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wnsrc/lua/skins/default.lua
lifestorm 6a58f406b1 Upload
2024-08-04 23:54:45 +03:00

1067 lines
35 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
local surface = surface
local Color = Color
SKIN = {}
SKIN.PrintName = "Default Derma Skin"
SKIN.Author = "Garry Newman"
SKIN.DermaVersion = 1
SKIN.GwenTexture = Material( "gwenskin/GModDefault.png" )
SKIN.bg_color = Color( 101, 100, 105, 255 )
SKIN.bg_color_sleep = Color( 70, 70, 70, 255 )
SKIN.bg_color_dark = Color( 55, 57, 61, 255 )
SKIN.bg_color_bright = Color( 220, 220, 220, 255 )
SKIN.frame_border = Color( 50, 50, 50, 255 )
SKIN.fontFrame = "DermaDefault"
SKIN.control_color = Color( 120, 120, 120, 255 )
SKIN.control_color_highlight = Color( 150, 150, 150, 255 )
SKIN.control_color_active = Color( 110, 150, 250, 255 )
SKIN.control_color_bright = Color( 255, 200, 100, 255 )
SKIN.control_color_dark = Color( 100, 100, 100, 255 )
SKIN.bg_alt1 = Color( 50, 50, 50, 255 )
SKIN.bg_alt2 = Color( 55, 55, 55, 255 )
SKIN.listview_hover = Color( 70, 70, 70, 255 )
SKIN.listview_selected = Color( 100, 170, 220, 255 )
SKIN.text_bright = Color( 255, 255, 255, 255 )
SKIN.text_normal = Color( 180, 180, 180, 255 )
SKIN.text_dark = Color( 20, 20, 20, 255 )
SKIN.text_highlight = Color( 255, 20, 20, 255 )
SKIN.texGradientUp = Material( "gui/gradient_up" )
SKIN.texGradientDown = Material( "gui/gradient_down" )
SKIN.combobox_selected = SKIN.listview_selected
SKIN.panel_transback = Color( 255, 255, 255, 50 )
SKIN.tooltip = Color( 255, 245, 175, 255 )
SKIN.colPropertySheet = Color( 170, 170, 170, 255 )
SKIN.colTab = SKIN.colPropertySheet
SKIN.colTabInactive = Color( 140, 140, 140, 255 )
SKIN.colTabShadow = Color( 0, 0, 0, 170 )
SKIN.colTabText = Color( 255, 255, 255, 255 )
SKIN.colTabTextInactive = Color( 0, 0, 0, 200 )
SKIN.fontTab = "DermaDefault"
SKIN.colCollapsibleCategory = Color( 255, 255, 255, 20 )
SKIN.colCategoryText = Color( 255, 255, 255, 255 )
SKIN.colCategoryTextInactive = Color( 200, 200, 200, 255 )
SKIN.fontCategoryHeader = "TabLarge"
SKIN.colNumberWangBG = Color( 255, 240, 150, 255 )
SKIN.colTextEntryBG = Color( 240, 240, 240, 255 )
SKIN.colTextEntryBorder = Color( 20, 20, 20, 255 )
SKIN.colTextEntryText = Color( 20, 20, 20, 255 )
SKIN.colTextEntryTextHighlight = Color( 20, 200, 250, 255 )
SKIN.colTextEntryTextCursor = Color( 0, 0, 100, 255 )
SKIN.colTextEntryTextPlaceholder= Color( 128, 128, 128, 255 )
SKIN.colNumSliderNotch = Color( 0, 0, 0, 100 )
SKIN.colMenuBG = Color( 255, 255, 255, 200 )
SKIN.colMenuBorder = Color( 0, 0, 0, 200 )
SKIN.colButtonText = Color( 255, 255, 255, 255 )
SKIN.colButtonTextDisabled = Color( 255, 255, 255, 55 )
SKIN.colButtonBorder = Color( 20, 20, 20, 255 )
SKIN.colButtonBorderHighlight = Color( 255, 255, 255, 50 )
SKIN.colButtonBorderShadow = Color( 0, 0, 0, 100 )
SKIN.tex = {}
SKIN.tex.Selection = GWEN.CreateTextureBorder( 384, 32, 31, 31, 4, 4, 4, 4 )
SKIN.tex.Panels = {}
SKIN.tex.Panels.Normal = GWEN.CreateTextureBorder( 256, 0, 63, 63, 16, 16, 16, 16 )
SKIN.tex.Panels.Bright = GWEN.CreateTextureBorder( 256+64, 0, 63, 63, 16, 16, 16, 16 )
SKIN.tex.Panels.Dark = GWEN.CreateTextureBorder( 256, 64, 63, 63, 16, 16, 16, 16 )
SKIN.tex.Panels.Highlight = GWEN.CreateTextureBorder( 256+64, 64, 63, 63, 16, 16, 16, 16 )
SKIN.tex.Button = GWEN.CreateTextureBorder( 480, 0, 31, 31, 8, 8, 8, 8 )
SKIN.tex.Button_Hovered = GWEN.CreateTextureBorder( 480, 32, 31, 31, 8, 8, 8, 8 )
SKIN.tex.Button_Dead = GWEN.CreateTextureBorder( 480, 64, 31, 31, 8, 8, 8, 8 )
SKIN.tex.Button_Down = GWEN.CreateTextureBorder( 480, 96, 31, 31, 8, 8, 8, 8 )
SKIN.tex.Shadow = GWEN.CreateTextureBorder( 448, 0, 31, 31, 8, 8, 8, 8 )
SKIN.tex.Tree = GWEN.CreateTextureBorder( 256, 128, 127, 127, 16, 16, 16, 16 )
