ladybird/Libraries/LibDraw/StylePainter.cpp
Andreas Kling 411058b2a3 WindowServer+LibGUI: Implement basic color theming
Color themes are loaded from .ini files in /res/themes/
The theme can be switched from the "Themes" section in the system menu.

The basic mechanism is that WindowServer broadcasts a SharedBuffer with
all of the color values of the current theme. Clients receive this with
the response to their initial WindowServer::Greet handshake.

When the theme is changed, WindowServer tells everyone by sending out
an UpdateSystemTheme message with a new SharedBuffer to use.

This does feel somewhat bloated somehow, but I'm sure we can iterate on
it over time and improve things.

To get one of the theme colors, use the Color(SystemColor) constructor:

    painter.fill_rect(rect, SystemColor::HoverHighlight);

Some things don't work 100% right without a reboot. Specifically, when
constructing a GWidget, it will set its own background and foreground
colors based on the current SystemColor::Window and SystemColor::Text.
The widget is then stuck with these values, and they don't update on
system theme change, only on app restart.

All in all though, this is pretty cool. Merry Christmas! :^)
2019-12-23 20:33:01 +01:00

258 lines
12 KiB
C++

#include <LibDraw/Painter.h>
#include <LibDraw/StylePainter.h>
void StylePainter::paint_tab_button(Painter& painter, const Rect& rect, bool active, bool hovered, bool enabled)
{
Color base_color = SystemColor::Window;
Color highlight_color2 = SystemColor::ThreedHighlight;
Color shadow_color1 = SystemColor::ThreedShadow1;
Color shadow_color2 = SystemColor::ThreedShadow2;
if (hovered && enabled && !active)
base_color = StylePainter::hover_highlight_color();
PainterStateSaver saver(painter);
painter.translate(rect.location());
// Base
painter.fill_rect({ 1, 1, rect.width() - 2, rect.height() - 1 }, base_color);
// Top line
painter.draw_line({ 2, 0 }, { rect.width() - 3, 0 }, highlight_color2);
// Left side
painter.draw_line({ 0, 2 }, { 0, rect.height() - 1 }, highlight_color2);
painter.set_pixel({ 1, 1 }, highlight_color2);
// Right side
painter.draw_line({
rect.width() - 1,
2,
},
{ rect.width() - 1, rect.height() - 1 }, shadow_color2);
painter.draw_line({
rect.width() - 2,
2,
},
{ rect.width() - 2, rect.height() - 1 }, shadow_color1);
painter.set_pixel({
rect.width() - 2,
1,
},
shadow_color2);
}
static void paint_button_new(Painter& painter, const Rect& rect, bool pressed, bool checked, bool hovered, bool enabled)
{
Color button_color = SystemColor::Window;
Color highlight_color2 = SystemColor::ThreedHighlight;
Color shadow_color1 = SystemColor::ThreedShadow1;
Color shadow_color2 = SystemColor::ThreedShadow2;
if (checked && enabled) {
if (hovered)
button_color = SystemColor::HoverHighlight;
else
button_color = SystemColor::Window;
} else if (hovered && enabled)
button_color = StylePainter::hover_highlight_color();
PainterStateSaver saver(painter);
painter.translate(rect.location());
if (pressed || checked) {
// Base
painter.fill_rect({ 1, 1, rect.width() - 2, rect.height() - 2 }, button_color);
painter.draw_rect({ {}, rect.size() }, shadow_color2);
// Sunken shadow
painter.draw_line({ 1, 1 }, { rect.width() - 2, 1 }, shadow_color1);
painter.draw_line({ 1, 2 }, { 1, rect.height() - 2 }, shadow_color1);
} else {
// Base
painter.fill_rect({ 1, 1, rect.width() - 3, rect.height() - 3 }, button_color);
// Outer highlight
painter.draw_line({ 0, 0 }, { rect.width() - 2, 0 }, highlight_color2);
painter.draw_line({ 0, 1 }, { 0, rect.height() - 2 }, highlight_color2);
// Outer shadow
painter.draw_line({ 0, rect.height() - 1 }, { rect.width() - 1, rect.height() - 1 }, shadow_color2);
painter.draw_line({ rect.width() - 1, 0 }, { rect.width() - 1, rect.height() - 2 }, shadow_color2);
// Inner shadow
painter.draw_line({ 1, rect.height() - 2 }, { rect.width() - 2, rect.height() - 2 }, shadow_color1);
