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5a71a57435
Return StylePainter::paint_button() before color initializations when possible and replace an overdrawn rect in paint_button_new() with more explicit shadow lines. Also standardize some comments.
329 lines
15 KiB
C++
329 lines
15 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Painter.h>
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#include <LibGfx/Palette.h>
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#include <LibGfx/StylePainter.h>
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namespace Gfx {
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void StylePainter::paint_tab_button(Painter& painter, const IntRect& rect, const Palette& palette, bool active, bool hovered, bool enabled)
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{
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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 = palette.hover_highlight();
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PainterStateSaver saver(painter);
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painter.translate(rect.location());
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// Base
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painter.fill_rect({ 1, 1, rect.width() - 2, rect.height() - 1 }, base_color);
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// Top line
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painter.draw_line({ 2, 0 }, { rect.width() - 3, 0 }, highlight_color2);
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// Left side
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painter.draw_line({ 0, 2 }, { 0, rect.height() - 1 }, highlight_color2);
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painter.set_pixel({ 1, 1 }, highlight_color2);
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// Right side
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painter.draw_line({
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rect.width() - 1,
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2,
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},
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{ rect.width() - 1, rect.height() - 1 }, shadow_color2);
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painter.draw_line({
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rect.width() - 2,
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2,
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},
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{ rect.width() - 2, rect.height() - 1 }, shadow_color1);
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painter.set_pixel({
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rect.width() - 2,
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1,
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},
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shadow_color2);
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}
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static void paint_button_new(Painter& painter, const IntRect& rect, const Palette& palette, bool pressed, bool checked, bool hovered, bool enabled)
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{
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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_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 = palette.hover_highlight();
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else
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button_color = palette.button();
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} else if (hovered && enabled)
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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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if (pressed || checked) {
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// Base
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painter.fill_rect({ 1, 1, rect.width() - 2, rect.height() - 2 }, button_color);
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// Top shadow
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painter.draw_line({ 0, 0 }, { rect.width() - 2, 0 }, shadow_color2);
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painter.draw_line({ 0, 0 }, { 0, rect.height() - 2 }, shadow_color2);
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// Sunken shadow
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painter.draw_line({ 1, 1 }, { rect.width() - 3, 1 }, shadow_color1);
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painter.draw_line({ 1, 2 }, { 1, rect.height() - 3 }, shadow_color1);
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// Outer highlight
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painter.draw_line({ 0, rect.height() - 1 }, { rect.width() - 1, rect.height() - 1 }, highlight_color);
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painter.draw_line({ rect.width() - 1, 0 }, { rect.width() - 1, rect.height() - 2 }, highlight_color);
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// Inner highlight
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painter.draw_line({ 1, rect.height() - 2 }, { rect.width() - 2, rect.height() - 2 }, palette.button());
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painter.draw_line({ rect.width() - 2, 1 }, { rect.width() - 2, rect.height() - 3 }, palette.button());
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} else {
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// Base
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painter.fill_rect({ 0, 0, rect.width(), rect.height() }, button_color);
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// Top highlight
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painter.draw_line({ 1, 1 }, { rect.width() - 3, 1 }, highlight_color);
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painter.draw_line({ 1, 1 }, { 1, rect.height() - 3 }, highlight_color);
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// Outer shadow
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painter.draw_line({ 0, rect.height() - 1 }, { rect.width() - 1, rect.height() - 1 }, shadow_color2);
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painter.draw_line({ rect.width() - 1, 0 }, { rect.width() - 1, rect.height() - 2 }, shadow_color2);
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// Inner shadow
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painter.draw_line({ 1, rect.height() - 2 }, { rect.width() - 2, rect.height() - 2 }, shadow_color1);
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painter.draw_line({ rect.width() - 2, 1 }, { rect.width() - 2, rect.height() - 3 }, shadow_color1);
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}
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}
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void StylePainter::paint_button(Painter& painter, const IntRect& 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, palette, pressed, checked, hovered, enabled);