SKIN.tex.Checkbox_Checked = GWEN.CreateTextureNormal( 448, 32, 15, 15 )
SKIN.tex.Checkbox = GWEN.CreateTextureNormal( 464, 32, 15, 15 )
SKIN.tex.CheckboxD_Checked = GWEN.CreateTextureNormal( 448, 48, 15, 15 )
SKIN.tex.CheckboxD = GWEN.CreateTextureNormal( 464, 48, 15, 15 )
SKIN.tex.RadioButton_Checked = GWEN.CreateTextureNormal( 448, 64, 15, 15 )
SKIN.tex.RadioButton = GWEN.CreateTextureNormal( 464, 64, 15, 15 )
SKIN.tex.RadioButtonD_Checked = GWEN.CreateTextureNormal( 448, 80, 15, 15 )
SKIN.tex.RadioButtonD = GWEN.CreateTextureNormal( 464, 80, 15, 15 )
SKIN.tex.TreePlus = GWEN.CreateTextureNormal( 448, 96, 15, 15 )
SKIN.tex.TreeMinus = GWEN.CreateTextureNormal( 464, 96, 15, 15 )
SKIN.tex.TextBox = GWEN.CreateTextureBorder( 0, 150, 127, 21, 4, 4, 4, 4 )
SKIN.tex.TextBox_Focus = GWEN.CreateTextureBorder( 0, 172, 127, 21, 4, 4, 4, 4 )
SKIN.tex.TextBox_Disabled = GWEN.CreateTextureBorder( 0, 194, 127, 21, 4, 4, 4, 4 )
SKIN.tex.MenuBG_Column = GWEN.CreateTextureBorder( 128, 128, 127, 63, 24, 8, 8, 8 )
SKIN.tex.MenuBG = GWEN.CreateTextureBorder( 128, 192, 127, 63, 8, 8, 8, 8 )
SKIN.tex.MenuBG_Hover = GWEN.CreateTextureBorder( 128, 256, 127, 31, 8, 8, 8, 8 )
SKIN.tex.MenuBG_Spacer = GWEN.CreateTextureNormal( 128, 288, 127, 3 )
SKIN.tex.Menu_Strip = GWEN.CreateTextureBorder( 0, 128, 127, 21, 8, 8, 8, 8 )
SKIN.tex.Menu_Check = GWEN.CreateTextureNormal( 448, 112, 15, 15 )
SKIN.tex.Tab_Control = GWEN.CreateTextureBorder( 0, 256, 127, 127, 8, 8, 8, 8 )
SKIN.tex.TabB_Active = GWEN.CreateTextureBorder( 0, 416, 63, 31, 8, 8, 8, 8 )
SKIN.tex.TabB_Inactive = GWEN.CreateTextureBorder( 128, 416, 63, 31, 8, 8, 8, 8 )
SKIN.tex.TabT_Active = GWEN.CreateTextureBorder( 0, 384, 63, 31, 8, 8, 8, 8 )
SKIN.tex.TabT_Inactive = GWEN.CreateTextureBorder( 128, 384, 63, 31, 8, 8, 8, 8 )
SKIN.tex.TabL_Active = GWEN.CreateTextureBorder( 64, 384, 31, 63, 8, 8, 8, 8 )
SKIN.tex.TabL_Inactive = GWEN.CreateTextureBorder( 64+128, 384, 31, 63, 8, 8, 8, 8 )
SKIN.tex.TabR_Active = GWEN.CreateTextureBorder( 96, 384, 31, 63, 8, 8, 8, 8 )
SKIN.tex.TabR_Inactive = GWEN.CreateTextureBorder( 96+128, 384, 31, 63, 8, 8, 8, 8 )
SKIN.tex.Tab_Bar = GWEN.CreateTextureBorder( 128, 352, 127, 31, 4, 4, 4, 4 )
SKIN.tex.Window = {}
SKIN.tex.Window.Normal = GWEN.CreateTextureBorder( 0, 0, 127, 127, 8, 24, 8, 8 )
SKIN.tex.Window.Inactive = GWEN.CreateTextureBorder( 128, 0, 127, 127, 8, 24, 8, 8 )
SKIN.tex.Window.Close = GWEN.CreateTextureNormal( 32, 448, 31, 24 )
SKIN.tex.Window.Close_Hover = GWEN.CreateTextureNormal( 64, 448, 31, 24 )
SKIN.tex.Window.Close_Down = GWEN.CreateTextureNormal( 96, 448, 31, 24 )
SKIN.tex.Window.Maxi = GWEN.CreateTextureNormal( 32 + 96 * 2, 448, 31, 24 )
SKIN.tex.Window.Maxi_Hover = GWEN.CreateTextureNormal( 64 + 96 * 2, 448, 31, 24 )
SKIN.tex.Window.Maxi_Down = GWEN.CreateTextureNormal( 96 + 96 * 2, 448, 31, 24 )
SKIN.tex.Window.Restore = GWEN.CreateTextureNormal( 32 + 96 * 2, 448 + 32, 31, 24 )
SKIN.tex.Window.Restore_Hover = GWEN.CreateTextureNormal( 64 + 96 * 2, 448 + 32, 31, 24 )
SKIN.tex.Window.Restore_Down = GWEN.CreateTextureNormal( 96 + 96 * 2, 448 + 32, 31, 24 )
SKIN.tex.Window.Mini = GWEN.CreateTextureNormal( 32 + 96, 448, 31, 24 )
SKIN.tex.Window.Mini_Hover = GWEN.CreateTextureNormal( 64 + 96, 448, 31, 24 )
SKIN.tex.Window.Mini_Down = GWEN.CreateTextureNormal( 96 + 96, 448, 31, 24 )
SKIN.tex.Scroller = {}
SKIN.tex.Scroller.TrackV = GWEN.CreateTextureBorder( 384, 208, 15, 127, 4, 4, 4, 4 )
SKIN.tex.Scroller.ButtonV_Normal = GWEN.CreateTextureBorder( 384 + 16, 208, 15, 127, 4, 4, 4, 4 )
SKIN.tex.Scroller.ButtonV_Hover = GWEN.CreateTextureBorder( 384 + 32, 208, 15, 127, 4, 4, 4, 4 )
SKIN.tex.Scroller.ButtonV_Down = GWEN.CreateTextureBorder( 384 + 48, 208, 15, 127, 4, 4, 4, 4 )
