429 lines
10 KiB
Go
429 lines
10 KiB
Go
package tomo
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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/data"
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import "git.tebibyte.media/sashakoshka/tomo/artist"
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// Color lits a number of cannonical colors, each with its own ID.
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type Color int; const (
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// The sixteen ANSI terminal colors:
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ColorBlack Color = iota
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ColorRed
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ColorGreen
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ColorYellow
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ColorBlue
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ColorPurple
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ColorCyan
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ColorWhite
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ColorBrightBlack
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ColorBrightRed
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ColorBrightGreen
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ColorBrightYellow
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ColorBrightBlue
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ColorBrightPurple
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ColorBrightCyan
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ColorBrightWhite
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// ColorForeground is the text/icon color of the theme.
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ColorForeground
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// ColorMidground is a generic raised element color.
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ColorMidground
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// ColorBackground is the background color of the theme.
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ColorBackground
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// ColorShadow is a generic shadow color.
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ColorShadow
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// ColorShine is a generic highlight color.
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ColorShine
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// ColorAccent is the accent color of the theme.
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ColorAccent
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)
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// Pattern lists a number of cannonical pattern types, each with its own ID.
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type Pattern int; const (
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// PatternBackground is the window background of the theme. It appears
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// in things like containers and behind text.
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PatternBackground Pattern = iota
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// PatternDead is a pattern that is displayed on a "dead area" where no
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// controls exist, but there still must be some indication of visual
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// structure (such as in the corner between two scroll bars).
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PatternDead
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// PatternRaised is a generic raised pattern.
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PatternRaised
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// PatternSunken is a generic sunken pattern.
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PatternSunken
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// PatternPinboard is similar to PatternSunken, but it is textured.
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PatternPinboard
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// PatternButton is a button pattern.
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PatternButton
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// PatternInput is a pattern for input fields, editable text areas, etc.
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PatternInput
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// PatternGutter is a track for things to slide on.
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PatternGutter
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// PatternHandle is a handle that slides along a gutter.
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PatternHandle
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// PatternLine is an engraved line that separates things.
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PatternLine
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// PatternMercury is a fill pattern for progress bars, meters, etc.
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PatternMercury
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// PatternTableHead is a table row or column heading background.
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PatternTableHead
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// PatternTableCell is a table cell background.
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PatternTableCell
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// PatternLamp is an indicator light pattern.
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PatternLamp
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)
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// IconSize is a type representing valid icon sizes.
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type IconSize int
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const (
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IconSizeSmall IconSize = 16
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IconSizeLarge IconSize = 48
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)
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// Icon lists a number of cannonical icons, each with its own ID.
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type Icon int
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// IconNone specifies no icon.
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const IconNone = -1
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const (
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// Place icons
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IconHome Icon = iota
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Icon3DObjects
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IconPictures
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IconVideos
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IconMusic
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IconArchives
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IconBooks
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IconDocuments
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IconFonts
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IconPrograms
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IconLibraries
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IconDownloads
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IconRepositories
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IconSettings
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IconHistory)
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const (
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// Object icons
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IconFile Icon = iota + 0x80
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IconDirectory
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IconPopulatedDirectory
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IconStorage
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IconMagneticTape
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IconFloppyDisk
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IconHDD
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IconSSD
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IconFlashDrive
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IconMemoryCard
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IconRomDisk
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IconRamDisk
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IconCD
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IconDVD
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IconNetwork
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IconInternet
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IconDevice
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IconServer
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IconNetworkSwitch
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IconRouter
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IconDesktop
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IconLaptop
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IconTablet
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IconPhone
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IconCamera
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IconPeripheral
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IconKeyboard
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IconMouse
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IconTrackpad
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IconPenTablet
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IconMonitor
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IconSpeaker
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IconMicrophone
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IconWebcam
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IconGameController
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IconPort
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IconNetworkPort
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IconUSBPort
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IconParallelPort
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IconSerialPort
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IconPS2Port
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IconMonitorPort)
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const (
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// Action icons
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IconOpen Icon = iota + 0x100
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IconSave
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IconSaveAs
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IconNew
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IconNewFolder
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IconDelete
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IconCut
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IconCopy
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IconPaste
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IconAdd
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IconRemove
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IconAddBookmark
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IconRemoveBookmark
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IconAddFavorite
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IconRemoveFavorite
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IconPlay
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IconPause
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IconStop
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IconFastForward
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IconRewind
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IconToEnd
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IconToBeginning
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IconRecord
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IconVolumeUp
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IconVolumeDown
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IconMute
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IconBackward
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IconForward
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IconUpward
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IconRefresh
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IconYes
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IconNo
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IconUndo
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IconRedo
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IconRun
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IconSearch
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IconClose
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IconQuit
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IconIconify
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IconShade
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IconMaximize
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IconRestore
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IconReplace
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IconUnite
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IconDiffer
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IconInvert
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IconIntersect
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IconExpand
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IconPin
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IconUnpin)
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const (
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// Status icons
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IconInformation Icon = iota + 0x180
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IconQuestion
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IconWarning
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IconError)
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const (
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// Tool icons
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IconCursor Icon = iota + 0x200
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IconMeasure
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IconSelect
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IconSelectRectangle
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IconSelectEllipse
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IconSelectGeometric
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IconSelectFreeform
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IconSelectLasso
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IconSelectFuzzy
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IconTransform
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IconTranslate
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IconRotate
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IconScale
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IconWarp
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IconDistort
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IconPencil
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IconBrush
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IconEraser
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IconFill
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IconText)
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// FontSize specifies the general size of a font face in a semantic way.