painter.draw_line({ rect.width() - 2, 1 }, { rect.width() - 2, rect.height() - 3 }, shadow_color1);
}
}
void StylePainter::paint_button(Painter& painter, const Rect& rect, ButtonStyle button_style, bool pressed, bool hovered, bool checked, bool enabled)
{
if (button_style == ButtonStyle::Normal)
return paint_button_new(painter, rect, pressed, checked, hovered, enabled);
Color button_color = SystemColor::Window;
Color highlight_color = Color::White;
Color shadow_color = Color(96, 96, 96);
if (button_style == ButtonStyle::CoolBar && !enabled)
return;
PainterStateSaver saver(painter);
painter.translate(rect.location());
if (pressed || checked) {
// Base
painter.fill_rect({ 1, 1, rect.width() - 2, rect.height() - 2 }, button_color);
// Sunken shadow
painter.draw_line({ 1, 1 }, { rect.width() - 2, 1 }, shadow_color);
painter.draw_line({ 1, 2 }, { 1, rect.height() - 2 }, shadow_color);
// Bottom highlight
painter.draw_line({ rect.width() - 2, 1 }, { rect.width() - 2, rect.height() - 3 }, highlight_color);
painter.draw_line({ 1, rect.height() - 2 }, { rect.width() - 2, rect.height() - 2 }, highlight_color);
} else if (button_style == ButtonStyle::CoolBar && hovered) {
// Base
painter.fill_rect({ 1, 1, rect.width() - 2, rect.height() - 2 }, button_color);
// White highlight
painter.draw_line({ 1, 1 }, { rect.width() - 2, 1 }, highlight_color);
painter.draw_line({ 1, 2 }, { 1, rect.height() - 2 }, highlight_color);
// Gray shadow
painter.draw_line({ rect.width() - 2, 1 }, { rect.width() - 2, rect.height() - 3 }, shadow_color);
painter.draw_line({ 1, rect.height() - 2 }, { rect.width() - 2, rect.height() - 2 }, shadow_color);
}
}
void StylePainter::paint_surface(Painter& painter, const Rect& rect, bool paint_vertical_lines, bool paint_top_line)
{
painter.fill_rect({ rect.x(), rect.y() + 1, rect.width(), rect.height() - 2 }, SystemColor::Window);
painter.draw_line(rect.top_left(), rect.top_right(), paint_top_line ? SystemColor::ThreedHighlight : SystemColor::Window);
painter.draw_line(rect.bottom_left(), rect.bottom_right(), SystemColor::ThreedShadow1);
if (paint_vertical_lines) {
painter.draw_line(rect.top_left().translated(0, 1), rect.bottom_left().translated(0, -1), SystemColor::ThreedHighlight);
painter.draw_line(rect.top_right(), rect.bottom_right().translated(0, -1), SystemColor::ThreedShadow1);
}
}
void StylePainter::paint_frame(Painter& painter, const Rect& rect, FrameShape shape, FrameShadow shadow, int thickness, bool skip_vertical_lines)
{
Color top_left_color;
Color bottom_right_color;
Color dark_shade = SystemColor::ThreedShadow1;
Color light_shade = SystemColor::ThreedHighlight;
if (shape == FrameShape::Container && thickness >= 2) {
if (shadow == FrameShadow::Raised) {
dark_shade = SystemColor::ThreedShadow2;
}
}
if (shadow == FrameShadow::Raised) {
top_left_color = light_shade;
bottom_right_color = dark_shade;
} else if (shadow == FrameShadow::Sunken) {
top_left_color = dark_shade;
bottom_right_color = light_shade;
} else if (shadow == FrameShadow::Plain) {
top_left_color = dark_shade;
bottom_right_color = dark_shade;
}
if (thickness >= 1) {
painter.draw_line(rect.top_left(), rect.top_right(), top_left_color);
painter.draw_line(rect.bottom_left(), rect.bottom_right(), bottom_right_color);
if (shape != FrameShape::Panel || !skip_vertical_lines) {
painter.draw_line(rect.top_left().translated(0, 1), rect.bottom_left().translated(0, -1), top_left_color);
painter.draw_line(rect.top_right(), rect.bottom_right().translated(0, -1), bottom_right_color);
}
}
if (shape == FrameShape::Container && thickness >= 2) {
Color top_left_color;
Color bottom_right_color;
Color dark_shade = SystemColor::ThreedShadow2;
Color light_shade = SystemColor::Window;
if (shadow == FrameShadow::Raised) {
dark_shade = SystemColor::ThreedShadow1;
top_left_color = light_shade;
bottom_right_color = dark_shade;
} else if (shadow == FrameShadow::Sunken) {
