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https://github.com/RGBCube/serenity
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LibGUI+LibDraw: Add "Palette" concept for scoped color theming
GApplication now has a palette. This palette contains all the system theme colors by default, and is inherited by a new top-level GWidget. New child widgets inherit their parents palette. It is possible to override the GApplication palette, and the palette of any GWidget. The Palette object contains a bunch of colors, each corresponding to a ColorRole. Each role has a convenience getter as well. Each GWidget now has a background_role() and foreground_role(), which are then looked up in their current palette when painting. This means that you no longer alter the background color of a widget by setting it directly, rather you alter either its background role, or the widget's palette.
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62 changed files with 448 additions and 410 deletions
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@ -1,15 +1,16 @@
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#include <LibDraw/Painter.h>
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#include <LibDraw/Palette.h>
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#include <LibDraw/StylePainter.h>
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void StylePainter::paint_tab_button(Painter& painter, const Rect& rect, bool active, bool hovered, bool enabled)
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void StylePainter::paint_tab_button(Painter& painter, const Rect& rect, const Palette& palette, bool active, bool hovered, bool enabled)
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{
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Color base_color = SystemColor::Button;
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Color highlight_color2 = SystemColor::ThreedHighlight;
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Color shadow_color1 = SystemColor::ThreedShadow1;
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Color shadow_color2 = SystemColor::ThreedShadow2;
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Color base_color = palette.button();
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Color highlight_color2 = palette.threed_highlight();
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Color shadow_color1 = palette.threed_shadow1();
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Color shadow_color2 = palette.threed_shadow2();
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if (hovered && enabled && !active)
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base_color = StylePainter::hover_highlight_color();
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base_color = palette.hover_highlight();
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PainterStateSaver saver(painter);
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painter.translate(rect.location());
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@ -42,20 +43,20 @@ void StylePainter::paint_tab_button(Painter& painter, const Rect& rect, bool act
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shadow_color2);
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}
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static void paint_button_new(Painter& painter, const Rect& rect, bool pressed, bool checked, bool hovered, bool enabled)
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static void paint_button_new(Painter& painter, const Rect& rect, const Palette& palette, bool pressed, bool checked, bool hovered, bool enabled)
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{
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Color button_color = SystemColor::Button;
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Color highlight_color2 = SystemColor::ThreedHighlight;
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Color shadow_color1 = SystemColor::ThreedShadow1;
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Color shadow_color2 = SystemColor::ThreedShadow2;
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Color button_color = palette.button();
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Color highlight_color2 = palette.threed_highlight();
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Color shadow_color1 = palette.threed_shadow1();
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Color shadow_color2 = palette.threed_shadow2();
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if (checked && enabled) {
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if (hovered)
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button_color = SystemColor::HoverHighlight;
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button_color = palette.hover_highlight();
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else
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button_color = SystemColor::Button;
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button_color = palette.button();
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} else if (hovered && enabled)
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button_color = StylePainter::hover_highlight_color();
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button_color = palette.hover_highlight();
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PainterStateSaver saver(painter);
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painter.translate(rect.location());
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@ -87,14 +88,14 @@ static void paint_button_new(Painter& painter, const Rect& rect, bool pressed, b
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}
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}
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void StylePainter::paint_button(Painter& painter, const Rect& rect, ButtonStyle button_style, bool pressed, bool hovered, bool checked, bool enabled)
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void StylePainter::paint_button(Painter& painter, const Rect& rect, const Palette& palette, ButtonStyle button_style, bool pressed, bool hovered, bool checked, bool enabled)
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{
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if (button_style == ButtonStyle::Normal)
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return paint_button_new(painter, rect, pressed, checked, hovered, enabled);
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return paint_button_new(painter, rect, palette, pressed, checked, hovered, enabled);
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Color button_color = SystemColor::Button;
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Color highlight_color = SystemColor::ThreedHighlight;
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Color shadow_color = Color(96, 96, 96);
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Color button_color = palette.button();
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Color highlight_color = palette.threed_highlight();
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Color shadow_color = palette.threed_shadow1();
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if (button_style == ButtonStyle::CoolBar && !enabled)
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return;
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@ -127,27 +128,27 @@ void StylePainter::paint_button(Painter& painter, const Rect& rect, ButtonStyle
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}
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}
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void StylePainter::paint_surface(Painter& painter, const Rect& rect, bool paint_vertical_lines, bool paint_top_line)
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void StylePainter::paint_surface(Painter& painter, const Rect& rect, const Palette& palette, bool paint_vertical_lines, bool paint_top_line)
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{
