (wrapped Wrapped) Pattern (id Pattern, state PatternState) artist.Pattern {
|
||||
real := wrapped.ensure()
|
||||
return real.Pattern(id, state, wrapped.Case)
|
||||
}
|
||||
|
||||
// Inset returns the area on all sides of a given pattern that is not meant to
|
||||
// be drawn on.
|
||||
func (wrapped Wrapped) Inset (id Pattern) Inset {
|
||||
real := wrapped.ensure()
|
||||
return real.Inset(id, wrapped.Case)
|
||||
}
|
||||
|
||||
// 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.
|
||||
func (wrapped Wrapped) Sink (id Pattern) image.Point {
|
||||
real := wrapped.ensure()
|
||||
return real.Sink(id, wrapped.Case)
|
||||
}
|
||||
|
||||
// Hints returns rendering optimization hints for a particular pattern.
|
||||
// These are optional, but following them may result in improved
|
||||
// performance.
|
||||
func (wrapped Wrapped) Hints (id Pattern) Hints {
|
||||
real := wrapped.ensure()
|
||||
return real.Hints(id, wrapped.Case)
|
||||
}
|
||||
|
||||
func (wrapped Wrapped) ensure () (real Theme) {
|
||||
real = wrapped.Theme
|
||||
if real == nil { real = Default { } }
|
||||
return
|
||||
}
|
||||
|
@ -1,16 +0,0 @@
|
||||
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))
|
||||
}
|
68
theme/wrapped.go
Normal file
68
theme/wrapped.go
Normal file
@ -0,0 +1,68 @@
|
||||
package theme
|
||||
|
||||
import "image"
|
||||
import "golang.org/x/image/font"
|
||||
import "git.tebibyte.media/sashakoshka/tomo/artist"
|
||||
import "git.tebibyte.media/sashakoshka/tomo/canvas"
|
||||
|
||||
// Wrapped wraps any theme and injects a case into it automatically so that it
|
||||
// doesn't need to be specified for each query. Additionally, if the underlying
|
||||
// theme is nil, it just uses the default theme instead.
|
||||
type Wrapped struct {
|
||||
Theme
|
||||
Case
|
||||
}
|
||||
|
||||
// FontFace returns the proper font for a given style and size.
|
||||
func (wrapped Wrapped) FontFace (style FontStyle, size FontSize) font.Face {
|
||||
real := wrapped.ensure()
|
||||
return real.FontFace(style, size, wrapped.Case)
|
||||
}
|
||||
|
||||
// Icon returns an appropriate icon given an icon name.
|
||||
func (wrapped Wrapped) Icon (name string, size IconSize) canvas.Image {
|
||||
real := wrapped.ensure()
|
||||
return real.Icon(name, size, wrapped.Case)
|
||||
}
|
||||
|
||||
// Pattern returns an appropriate pattern given a pattern name and state.
|
||||
func (wrapped Wrapped) Pattern (id Pattern, state PatternState) artist.Pattern {
|
||||
real := wrapped.ensure()
|
||||
return real.Pattern(id, state, wrapped.Case)
|
||||
}
|
||||
|
||||
// Padding returns how much space should be between the bounds of a
|
||||
// pattern whatever an element draws inside of it.
|
||||
func (wrapped Wrapped) Padding (id Pattern) artist.Inset {
|
||||
real := wrapped.ensure()
|
||||
return real.Padding(id, wrapped.Case)
|
||||
}
|
||||
|
||||
// Margin returns the left/right (x) and top/bottom (y) margins that
|
||||
// should be put between any self-contained objects drawn within this
|
||||
// pattern (if applicable).
|
||||
func (wrapped Wrapped) Margin (id Pattern) image.Point {
|
||||
real := wrapped.ensure()
|
||||
return real.Margin(id, wrapped.Case)
|
||||
}
|
||||
|
||||
// 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.
|
||||
func (wrapped Wrapped) Sink (id Pattern) image.Point {
|
||||
real := wrapped.ensure()
|
||||
return real.Sink(id, wrapped.Case)
|
||||
}
|
||||
|
||||
// Hints returns rendering optimization hints for a particular pattern.
|
||||
// These are optional, but following them may result in improved
|
||||
// performance.
|
||||
func (wrapped Wrapped) Hints (id Pattern) Hints {
|
||||
real := wrapped.ensure()
|
||||
return real.Hints(id, wrapped.Case)
|
||||
}
|
||||
|
||||
func (wrapped Wrapped) ensure () (real Theme) {
|
||||
real = wrapped.Theme
|
||||
if real == nil { real = Default { } }
|
||||
return
|
||||
}
|
Reference in New Issue
Block a user