top_left_color = dark_shade;
bottom_right_color = light_shade;
} else if (shadow == FrameShadow::Plain) {
top_left_color = dark_shade;
bottom_right_color = dark_shade;
}
Rect inner_container_frame_rect = rect.shrunken(2, 2);
painter.draw_line(inner_container_frame_rect.top_left(), inner_container_frame_rect.top_right(), top_left_color);
painter.draw_line(inner_container_frame_rect.bottom_left(), inner_container_frame_rect.bottom_right(), bottom_right_color);
painter.draw_line(inner_container_frame_rect.top_left().translated(0, 1), inner_container_frame_rect.bottom_left().translated(0, -1), top_left_color);
painter.draw_line(inner_container_frame_rect.top_right(), inner_container_frame_rect.bottom_right().translated(0, -1), bottom_right_color);
}
if (shape == FrameShape::Box && thickness >= 2) {
swap(top_left_color, bottom_right_color);
Rect inner_rect = rect.shrunken(2, 2);
painter.draw_line(inner_rect.top_left(), inner_rect.top_right(), top_left_color);
painter.draw_line(inner_rect.bottom_left(), inner_rect.bottom_right(), bottom_right_color);
painter.draw_line(inner_rect.top_left().translated(0, 1), inner_rect.bottom_left().translated(0, -1), top_left_color);
painter.draw_line(inner_rect.top_right(), inner_rect.bottom_right().translated(0, -1), bottom_right_color);
}
}
void StylePainter::paint_window_frame(Painter& painter, const Rect& rect)
{
Color base_color = SystemColor::Window;
Color dark_shade = SystemColor::ThreedShadow2;
Color mid_shade = SystemColor::ThreedShadow1;
Color light_shade = SystemColor::ThreedHighlight;
painter.draw_line(rect.top_left(), rect.top_right(), base_color);
painter.draw_line(rect.top_left().translated(0, 1), rect.bottom_left(), base_color);
painter.draw_line(rect.top_left().translated(1, 1), rect.top_right().translated(-1, 1), light_shade);
painter.draw_line(rect.top_left().translated(1, 1), rect.bottom_left().translated(1, -1), light_shade);
painter.draw_line(rect.top_left().translated(2, 2), rect.top_right().translated(-2, 2), base_color);
painter.draw_line(rect.top_left().translated(2, 2), rect.bottom_left().translated(2, -2), base_color);
painter.draw_line(rect.top_right(), rect.bottom_right(), dark_shade);
painter.draw_line(rect.top_right().translated(-1, 1), rect.bottom_right().translated(-1, -1), mid_shade);
painter.draw_line(rect.top_right().translated(-2, 2), rect.bottom_right().translated(-2, -2), base_color);
painter.draw_line(rect.bottom_left(), rect.bottom_right(), dark_shade);
painter.draw_line(rect.bottom_left().translated(1, -1), rect.bottom_right().translated(-1, -1), mid_shade);
painter.draw_line(rect.bottom_left().translated(2, -2), rect.bottom_right().translated(-2, -2), base_color);
}
void StylePainter::paint_progress_bar(Painter& painter, const Rect& rect, int min, int max, int value, const StringView& text)
{
// First we fill the entire widget with the gradient. This incurs a bit of
// overdraw but ensures a consistent look throughout the progression.
Color start_color(110, 34, 9);
Color end_color(244, 202, 158);
painter.fill_rect_with_gradient(rect, start_color, end_color);
if (!text.is_null()) {
painter.draw_text(rect.translated(1, 1), text, TextAlignment::Center, Color::Black);
painter.draw_text(rect, text, TextAlignment::Center, Color::White);
}
float range_size = max - min;
float progress = (value - min) / range_size;
// Then we carve out a hole in the remaining part of the widget.
// We draw the text a third time, clipped and inverse, for sharp contrast.
float progress_width = progress * rect.width();
Rect hole_rect { (int)progress_width, 0, (int)(rect.width() - progress_width), rect.height() };
hole_rect.move_by(rect.location());
PainterStateSaver saver(painter);
painter.fill_rect(hole_rect, Color::White);
painter.add_clip_rect(hole_rect);
if (!text.is_null())
painter.draw_text(rect.translated(0, 0), text, TextAlignment::Center, Color::Black);
}