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if (button_style == ButtonStyle::CoolBar && !enabled)
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return;
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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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PainterStateSaver saver(painter);
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painter.translate(rect.location());
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if (pressed || checked) {
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// Base
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painter.fill_rect({ 1, 1, rect.width() - 2, rect.height() - 2 }, button_color);
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// Sunken shadow
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painter.draw_line({ 1, 1 }, { rect.width() - 2, 1 }, shadow_color);
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painter.draw_line({ 1, 2 }, { 1, rect.height() - 2 }, shadow_color);
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// Bottom highlight
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painter.draw_line({ rect.width() - 2, 1 }, { rect.width() - 2, rect.height() - 3 }, highlight_color);
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painter.draw_line({ 1, rect.height() - 2 }, { rect.width() - 2, rect.height() - 2 }, highlight_color);
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} else if (button_style == ButtonStyle::CoolBar && hovered) {
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// Base
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painter.fill_rect({ 1, 1, rect.width() - 2, rect.height() - 2 }, button_color);
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// Top highlight
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painter.draw_line({ 1, 1 }, { rect.width() - 2, 1 }, highlight_color);
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painter.draw_line({ 1, 2 }, { 1, rect.height() - 2 }, highlight_color);
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// Bottom shadow
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painter.draw_line({ rect.width() - 2, 1 }, { rect.width() - 2, rect.height() - 3 }, shadow_color);
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painter.draw_line({ 1, rect.height() - 2 }, { rect.width() - 2, rect.height() - 2 }, shadow_color);
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}
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}
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void StylePainter::paint_surface(Painter& painter, const IntRect& 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 }, 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), 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 IntRect& 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 = 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 = palette.threed_shadow2();
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}
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}
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if (shadow == FrameShadow::Raised) {
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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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top_left_color = dark_shade;
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bottom_right_color = light_shade;
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} else if (shadow == FrameShadow::Plain) {
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top_left_color = dark_shade;
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bottom_right_color = dark_shade;
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}
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if (thickness >= 1) {
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painter.draw_line(rect.top_left(), rect.top_right(), top_left_color);
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painter.draw_line(rect.bottom_left(), rect.bottom_right(), bottom_right_color);
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if (shape != FrameShape::Panel || !skip_vertical_lines) {
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painter.draw_line(rect.top_left().translated(0, 1), rect.bottom_left().translated(0, -1), top_left_color);
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painter.draw_line(rect.top_right(), rect.bottom_right().translated(0, -1), bottom_right_color);
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}
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}
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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 = 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 = 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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top_left_color = dark_shade;
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bottom_right_color = light_shade;
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} else if (shadow == FrameShadow::Plain) {
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top_left_color = dark_shade;
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bottom_right_color = dark_shade;
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}
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IntRect inner_container_frame_rect = rect.shrunken(2, 2);
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painter.draw_line(inner_container_frame_rect.top_left(), inner_container_frame_rect.top_right(), top_left_color);
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painter.draw_line(inner_container_frame_rect.bottom_left(), inner_container_frame_rect.bottom_right(), bottom_right_color);
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painter.draw_line(inner_container_frame_rect.top_left().translated(0, 1), inner_container_frame_rect.bottom_left().translated(0, -1), top_left_color);
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painter.draw_line(inner_container_frame_rect.top_right(), inner_container_frame_rect.bottom_right().translated(0, -1), bottom_right_color);
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}
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if (shape == FrameShape::Box && thickness >= 2) {
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swap(top_left_color, bottom_right_color);
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IntRect inner_rect = rect.shrunken(2, 2);
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painter.draw_line(inner_rect.top_left(), inner_rect.top_right(), top_left_color);
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painter.draw_line(inner_rect.bottom_left(), inner_rect.bottom_right(), bottom_right_color);
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painter.draw_line(inner_rect.top_left().translated(0, 1), inner_rect.bottom_left().translated(0, -1), top_left_color);