SKIN.tex.Scroller.ButtonV_Disabled = GWEN.CreateTextureBorder( 384 + 64, 208, 15, 127, 4, 4, 4, 4 )
SKIN.tex.Scroller.TrackH = GWEN.CreateTextureBorder( 384, 128, 127, 15, 4, 4, 4, 4 )
SKIN.tex.Scroller.ButtonH_Normal = GWEN.CreateTextureBorder( 384, 128 + 16, 127, 15, 4, 4, 4, 4 )
SKIN.tex.Scroller.ButtonH_Hover = GWEN.CreateTextureBorder( 384, 128 + 32, 127, 15, 4, 4, 4, 4 )
SKIN.tex.Scroller.ButtonH_Down = GWEN.CreateTextureBorder( 384, 128 + 48, 127, 15, 4, 4, 4, 4 )
SKIN.tex.Scroller.ButtonH_Disabled = GWEN.CreateTextureBorder( 384, 128 + 64, 127, 15, 4, 4, 4, 4 )
SKIN.tex.Scroller.LeftButton_Normal = GWEN.CreateTextureBorder( 464, 208, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.LeftButton_Hover = GWEN.CreateTextureBorder( 480, 208, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.LeftButton_Down = GWEN.CreateTextureBorder( 464, 272, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.LeftButton_Disabled = GWEN.CreateTextureBorder( 480 + 48, 272, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.UpButton_Normal = GWEN.CreateTextureBorder( 464, 208 + 16, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.UpButton_Hover = GWEN.CreateTextureBorder( 480, 208 + 16, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.UpButton_Down = GWEN.CreateTextureBorder( 464, 272 + 16, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.UpButton_Disabled = GWEN.CreateTextureBorder( 480 + 48, 272 + 16, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.RightButton_Normal = GWEN.CreateTextureBorder( 464, 208 + 32, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.RightButton_Hover = GWEN.CreateTextureBorder( 480, 208 + 32, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.RightButton_Down = GWEN.CreateTextureBorder( 464, 272 + 32, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.RightButton_Disabled = GWEN.CreateTextureBorder( 480 + 48, 272 + 32, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.DownButton_Normal = GWEN.CreateTextureBorder( 464, 208 + 48, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.DownButton_Hover = GWEN.CreateTextureBorder( 480, 208 + 48, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.DownButton_Down = GWEN.CreateTextureBorder( 464, 272 + 48, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Scroller.DownButton_Disabled = GWEN.CreateTextureBorder( 480 + 48, 272 + 48, 15, 15, 2, 2, 2, 2 )
SKIN.tex.Menu = {}
SKIN.tex.Menu.RightArrow = GWEN.CreateTextureNormal( 464, 112, 15, 15 )
SKIN.tex.Input = {}
SKIN.tex.Input.ComboBox = {}
SKIN.tex.Input.ComboBox.Normal = GWEN.CreateTextureBorder( 384, 336, 127, 31, 8, 8, 32, 8 )
SKIN.tex.Input.ComboBox.Hover = GWEN.CreateTextureBorder( 384, 336+32, 127, 31, 8, 8, 32, 8 )
SKIN.tex.Input.ComboBox.Down = GWEN.CreateTextureBorder( 384, 336+64, 127, 31, 8, 8, 32, 8 )
SKIN.tex.Input.ComboBox.Disabled = GWEN.CreateTextureBorder( 384, 336+96, 127, 31, 8, 8, 32, 8 )
SKIN.tex.Input.ComboBox.Button = {}
SKIN.tex.Input.ComboBox.Button.Normal = GWEN.CreateTextureNormal( 496, 272, 15, 15 )
SKIN.tex.Input.ComboBox.Button.Hover = GWEN.CreateTextureNormal( 496, 272+16, 15, 15 )
SKIN.tex.Input.ComboBox.Button.Down = GWEN.CreateTextureNormal( 496, 272+32, 15, 15 )
SKIN.tex.Input.ComboBox.Button.Disabled = GWEN.CreateTextureNormal( 496, 272+48, 15, 15 )
SKIN.tex.Input.UpDown = {}
SKIN.tex.Input.UpDown.Up = {}
SKIN.tex.Input.UpDown.Up.Normal = GWEN.CreateTextureCentered( 384, 112, 7, 7 )
SKIN.tex.Input.UpDown.Up.Hover = GWEN.CreateTextureCentered( 384+8, 112, 7, 7 )
SKIN.tex.Input.UpDown.Up.Down = GWEN.CreateTextureCentered( 384+16, 112, 7, 7 )
SKIN.tex.Input.UpDown.Up.Disabled = GWEN.CreateTextureCentered( 384+24, 112, 7, 7 )
SKIN.tex.Input.UpDown.Down = {}
SKIN.tex.Input.UpDown.Down.Normal = GWEN.CreateTextureCentered( 384, 120, 7, 7 )