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painter.fill_rect({ rect.x(), rect.y() + 1, rect.width(), rect.height() - 2 }, SystemColor::Button);
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painter.draw_line(rect.top_left(), rect.top_right(), paint_top_line ? SystemColor::ThreedHighlight : SystemColor::Button);
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painter.draw_line(rect.bottom_left(), rect.bottom_right(), SystemColor::ThreedShadow1);
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painter.fill_rect({ rect.x(), rect.y() + 1, rect.width(), rect.height() - 2 }, palette.button());
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painter.draw_line(rect.top_left(), rect.top_right(), paint_top_line ? palette.threed_highlight() : palette.button());
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painter.draw_line(rect.bottom_left(), rect.bottom_right(), palette.threed_shadow1());
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if (paint_vertical_lines) {
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painter.draw_line(rect.top_left().translated(0, 1), rect.bottom_left().translated(0, -1), SystemColor::ThreedHighlight);
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painter.draw_line(rect.top_right(), rect.bottom_right().translated(0, -1), SystemColor::ThreedShadow1);
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painter.draw_line(rect.top_left().translated(0, 1), rect.bottom_left().translated(0, -1), palette.threed_highlight());
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painter.draw_line(rect.top_right(), rect.bottom_right().translated(0, -1), palette.threed_shadow1());
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}
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}
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void StylePainter::paint_frame(Painter& painter, const Rect& rect, FrameShape shape, FrameShadow shadow, int thickness, bool skip_vertical_lines)
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void StylePainter::paint_frame(Painter& painter, const Rect& rect, const Palette& palette, FrameShape shape, FrameShadow shadow, int thickness, bool skip_vertical_lines)
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{
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Color top_left_color;
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Color bottom_right_color;
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Color dark_shade = SystemColor::ThreedShadow1;
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Color light_shade = SystemColor::ThreedHighlight;
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Color dark_shade = palette.threed_shadow1();
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Color light_shade = palette.threed_highlight();
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if (shape == FrameShape::Container && thickness >= 2) {
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if (shadow == FrameShadow::Raised) {
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dark_shade = SystemColor::ThreedShadow2;
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dark_shade = palette.threed_shadow2();
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}
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}
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@ -175,10 +176,10 @@ void StylePainter::paint_frame(Painter& painter, const Rect& rect, FrameShape sh
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if (shape == FrameShape::Container && thickness >= 2) {
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Color top_left_color;
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Color bottom_right_color;
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Color dark_shade = SystemColor::ThreedShadow2;
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Color light_shade = SystemColor::Button;
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Color dark_shade = palette.threed_shadow2();
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Color light_shade = palette.button();
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if (shadow == FrameShadow::Raised) {
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dark_shade = SystemColor::ThreedShadow1;
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dark_shade = palette.threed_shadow1();
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top_left_color = light_shade;
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bottom_right_color = dark_shade;
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} else if (shadow == FrameShadow::Sunken) {
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@ -205,12 +206,12 @@ void StylePainter::paint_frame(Painter& painter, const Rect& rect, FrameShape sh
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}
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}
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void StylePainter::paint_window_frame(Painter& painter, const Rect& rect)
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void StylePainter::paint_window_frame(Painter& painter, const Rect& rect, const Palette& palette)
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{
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Color base_color = SystemColor::Button;
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Color dark_shade = SystemColor::ThreedShadow2;
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Color mid_shade = SystemColor::ThreedShadow1;
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Color light_shade = SystemColor::ThreedHighlight;
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Color base_color = palette.button();
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Color dark_shade = palette.threed_shadow2();
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Color mid_shade = palette.threed_shadow1();
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Color light_shade = palette.threed_highlight();
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painter.draw_line(rect.top_left(), rect.top_right(), base_color);
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painter.draw_line(rect.top_left().translated(0, 1), rect.bottom_left(), base_color);
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@ -227,7 +228,7 @@ void StylePainter::paint_window_frame(Painter& painter, const Rect& rect)
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painter.draw_line(rect.bottom_left().translated(2, -2), rect.bottom_right().translated(-2, -2), base_color);
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}
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void StylePainter::paint_progress_bar(Painter& painter, const Rect& rect, int min, int max, int value, const StringView& text)
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void StylePainter::paint_progress_bar(Painter& painter, const Rect& rect, const Palette& palette, int min, int max, int value, const StringView& text)
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{
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// First we fill the entire widget with the gradient. This incurs a bit of
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// overdraw but ensures a consistent look throughout the progression.
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@ -249,7 +250,7 @@ void StylePainter::paint_progress_bar(Painter& painter, const Rect& rect, int mi
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Rect hole_rect { (int)progress_width, 0, (int)(rect.width() - progress_width), rect.height() };
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hole_rect.move_by(rect.location());
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PainterStateSaver saver(painter);
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painter.fill_rect(hole_rect, Color::White);
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painter.fill_rect(hole_rect, palette.base());
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painter.add_clip_rect(hole_rect);
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if (!text.is_null())
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