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This adds a "shine" effect to the bottom-right edges of pressed and checked buttons, complementing the sunken shadow already present at top-left and creating greater illusion of depth. It is similar to the effect used in classic Windows and is theme agnostic in Serenity, but produces the best result when ThreedHighlight is a radiant color of Button.
327 lines
15 KiB
C++
327 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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painter.draw_rect({ {}, rect.size() }, shadow_color2);
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// Sunken shadow
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painter.draw_line({ 1, 1 }, { rect.width() - 2, 1 }, shadow_color1);
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painter.draw_line({ 1, 2 }, { 1, rect.height() - 2 }, shadow_color1);
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// Outer shine
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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 shine
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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({ 1, 1, rect.width() - 1, rect.height() - 1 }, button_color);
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// Outer 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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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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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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// White 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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// Gray 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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