SKIN.tex.Input.UpDown.Down.Hover = GWEN.CreateTextureCentered( 384+8, 120, 7, 7 )
SKIN.tex.Input.UpDown.Down.Down = GWEN.CreateTextureCentered( 384+16, 120, 7, 7 )
SKIN.tex.Input.UpDown.Down.Disabled = GWEN.CreateTextureCentered( 384+24, 120, 7, 7 )
SKIN.tex.Input.Slider = {}
SKIN.tex.Input.Slider.H = {}
SKIN.tex.Input.Slider.H.Normal = GWEN.CreateTextureNormal( 416, 32, 15, 15 )
SKIN.tex.Input.Slider.H.Hover = GWEN.CreateTextureNormal( 416, 32+16, 15, 15 )
SKIN.tex.Input.Slider.H.Down = GWEN.CreateTextureNormal( 416, 32+32, 15, 15 )
SKIN.tex.Input.Slider.H.Disabled = GWEN.CreateTextureNormal( 416, 32+48, 15, 15 )
SKIN.tex.Input.Slider.V = {}
SKIN.tex.Input.Slider.V.Normal = GWEN.CreateTextureNormal( 416+16, 32, 15, 15 )
SKIN.tex.Input.Slider.V.Hover = GWEN.CreateTextureNormal( 416+16, 32+16, 15, 15 )
SKIN.tex.Input.Slider.V.Down = GWEN.CreateTextureNormal( 416+16, 32+32, 15, 15 )
SKIN.tex.Input.Slider.V.Disabled = GWEN.CreateTextureNormal( 416+16, 32+48, 15, 15 )
SKIN.tex.Input.ListBox = {}
SKIN.tex.Input.ListBox.Background = GWEN.CreateTextureBorder( 256, 256, 63, 127, 8, 8, 8, 8 )
SKIN.tex.Input.ListBox.Hovered = GWEN.CreateTextureBorder( 320, 320, 31, 31, 8, 8, 8, 8 )
SKIN.tex.Input.ListBox.EvenLine = GWEN.CreateTextureBorder( 352, 256, 31, 31, 8, 8, 8, 8 )
SKIN.tex.Input.ListBox.OddLine = GWEN.CreateTextureBorder( 352, 288, 31, 31, 8, 8, 8, 8 )
SKIN.tex.Input.ListBox.EvenLineSelected = GWEN.CreateTextureBorder( 320, 256, 31, 31, 8, 8, 8, 8 )
SKIN.tex.Input.ListBox.OddLineSelected = GWEN.CreateTextureBorder( 320, 288, 31, 31, 8, 8, 8, 8 )
SKIN.tex.ProgressBar = {}
SKIN.tex.ProgressBar.Back = GWEN.CreateTextureBorder( 384, 0, 31, 31, 8, 8, 8, 8 )
SKIN.tex.ProgressBar.Front = GWEN.CreateTextureBorder( 384+32, 0, 31, 31, 8, 8, 8, 8 )
SKIN.tex.CategoryList = {}
SKIN.tex.CategoryList.Outer = GWEN.CreateTextureBorder( 256, 384, 63, 63, 8, 8, 8, 8 )
SKIN.tex.CategoryList.InnerH = GWEN.CreateTextureBorder( 320, 384, 63, 20, 8, 8, 8, 8 )
SKIN.tex.CategoryList.Inner = GWEN.CreateTextureBorder( 320, 384 + 21, 63, 63 - 21, 8, 0, 8, 8 )
SKIN.tex.CategoryList.Header = GWEN.CreateTextureBorder( 320, 352, 63, 31, 8, 8, 8, 8 )
SKIN.tex.Tooltip = GWEN.CreateTextureBorder( 384, 64, 31, 31, 8, 8, 8, 8 )
SKIN.Colours = {}
SKIN.Colours.Window = {}
SKIN.Colours.Window.TitleActive = GWEN.TextureColor( 4 + 8 * 0, 508 )
SKIN.Colours.Window.TitleInactive = GWEN.TextureColor( 4 + 8 * 1, 508 )
SKIN.Colours.Button = {}
SKIN.Colours.Button.Normal = GWEN.TextureColor( 4 + 8 * 2, 508 )
SKIN.Colours.Button.Hover = GWEN.TextureColor( 4 + 8 * 3, 508 )
SKIN.Colours.Button.Down = GWEN.TextureColor( 4 + 8 * 2, 500 )
SKIN.Colours.Button.Disabled = GWEN.TextureColor( 4 + 8 * 3, 500 )
SKIN.Colours.Tab = {}
SKIN.Colours.Tab.Active = {}
SKIN.Colours.Tab.Active.Normal = GWEN.TextureColor( 4 + 8 * 4, 508 )
SKIN.Colours.Tab.Active.Hover = GWEN.TextureColor( 4 + 8 * 5, 508 )
SKIN.Colours.Tab.Active.Down = GWEN.TextureColor( 4 + 8 * 4, 500 )
SKIN.Colours.Tab.Active.Disabled = GWEN.TextureColor( 4 + 8 * 5, 500 )
SKIN.Colours.Tab.Inactive = {}
SKIN.Colours.Tab.Inactive.Normal = GWEN.TextureColor( 4 + 8 * 6, 508 )
SKIN.Colours.Tab.Inactive.Hover = GWEN.TextureColor( 4 + 8 * 7, 508 )
SKIN.Colours.Tab.Inactive.Down = GWEN.TextureColor( 4 + 8 * 6, 500 )
SKIN.Colours.Tab.Inactive.Disabled = GWEN.TextureColor( 4 + 8 * 7, 500 )
SKIN.Colours.Label = {}
SKIN.Colours.Label.Default = GWEN.TextureColor( 4 + 8 * 8, 508 )
SKIN.Colours.Label.Bright = GWEN.TextureColor( 4 + 8 * 9, 508 )
SKIN.Colours.Label.Dark = GWEN.TextureColor( 4 + 8 * 8, 500 )
SKIN.Colours.Label.Highlight = GWEN.TextureColor( 4 + 8 * 9, 500 )
SKIN.Colours.Tree = {}
SKIN.Colours.Tree.Lines = GWEN.TextureColor( 4 + 8 * 10, 508 ) ---- !!!
