doodle/pkg/balance/theme.go
Noah Petherbridge d9bca2152a WIP Publish Dialog + UI Improvements
* File->Publish Level in the Level Editor opens the Publish window,
  where you can embed custom doodads into your level and export a
  portable .level file you can share with others.
* Currently does not actually export a level file yet.
* The dialog lists all unique doodad names in use in your level, and
  designates which are built-ins and which are custom (paginated).
* A checkbox would let the user embed built-in doodads into their level,
  as well, locking it in to those versions and not using updated
  versions from future game releases.

UI Improvements:
* Added styling for a "Primary" UI button, rendered in deep blue.
* Pop-up modals (Alert, Confirm) color their Ok button as Primary.
* The Enter key pressed during an Alert or Confirm modal will invoke its
  default button and close the modal, corresponding to its Primary
  button.
* The developer console is now opened with the tilde/grave key ` instead
  of the Enter key, so that the Enter key is free to click through
  modals.
* In the "Open/Edit Drawing" window, a "Browse..." button is added to
  the level and doodad sections, spawning a native File Open dialog to
  pick a .level or .doodad outside the config root.
2021-06-10 22:36:22 -07:00

113 lines
2.6 KiB
Go

package balance
import (
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
"git.kirsle.net/go/ui/style"
)
// Theme and appearance variables.
var (
// Title Screen Font
TitleScreenFont = render.Text{
Size: 46,
Color: render.Pink,
Stroke: render.SkyBlue,
Shadow: render.Black,
}
// Window and panel styles.
TitleConfig = ui.Config{
Background: render.MustHexColor("#FF9900"),
OutlineSize: 1,
OutlineColor: render.Black,
}
TitleFont = render.Text{
FontFilename: "DejaVuSans-Bold.ttf",
Size: 9,
Padding: 4,
Color: render.White,
Stroke: render.Red,
}
WindowBackground = render.MustHexColor("#cdb689")
WindowBorder = render.Grey
// Menu bar styles.
MenuBackground = render.Black
MenuFont = render.Text{
Size: 12,
PadX: 4,
}
MenuFontBold = render.Text{
FontFilename: "DejaVuSans-Bold.ttf",
Size: 12,
PadX: 4,
}
// Modal backdrop color.
ModalBackdrop = render.RGBA(1, 1, 1, 42)
// StatusFont is the font for the status bar.
StatusFont = render.Text{
Size: 12,
Padding: 4,
Color: render.Black,
}
// UIFont is the main font for UI labels.
UIFont = render.Text{
Size: 12,
Padding: 4,
Color: render.Black,
}
// LabelFont is the font for strong labels in UI.
LabelFont = render.Text{
Size: 12,
FontFilename: "DejaVuSans-Bold.ttf",
Padding: 4,
Color: render.Black,
}
// SmallMonoFont for cramped spaces like the +/- buttons on Toolbar.
SmallMonoFont = render.Text{
Size: 14,
PadX: 3,
FontFilename: "DejaVuSansMono.ttf",
Color: render.Black,
}
// Color for draggable doodad.
DragColor = render.MustHexColor("#0099FF")
// Link lines drawn between connected doodads.
LinkLineColor = render.Magenta
LinkLighten = 128
LinkAnimSpeed uint64 = 30 // ticks
PlayButtonFont = render.Text{
FontFilename: "DejaVuSans-Bold.ttf",
Size: 16,
Padding: 4,
Color: render.RGBA(255, 255, 0, 255),
Stroke: render.RGBA(100, 100, 0, 255),
}
// Doodad Dropper Window settings.
DoodadButtonBackground = render.RGBA(255, 255, 200, 255)
DoodadButtonSize = 64
DoodadDropperCols = 6 // rows/columns of buttons
DoodadDropperRows = 3
// Button styles, customized in init().
ButtonPrimary = style.DefaultButton
)
func init() {
// Customize button styles.
ButtonPrimary.Background = render.RGBA(0, 60, 153, 255)
ButtonPrimary.Foreground = render.RGBA(255, 255, 254, 255)
ButtonPrimary.HoverBackground = render.RGBA(0, 153, 255, 255)
ButtonPrimary.HoverForeground = ButtonPrimary.Foreground
}