Sasha Koshka
34bf3038ac
This is the first step in transitioning the API over to the new design. The new tomo.Canvas interface gives drawing functions direct access to data buffers and eliminates overhead associated with calling functions for every pixel. The entire artist package will be remade around this.
218 lines
5.9 KiB
Go
218 lines
5.9 KiB
Go
package theme
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import "image"
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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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var foregroundImage = artist.NewUniform(color.Gray16 { 0x0000})
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var disabledForegroundImage = artist.NewUniform(color.Gray16 { 0x5555})
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var accentImage = artist.NewUniform(color.RGBA { 0x40, 0x80, 0x90, 0xFF})
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var highlightImage = artist.NewUniform(color.Gray16 { 0xEEEE })
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var shadowImage = artist.NewUniform(color.Gray16 { 0x3333 })
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var weakShadeImage = artist.NewUniform(color.Gray16 { 0x7777 })
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var strokeImage = artist.NewUniform(color.Gray16 { 0x0000 })
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var weakStrokeImage = artist.NewUniform(color.Gray16 { 0x3333 })
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var insetShadowImage = artist.NewUniform(color.Gray16 { 0x7777 })
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var backgroundImage = artist.NewUniform(color.Gray16 { 0xAAAA})
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var backgroundProfile = artist.ShadingProfile {
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Highlight: highlightImage,
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Shadow: shadowImage,
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Stroke: strokeImage,
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Fill: backgroundImage,
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StrokeWeight: 1,
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ShadingWeight: 1,
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}
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var engravedBackgroundProfile = backgroundProfile.Engraved()
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var raisedImage = artist.NewUniform(color.RGBA { 0x8D, 0x98, 0x94, 0xFF})
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var raisedProfile = artist.ShadingProfile {
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Highlight: highlightImage,
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Shadow: shadowImage,
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Stroke: strokeImage,
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Fill: raisedImage,
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StrokeWeight: 1,
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ShadingWeight: 1,
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}
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var selectedRaisedProfile = artist.ShadingProfile {
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Highlight: highlightImage,
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Shadow: shadowImage,
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Stroke: accentImage,
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Fill: raisedImage,
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StrokeWeight: 1,
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ShadingWeight: 1,
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}
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var engravedRaisedProfile = artist.ShadingProfile {
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Highlight: weakShadeImage,
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Shadow: raisedImage,
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Stroke: strokeImage,
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Fill: raisedImage,
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StrokeWeight: 1,
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ShadingWeight: 1,
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}
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var selectedEngravedRaisedProfile = artist.ShadingProfile {
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Highlight: insetShadowImage,
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Shadow: raisedImage,
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Stroke: accentImage,
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Fill: raisedImage,
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StrokeWeight: 1,
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ShadingWeight: 1,
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}
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var disabledRaisedProfile = artist.ShadingProfile {
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Highlight: weakShadeImage,
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Shadow: weakShadeImage,
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Stroke: weakStrokeImage,
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Fill: backgroundImage,
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StrokeWeight: 1,
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ShadingWeight: 0,
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}
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var inputImage = artist.NewUniform(color.Gray16 { 0xFFFF })
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var inputProfile = artist.ShadingProfile {
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Highlight: insetShadowImage,
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Shadow: inputImage,
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Stroke: strokeImage,
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Fill: inputImage,
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StrokeWeight: 1,
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ShadingWeight: 1,
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}
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var selectedInputProfile = artist.ShadingProfile {
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Highlight: insetShadowImage,
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Shadow: inputImage,
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Stroke: accentImage,
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Fill: inputImage,
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StrokeWeight: 1,
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ShadingWeight: 1,
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}
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var disabledInputProfile = artist.ShadingProfile {
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Highlight: weakShadeImage,
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Shadow: backgroundImage,
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Stroke: accentImage,
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Fill: backgroundImage,
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StrokeWeight: 1,
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ShadingWeight: 0,
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}
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// BackgroundProfile returns the shading profile to be used for backgrounds.
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func BackgroundProfile (engraved bool) artist.ShadingProfile {
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if engraved {
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return engravedBackgroundProfile
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} else {
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return backgroundProfile
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}
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}
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// RaisedProfile returns the shading profile to be used for raised objects such
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// as buttons.
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func RaisedProfile (
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engraved bool,
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enabled bool,
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selected bool,
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) (
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artist.ShadingProfile,
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) {
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if enabled {
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if engraved {
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if selected {
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return selectedEngravedRaisedProfile
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} else {
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return engravedRaisedProfile
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}
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} else {
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if selected {
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return selectedRaisedProfile
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} else {
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return raisedProfile
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}
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}
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} else {
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return disabledRaisedProfile
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}
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}
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// InputProfile returns the shading profile to be used for input fields.
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func InputProfile (enabled bool, selected bool) artist.ShadingProfile {
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if enabled {
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if selected {
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return selectedInputProfile
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} else {
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return inputProfile
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}
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} else {
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return disabledInputProfile
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}
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}
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// BackgroundImage returns the texture/color used for the fill of
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// BackgroundProfile.
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func BackgroundImage () artist.Pattern {
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return backgroundImage
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}
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// RaisedImage returns the texture/color used for the fill of RaisedProfile.
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func RaisedImage () artist.Pattern {
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return raisedImage
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}
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// InputImage returns the texture/color used for the fill of InputProfile.
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func InputImage () artist.Pattern {
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return inputImage
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}
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// ForegroundImage returns the texture/color text and monochromatic icons should
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// be drawn with.
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func ForegroundImage () artist.Pattern {
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return foregroundImage
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}
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// DisabledForegroundImage returns the texture/color text and monochromatic
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// icons should be drawn with if they are disabled.
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func DisabledForegroundImage () artist.Pattern {
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return disabledForegroundImage
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}
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// AccentImage returns the accent texture/color.
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func AccentImage () artist.Pattern {
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return accentImage
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}
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// TODO: load fonts from an actual source instead of using basicfont
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// FontFaceRegular returns the font face to be used for normal text.
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func FontFaceRegular () font.Face {
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return defaultfont.FaceRegular
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}
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// FontFaceBold returns the font face to be used for bolded text.
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func FontFaceBold () font.Face {
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return defaultfont.FaceBold
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}
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// FontFaceItalic returns the font face to be used for italicized text.
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func FontFaceItalic () font.Face {
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return defaultfont.FaceItalic
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}
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// FontFaceBoldItalic returns the font face to be used for text that is both
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// bolded and italicized.
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func FontFaceBoldItalic () font.Face {
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return defaultfont.FaceBoldItalic
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}
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// Padding returns how spaced out things should be on the screen. Generally,
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// text should be offset from its container on all sides by this amount.
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func Padding () int {
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return 8
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}
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// SinkOffsetVector specifies a vector for things such as text to move by when a
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// "sinking in" effect is desired, such as a button label during a button press.
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func SinkOffsetVector () image.Point {
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return image.Point { 1, 1 }
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}
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