SKIN.Colours.Tree.Normal = GWEN.TextureColor( 4 + 8 * 11, 508 )
SKIN.Colours.Tree.Hover = GWEN.TextureColor( 4 + 8 * 10, 500 )
SKIN.Colours.Tree.Selected = GWEN.TextureColor( 4 + 8 * 11, 500 )
SKIN.Colours.Properties = {}
SKIN.Colours.Properties.Line_Normal = GWEN.TextureColor( 4 + 8 * 12, 508 )
SKIN.Colours.Properties.Line_Selected = GWEN.TextureColor( 4 + 8 * 13, 508 )
SKIN.Colours.Properties.Line_Hover = GWEN.TextureColor( 4 + 8 * 12, 500 )
SKIN.Colours.Properties.Title = GWEN.TextureColor( 4 + 8 * 13, 500 )
SKIN.Colours.Properties.Column_Normal = GWEN.TextureColor( 4 + 8 * 14, 508 )
SKIN.Colours.Properties.Column_Selected = GWEN.TextureColor( 4 + 8 * 15, 508 )
SKIN.Colours.Properties.Column_Hover = GWEN.TextureColor( 4 + 8 * 14, 500 )
SKIN.Colours.Properties.Column_Disabled = Color( 240, 240, 240 )
SKIN.Colours.Properties.Border = GWEN.TextureColor( 4 + 8 * 15, 500 )
SKIN.Colours.Properties.Label_Normal = GWEN.TextureColor( 4 + 8 * 16, 508 )
SKIN.Colours.Properties.Label_Selected = GWEN.TextureColor( 4 + 8 * 17, 508 )
SKIN.Colours.Properties.Label_Hover = GWEN.TextureColor( 4 + 8 * 16, 500 )
SKIN.Colours.Properties.Label_Disabled = GWEN.TextureColor( 4 + 8 * 16, 508 )
SKIN.Colours.Category = {}
SKIN.Colours.Category.Header = GWEN.TextureColor( 4 + 8 * 18, 500 )
SKIN.Colours.Category.Header_Closed = GWEN.TextureColor( 4 + 8 * 19, 500 )
SKIN.Colours.Category.Line = {}
SKIN.Colours.Category.Line.Text = GWEN.TextureColor( 4 + 8 * 20, 508 )
SKIN.Colours.Category.Line.Text_Hover = GWEN.TextureColor( 4 + 8 * 21, 508 )
SKIN.Colours.Category.Line.Text_Selected = GWEN.TextureColor( 4 + 8 * 20, 500 )
SKIN.Colours.Category.Line.Text_Disabled = GWEN.TextureColor( 4 + 8 * 16, 508 )
SKIN.Colours.Category.Line.Button = GWEN.TextureColor( 4 + 8 * 21, 500 )
SKIN.Colours.Category.Line.Button_Hover = GWEN.TextureColor( 4 + 8 * 22, 508 )
SKIN.Colours.Category.Line.Button_Selected = GWEN.TextureColor( 4 + 8 * 23, 508 )
SKIN.Colours.Category.Line.Button_Disabled = Color( 210, 210, 210 )
SKIN.Colours.Category.LineAlt = {}
SKIN.Colours.Category.LineAlt.Text = GWEN.TextureColor( 4 + 8 * 22, 500 )
SKIN.Colours.Category.LineAlt.Text_Hover = GWEN.TextureColor( 4 + 8 * 23, 500 )
SKIN.Colours.Category.LineAlt.Text_Selected = GWEN.TextureColor( 4 + 8 * 24, 508 )
SKIN.Colours.Category.LineAlt.Text_Disabled = GWEN.TextureColor( 4 + 8 * 16, 508 )
SKIN.Colours.Category.LineAlt.Button = GWEN.TextureColor( 4 + 8 * 25, 508 )
SKIN.Colours.Category.LineAlt.Button_Hover = GWEN.TextureColor( 4 + 8 * 24, 500 )
SKIN.Colours.Category.LineAlt.Button_Selected = GWEN.TextureColor( 4 + 8 * 25, 500 )
SKIN.Colours.Category.LineAlt.Button_Disabled = Color( 200, 200, 200 )
SKIN.Colours.TooltipText = GWEN.TextureColor( 4 + 8 * 26, 500 )
--[[---------------------------------------------------------
Panel
-----------------------------------------------------------]]
function SKIN:PaintPanel( panel, w, h )
if ( !panel.m_bBackground ) then return end
self.tex.Panels.Normal( 0, 0, w, h, panel.m_bgColor )
end
--[[---------------------------------------------------------
Panel
-----------------------------------------------------------]]
function SKIN:PaintShadow( panel, w, h )
self.tex.Shadow( 0, 0, w, h )
end
--[[---------------------------------------------------------
Frame
-----------------------------------------------------------]]
function SKIN:PaintFrame( panel, w, h )
if ( panel.m_bPaintShadow ) then
local wasEnabled = DisableClipping( true )
self.tex.Shadow( -4, -4, w+10, h+10 )
DisableClipping( wasEnabled )
end
if ( panel:HasHierarchicalFocus() ) then
self.tex.Window.Normal( 0, 0, w, h )
else
self.tex.Window.Inactive( 0, 0, w, h )
end
end
--[[---------------------------------------------------------
Button
-----------------------------------------------------------]]
function SKIN:PaintButton( panel, w, h )
if ( !panel.m_bBackground ) then return end
if ( panel.Depressed || panel:IsSelected() || panel:GetToggle() ) then
return self.tex.Button_Down( 0, 0, w, h )
end
if ( panel:GetDisabled() ) then
return self.tex.Button_Dead( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Button_Hovered( 0, 0, w, h )
end
self.tex.Button( 0, 0, w, h )
end
--[[---------------------------------------------------------
Tree
-----------------------------------------------------------]]
function SKIN:PaintTree( panel, w, h )
if ( !panel.m_bBackground ) then return end
self.tex.Tree( 0, 0, w, h, panel.m_bgColor )
end
--[[---------------------------------------------------------
CheckBox
-----------------------------------------------------------]]
function SKIN:PaintCheckBox( panel, w, h )
if ( panel:GetChecked() ) then
if ( panel:GetDisabled() ) then
self.tex.CheckboxD_Checked( 0, 0, w, h )
else
self.tex.Checkbox_Checked( 0, 0, w, h )
end
else