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type FontSize int; const (
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// FontSizeNormal is the default font size that should be used for most
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// things.
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FontSizeNormal FontSize = iota
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// FontSizeLarge is a larger font size suitable for things like section
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// headings.
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FontSizeLarge
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// FontSizeHuge is a very large font size suitable for things like
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// titles, wizard step names, digital clocks, etc.
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FontSizeHuge
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// FontSizeSmall is a smaller font size. Try not to use this unless it
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// makes a lot of sense to do so, because it can negatively impact
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// accessibility. It is useful for things like copyright notices at the
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// bottom of some window that the average user doesn't actually care
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// about.
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FontSizeSmall
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)
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// FontStyle specifies stylistic alterations to a font face.
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type FontStyle int; const (
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FontStyleRegular FontStyle = 0
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FontStyleBold FontStyle = 1
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FontStyleItalic FontStyle = 2
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FontStyleMonospace FontStyle = 4
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FontStyleBoldItalic FontStyle = 1 | 2
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)
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// Hints specifies rendering hints for a particular pattern. Elements can take
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// these into account in order to gain extra performance.
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type Hints struct {
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// StaticInset defines an inset rectangular area in the middle of the
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// pattern that does not change between PatternStates. If the inset is
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// zero on all sides, this hint does not apply.
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StaticInset artist.Inset
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// Uniform specifies a singular color for the entire pattern. If the
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// alpha channel is zero, this hint does not apply.
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Uniform color.RGBA
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}
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// Theme represents a visual style configuration,
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type Theme interface {
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// FontFace returns the proper font for a given style, size, and case.
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FontFace (FontStyle, FontSize, Case) font.Face
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// Icon returns an appropriate icon given an icon name, size, and case.
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Icon (Icon, IconSize, Case) artist.Icon
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// Icon returns an appropriate icon given a file mime type, size, and,
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// case.
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MimeIcon (data.Mime, IconSize, Case) artist.Icon
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// Pattern returns an appropriate pattern given a pattern name, case,
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// and state.
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Pattern (Pattern, State, Case) artist.Pattern
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// Color returns an appropriate pattern given a color name, case, and
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// state.
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Color (Color, State, Case) color.RGBA
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// Padding returns how much space should be between the bounds of a
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// pattern whatever an element draws inside of it.
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Padding (Pattern, Case) artist.Inset
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// Margin returns the left/right (x) and top/bottom (y) margins that
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// should be put between any self-contained objects drawn within this
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// pattern (if applicable).
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Margin (Pattern, Case) image.Point
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// Sink returns a vector that should be added to an element's inner
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// content when it is pressed down (if applicable) to simulate a 3D
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// sinking effect.
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Sink (Pattern, Case) image.Point
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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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Hints (Pattern, Case) Hints
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}
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// Case sepecifies what kind of element is using a pattern. It contains a
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// namespace parameter, an element parameter, and an optional component trail.
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// All parameter values should be written in camel case. Themes can change their
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// styling based on the case for fine-grained control over the look and feel of
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// specific elements.
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type Case struct {
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// Namespace refers to the package that the element comes from. This is
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// so different element packages can have elements with the same name
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// while still allowing themes to differentiate between them.
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Namespace string
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// Element refers to the name of the element. This should (generally) be
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// the type name of the element. For example: Button, Input, Container,
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// etc.
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Element string
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// Component specifies the specific part of the element that is being
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// referred to. This parameter is entirely optional.
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Component string
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}
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// C can be used as shorthand to generate a case struct. The component parameter
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// may be left out of this argument list for brevity. Arguments passed after
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// component will be ignored.
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func C (namespace, element string, component ...string) Case {
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if component == nil { component = []string { "" } }
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return Case {
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Namespace: namespace,
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Element: element,
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Component: component[0],
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}
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}
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// Match determines if a case matches the specified parameters. A blank string
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// will act as a wildcard.
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func (c Case) Match (namespace, element, component string) bool {
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if namespace == "" { namespace = c.Namespace }
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if element == "" { element = c.Element }
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if component == "" { component = c.Component }
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return namespace == c.Namespace &&
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element == c.Element &&
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component == c.Component
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}
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// State lists parameters which can change the appearance of some patterns and
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// colors. For example, passing a State with Selected set to true may result in
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// a pattern that has a colored border within it.
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type State struct {
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// On should be set to true if the element that is using this pattern is
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// in some sort of selected or "on" state, such as if a checkbox is
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// checked, a file is selected, or a switch is toggled on. This is only
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// necessary if the element in question is capable of being toggled or
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// selected.
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On bool
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// Focused should be set to true if the element that is using this
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// pattern is currently focused.
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Focused bool
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// Pressed should be set to true if the element that is using this
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// pattern is being pressed down by the mouse. This is only necessary if
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// the element in question processes mouse button events.
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Pressed bool
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// Disabled should be set to true if the element that is using this
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// pattern is locked and cannot be interacted with. Disabled variations
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// of patterns are typically flattened and greyed-out.
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Disabled bool
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}
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