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painter.draw_line(inner_rect.top_right(), inner_rect.bottom_right().translated(0, -1), bottom_right_color);
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}
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}
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void StylePainter::paint_window_frame(Painter& painter, const IntRect& rect, const Palette& palette)
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{
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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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painter.draw_line(rect.top_left().translated(1, 1), rect.top_right().translated(-1, 1), light_shade);
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painter.draw_line(rect.top_left().translated(1, 1), rect.bottom_left().translated(1, -1), light_shade);
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painter.draw_line(rect.top_left().translated(2, 2), rect.top_right().translated(-2, 2), base_color);
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painter.draw_line(rect.top_left().translated(2, 2), rect.bottom_left().translated(2, -2), base_color);
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painter.draw_line(rect.top_left().translated(3, 3), rect.top_right().translated(-3, 3), base_color);
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painter.draw_line(rect.top_left().translated(3, 3), rect.bottom_left().translated(3, -3), base_color);
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painter.draw_line(rect.top_right(), rect.bottom_right(), dark_shade);
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painter.draw_line(rect.top_right().translated(-1, 1), rect.bottom_right().translated(-1, -1), mid_shade);
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painter.draw_line(rect.top_right().translated(-2, 2), rect.bottom_right().translated(-2, -2), base_color);
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painter.draw_line(rect.top_right().translated(-3, 3), rect.bottom_right().translated(-3, -3), base_color);
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painter.draw_line(rect.bottom_left(), rect.bottom_right(), dark_shade);
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painter.draw_line(rect.bottom_left().translated(1, -1), rect.bottom_right().translated(-1, -1), mid_shade);
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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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painter.draw_line(rect.bottom_left().translated(3, -3), rect.bottom_right().translated(-3, -3), base_color);
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}
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void StylePainter::paint_progress_bar(Painter& painter, const IntRect& 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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Color start_color = palette.active_window_border1();
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Color end_color = palette.active_window_border2();
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painter.fill_rect_with_gradient(rect, start_color, end_color);
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if (!text.is_null()) {
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painter.draw_text(rect.translated(1, 1), text, TextAlignment::Center, palette.base_text());
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painter.draw_text(rect, text, TextAlignment::Center, palette.base_text().inverted());
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}
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float range_size = max - min;
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float progress = (value - min) / range_size;
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// Then we carve out a hole in the remaining part of the widget.
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// We draw the text a third time, clipped and inverse, for sharp contrast.
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float progress_width = progress * rect.width();
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IntRect 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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hole_rect.set_right_without_resize(rect.right());
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PainterStateSaver saver(painter);
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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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painter.draw_text(rect.translated(0, 0), text, TextAlignment::Center, palette.base_text());
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}
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static RefPtr<Gfx::Bitmap> s_unfilled_circle_bitmap;
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static RefPtr<Gfx::Bitmap> s_filled_circle_bitmap;
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static RefPtr<Gfx::Bitmap> s_changing_filled_circle_bitmap;
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static RefPtr<Gfx::Bitmap> s_changing_unfilled_circle_bitmap;
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static const Gfx::Bitmap& circle_bitmap(bool checked, bool changing)
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{
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if (changing)
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return checked ? *s_changing_filled_circle_bitmap : *s_changing_unfilled_circle_bitmap;
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return checked ? *s_filled_circle_bitmap : *s_unfilled_circle_bitmap;
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}
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void StylePainter::paint_radio_button(Painter& painter, const IntRect& rect, const Palette&, bool is_checked, bool is_being_pressed)
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{
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if (!s_unfilled_circle_bitmap) {
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s_unfilled_circle_bitmap = Bitmap::load_from_file("/res/icons/unfilled-radio-circle.png");
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s_filled_circle_bitmap = Bitmap::load_from_file("/res/icons/filled-radio-circle.png");
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s_changing_filled_circle_bitmap = Bitmap::load_from_file("/res/icons/changing-filled-radio-circle.png");
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s_changing_unfilled_circle_bitmap = Bitmap::load_from_file("/res/icons/changing-unfilled-radio-circle.png");
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}
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auto& bitmap = circle_bitmap(is_checked, is_being_pressed);
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painter.blit(rect.location(), bitmap, bitmap.rect());
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}
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}
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