if ( panel:GetDisabled() ) then
self.tex.CheckboxD( 0, 0, w, h )
else
self.tex.Checkbox( 0, 0, w, h )
end
end
end
--[[---------------------------------------------------------
RadioButton
-----------------------------------------------------------]]
function SKIN:PaintRadioButton( panel, w, h )
if ( panel:GetChecked() ) then
if ( panel:GetDisabled() ) then
self.tex.RadioButtonD_Checked( 0, 0, w, h )
else
self.tex.RadioButton_Checked( 0, 0, w, h )
end
else
if ( panel:GetDisabled() ) then
self.tex.RadioButtonD( 0, 0, w, h )
else
self.tex.RadioButton( 0, 0, w, h )
end
end
end
--[[---------------------------------------------------------
ExpandButton
-----------------------------------------------------------]]
function SKIN:PaintExpandButton( panel, w, h )
if ( !panel:GetExpanded() ) then
self.tex.TreePlus( 0, 0, w, h )
else
self.tex.TreeMinus( 0, 0, w, h )
end
end
--[[---------------------------------------------------------
TextEntry
-----------------------------------------------------------]]
function SKIN:PaintTextEntry( panel, w, h )
if ( panel.m_bBackground ) then
if ( panel:GetDisabled() ) then
self.tex.TextBox_Disabled( 0, 0, w, h )
elseif ( panel:HasFocus() ) then
self.tex.TextBox_Focus( 0, 0, w, h )
else
self.tex.TextBox( 0, 0, w, h )
end
end
-- Hack on a hack, but this produces the most close appearance to what it will actually look if text was actually there
if ( panel.GetPlaceholderText && panel.GetPlaceholderColor && panel:GetPlaceholderText() && panel:GetPlaceholderText():Trim() != "" && panel:GetPlaceholderColor() && ( !panel:GetText() || panel:GetText() == "" ) ) then
local oldText = panel:GetText()
local str = panel:GetPlaceholderText()
if ( str:StartsWith( "#" ) ) then str = str:sub( 2 ) end
str = language.GetPhrase( str )
panel:SetText( str )
panel:DrawTextEntryText( panel:GetPlaceholderColor(), panel:GetHighlightColor(), panel:GetCursorColor() )
panel:SetText( oldText )
return
end
panel:DrawTextEntryText( panel:GetTextColor(), panel:GetHighlightColor(), panel:GetCursorColor() )
end
--[[---------------------------------------------------------
Menu
-----------------------------------------------------------]]
function SKIN:PaintMenu( panel, w, h )
if ( panel:GetDrawColumn() ) then
self.tex.MenuBG_Column( 0, 0, w, h )
else
self.tex.MenuBG( 0, 0, w, h )
end
end
--[[---------------------------------------------------------
Menu
-----------------------------------------------------------]]
function SKIN:PaintMenuSpacer( panel, w, h )
surface.SetDrawColor( Color( 0, 0, 0, 100 ) )
surface.DrawRect( 0, 0, w, h )
end
--[[---------------------------------------------------------
MenuOption
-----------------------------------------------------------]]
function SKIN:PaintMenuOption( panel, w, h )
if ( panel.m_bBackground && !panel:IsEnabled() ) then
surface.SetDrawColor( Color( 0, 0, 0, 50 ) )
surface.DrawRect( 0, 0, w, h )
end
if ( panel.m_bBackground && ( panel.Hovered || panel.Highlight ) ) then
self.tex.MenuBG_Hover( 0, 0, w, h )
end
if ( panel:GetRadio() ) then
if ( panel:GetChecked() ) then
if ( panel:GetDisabled() ) then
self.tex.RadioButtonD_Checked( 5, h / 2 - 7, 15, 15)
else
self.tex.RadioButton_Checked( 5, h / 2 - 7, 15, 15)
end
else
if ( panel:GetDisabled() ) then
self.tex.RadioButtonD( 5, h / 2 - 7, 15, 15)
else
self.tex.RadioButton( 5, h / 2 - 7, 15, 15)
end
end
else
if ( panel:GetChecked() ) then
self.tex.Menu_Check( 5, h / 2 - 7, 15, 15 )
end
end
end
--[[---------------------------------------------------------
MenuRightArrow
-----------------------------------------------------------]]
function SKIN:PaintMenuRightArrow( panel, w, h )
self.tex.Menu.RightArrow( 0, 0, w, h )
end
--[[---------------------------------------------------------
PropertySheet
-----------------------------------------------------------]]
function SKIN:PaintPropertySheet( panel, w, h )
-- TODO: Tabs at bottom, left, right
local ActiveTab = panel:GetActiveTab()
local Offset = 0
if ( ActiveTab ) then Offset = ActiveTab:GetTall() - 8 end
self.tex.Tab_Control( 0, Offset, w, h-Offset )
end
--[[---------------------------------------------------------
Tab
-----------------------------------------------------------]]
function SKIN:PaintTab( panel, w, h )
if ( panel:IsActive() ) then
return self:PaintActiveTab( panel, w, h )
end
self.tex.TabT_Inactive( 0, 0, w, h )
end
function SKIN:PaintActiveTab( panel, w, h )
self.tex.TabT_Active( 0, 0, w, h )
end
--[[---------------------------------------------------------
Button
-----------------------------------------------------------]]
function SKIN:PaintWindowCloseButton( panel, w, h )
if ( !panel.m_bBackground ) then return end
if ( panel:GetDisabled() ) then
return self.tex.Window.Close( 0, 0, w, h, Color( 255, 255, 255, 50 ) )
end
