240 lines
7.4 KiB
Go
240 lines
7.4 KiB
Go
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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// necissarily need to match an element name, but if it can, it should. Both
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// parameters should be written in camel case. Themes can change their styling
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// based on this parameter for fine-grained control over the look and feel of
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// specific elements.
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type Case struct { Namespace, Element string }
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// C can be used as shorthand to generate a case struct as used in PatternState.
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func C (namespace, element string) (c Case) {
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return Case {
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Namespace: namespace,
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Element: element,
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}
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}
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// PatternState lists parameters which can change the appearance of some
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// patterns. For example, passing a PatternState with Selected set to true may
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// result in a pattern that has a colored border within it.
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type PatternState struct {
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Case
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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 "on" state, such as if a checkbox is checked or a
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// switch is toggled on. This is only necessary if the element in
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// question is capable of being toggled.
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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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// Invalid should be set to true if th element that is using this
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// pattern wants to warn the user of an invalid interaction or data
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// entry. Invalid variations typically have some sort of reddish tint
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// or outline.
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Invalid bool
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}
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// Inset represents an inset amount for all four sides of a rectangle. The top
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// side is at index zero, the right at index one, the bottom at index two, and
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// the left at index three. These values may be negative.
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type Inset [4]int
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// Apply returns the given rectangle, shrunk on all four sides by the given
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// inset. If a measurment of the inset is negative, that side will instead be
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// expanded outward. If the rectangle's dimensions cannot be reduced any
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// further, an empty rectangle near its center will be returned.
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func (inset Inset) Apply (bigger image.Rectangle) (smaller image.Rectangle) {
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smaller = bigger
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if smaller.Dx() < inset[3] + inset[1] {
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smaller.Min.X = (smaller.Min.X + smaller.Max.X) / 2
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smaller.Max.X = smaller.Min.X
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} else {
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smaller.Min.X += inset[3]
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smaller.Max.X -= inset[1]
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}
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if smaller.Dy() < inset[0] + inset[2] {
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smaller.Min.Y = (smaller.Min.Y + smaller.Max.Y) / 2
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smaller.Max.Y = smaller.Min.Y
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} else {
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smaller.Min.Y += inset[0]
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smaller.Max.Y -= inset[2]
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}
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return
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}
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// Inverse returns a negated version of the inset.
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func (inset Inset) Inverse () (prime Inset) {
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return Inset {
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inset[0] * -1,
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inset[1] * -1,
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inset[2] * -1,
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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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