if ( panel.Depressed || panel:IsSelected() ) then
return self.tex.Window.Close_Down( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Window.Close_Hover( 0, 0, w, h )
end
self.tex.Window.Close( 0, 0, w, h )
end
function SKIN:PaintWindowMinimizeButton( panel, w, h )
if ( !panel.m_bBackground ) then return end
if ( panel:GetDisabled() ) then
return self.tex.Window.Mini( 0, 0, w, h, Color( 255, 255, 255, 50 ) )
end
if ( panel.Depressed || panel:IsSelected() ) then
return self.tex.Window.Mini_Down( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Window.Mini_Hover( 0, 0, w, h )
end
self.tex.Window.Mini( 0, 0, w, h )
end
function SKIN:PaintWindowMaximizeButton( panel, w, h )
if ( !panel.m_bBackground ) then return end
if ( panel:GetDisabled() ) then
return self.tex.Window.Maxi( 0, 0, w, h, Color( 255, 255, 255, 50 ) )
end
if ( panel.Depressed || panel:IsSelected() ) then
return self.tex.Window.Maxi_Down( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Window.Maxi_Hover( 0, 0, w, h )
end
self.tex.Window.Maxi( 0, 0, w, h )
end
--[[---------------------------------------------------------
VScrollBar
-----------------------------------------------------------]]
function SKIN:PaintVScrollBar( panel, w, h )
self.tex.Scroller.TrackV( 0, 0, w, h )
end
--[[---------------------------------------------------------
HScrollBar
-----------------------------------------------------------]]
function SKIN:PaintHScrollBar( panel, w, h )
self.tex.Scroller.TrackH( 0, 0, w, h )
end
--[[---------------------------------------------------------
ScrollBarGrip
-----------------------------------------------------------]]
function SKIN:PaintScrollBarGrip( panel, w, h )
if ( panel:GetDisabled() ) then
return self.tex.Scroller.ButtonV_Disabled( 0, 0, w, h )
end
if ( panel.Depressed ) then
return self.tex.Scroller.ButtonV_Down( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Scroller.ButtonV_Hover( 0, 0, w, h )
end
return self.tex.Scroller.ButtonV_Normal( 0, 0, w, h )
end
--[[---------------------------------------------------------
ButtonDown
-----------------------------------------------------------]]
function SKIN:PaintButtonDown( panel, w, h )
if ( !panel.m_bBackground ) then return end
if ( panel.Depressed || panel:IsSelected() ) then
return self.tex.Scroller.DownButton_Down( 0, 0, w, h )
end
if ( panel:GetDisabled() ) then
return self.tex.Scroller.DownButton_Dead( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Scroller.DownButton_Hover( 0, 0, w, h )
end
self.tex.Scroller.DownButton_Normal( 0, 0, w, h )
end
--[[---------------------------------------------------------
ButtonUp
-----------------------------------------------------------]]
function SKIN:PaintButtonUp( panel, w, h )
if ( !panel.m_bBackground ) then return end
if ( panel.Depressed || panel:IsSelected() ) then
return self.tex.Scroller.UpButton_Down( 0, 0, w, h )
end
if ( panel:GetDisabled() ) then
return self.tex.Scroller.UpButton_Dead( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Scroller.UpButton_Hover( 0, 0, w, h )
end
self.tex.Scroller.UpButton_Normal( 0, 0, w, h )
end
--[[---------------------------------------------------------
ButtonLeft
-----------------------------------------------------------]]
function SKIN:PaintButtonLeft( panel, w, h )
if ( !panel.m_bBackground ) then return end
if ( panel.Depressed || panel:IsSelected() ) then
return self.tex.Scroller.LeftButton_Down( 0, 0, w, h )
end
if ( panel:GetDisabled() ) then
return self.tex.Scroller.LeftButton_Dead( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Scroller.LeftButton_Hover( 0, 0, w, h )
end
self.tex.Scroller.LeftButton_Normal( 0, 0, w, h )
end
--[[---------------------------------------------------------
ButtonRight
-----------------------------------------------------------]]
function SKIN:PaintButtonRight( panel, w, h )
if ( !panel.m_bBackground ) then return end
if ( panel.Depressed || panel:IsSelected() ) then
return self.tex.Scroller.RightButton_Down( 0, 0, w, h )
end
if ( panel:GetDisabled() ) then
return self.tex.Scroller.RightButton_Dead( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Scroller.RightButton_Hover( 0, 0, w, h )
end
self.tex.Scroller.RightButton_Normal( 0, 0, w, h )
end
--[[---------------------------------------------------------
ComboDownArrow
-----------------------------------------------------------]]
function SKIN:PaintComboDownArrow( panel, w, h )
if ( panel.ComboBox:GetDisabled() ) then
return self.tex.Input.ComboBox.Button.Disabled( 0, 0, w, h )
end
if ( panel.ComboBox.Depressed || panel.ComboBox:IsMenuOpen() ) then
return self.tex.Input.ComboBox.Button.Down( 0, 0, w, h )
end
if ( panel.ComboBox.Hovered ) then
return self.tex.Input.ComboBox.Button.Hover( 0, 0, w, h )
end
self.tex.Input.ComboBox.Button.Normal( 0, 0, w, h )
end
--[[---------------------------------------------------------
ComboBox
-----------------------------------------------------------]]
function SKIN:PaintComboBox( panel, w, h )
if ( panel:GetDisabled() ) then
return self.tex.Input.ComboBox.Disabled( 0, 0, w, h )
end
if ( panel.Depressed || panel:IsMenuOpen() ) then
return self.tex.Input.ComboBox.Down( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Input.ComboBox.Hover( 0, 0, w, h )
end
self.tex.Input.ComboBox.Normal( 0, 0, w, h )
end
--[[---------------------------------------------------------
ComboBox
-----------------------------------------------------------]]
function SKIN:PaintListBox( panel, w, h )
self.tex.Input.ListBox.Background( 0, 0, w, h )
end
--[[---------------------------------------------------------
NumberUp
-----------------------------------------------------------]]
function SKIN:PaintNumberUp( panel, w, h )
if ( panel:GetDisabled() ) then
return self.tex.Input.UpDown.Up.Disabled( 0, 0, w, h )
end
if ( panel.Depressed ) then
return self.tex.Input.UpDown.Up.Down( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Input.UpDown.Up.Hover( 0, 0, w, h )
end
self.tex.Input.UpDown.Up.Normal( 0, 0, w, h )
end
--[[---------------------------------------------------------
NumberDown
-----------------------------------------------------------]]
function SKIN:PaintNumberDown( panel, w, h )
if ( panel:GetDisabled() ) then
return self.tex.Input.UpDown.Down.Disabled( 0, 0, w, h )
end
if ( panel.Depressed ) then
return self.tex.Input.UpDown.Down.Down( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Input.UpDown.Down.Hover( 0, 0, w, h )
end
self.tex.Input.UpDown.Down.Normal( 0, 0, w, h )
end
function SKIN:PaintTreeNode( panel, w, h )
if ( !panel.m_bDrawLines ) then return end
surface.SetDrawColor( self.Colours.Tree.Lines )
if ( panel.m_bLastChild ) then
surface.DrawRect( 9, 0, 1, 7 )
surface.DrawRect( 9, 7, 9, 1 )
else
surface.DrawRect( 9, 0, 1, h )
surface.DrawRect( 9, 7, 9, 1 )
end
end
function SKIN:PaintTreeNodeButton( panel, w, h )
if ( !panel.m_bSelected ) then return end
-- Don't worry this isn't working out the size every render
-- it just gets the cached value from inside the Label
local w, _ = panel:GetTextSize()
self.tex.Selection( 38, 0, w + 6, h )
end
function SKIN:PaintSelection( panel, w, h )
self.tex.Selection( 0, 0, w, h )
end
function SKIN:PaintSliderKnob( panel, w, h )
if ( panel:GetDisabled() ) then return self.tex.Input.Slider.H.Disabled( 0, 0, w, h ) end
if ( panel.Depressed ) then
return self.tex.Input.Slider.H.Down( 0, 0, w, h )
end
if ( panel.Hovered ) then
return self.tex.Input.Slider.H.Hover( 0, 0, w, h )
end
self.tex.Input.Slider.H.Normal( 0, 0, w, h )
end
local function PaintNotches( x, y, w, h, num )
if ( !num ) then return end
local space = w / num
-- Ensure at least 1 px between each notch
if ( space < 2 ) then
space = 2
num = w / space
end
for i = 0, math.ceil( num ) do
surface.DrawRect( x + i * space, y + 4, 1, 5 )
end
end
function SKIN:PaintNumSlider( panel, w, h )
-- GetNotchColor() returns SKIN.colNumSliderNotch if custom override is not set
surface.SetDrawColor( panel:GetNotchColor() )
surface.DrawRect( 8, h / 2 - 1, w - 15, 1 )
PaintNotches( 8, h / 2 - 1, w - 16, 1, panel:GetNotches() )
end
function SKIN:PaintProgress( panel, w, h )
self.tex.ProgressBar.Back( 0, 0, w, h )
self.tex.ProgressBar.Front( 0, 0, w * panel:GetFraction(), h )
end
function SKIN:PaintCollapsibleCategory( panel, w, h )
if ( h <= panel:GetHeaderHeight() ) then
self.tex.CategoryList.Header( 0, 0, w, h )
-- Little hack, draw the ComboBox's dropdown arrow to tell the player the category is collapsed and not empty
if ( !panel:GetExpanded() ) then self.tex.Input.ComboBox.Button.Down( w - 18, h / 2 - 8, 15, 15 ) end
return
end
self.tex.CategoryList.InnerH( 0, 0, w, panel:GetHeaderHeight() )
self.tex.CategoryList.Inner( 0, panel:GetHeaderHeight(), w, h - panel:GetHeaderHeight() )
end
function SKIN:PaintCategoryList( panel, w, h )
self.tex.CategoryList.Outer( 0, 0, w, h, panel:GetBackgroundColor() )
end
function SKIN:PaintCategoryButton( panel, w, h )
if ( panel.AltLine ) then
if ( !panel:IsEnabled() ) then surface.SetDrawColor( self.Colours.Category.LineAlt.Button_Disabled )
elseif ( panel.Depressed || panel.m_bSelected ) then surface.SetDrawColor( self.Colours.Category.LineAlt.Button_Selected )
elseif ( panel.Hovered ) then surface.SetDrawColor( self.Colours.Category.LineAlt.Button_Hover )
else surface.SetDrawColor( self.Colours.Category.LineAlt.Button ) end
else
if ( !panel:IsEnabled() ) then surface.SetDrawColor( self.Colours.Category.Line.Button_Disabled )
elseif ( panel.Depressed || panel.m_bSelected ) then surface.SetDrawColor( self.Colours.Category.Line.Button_Selected )
elseif ( panel.Hovered ) then surface.SetDrawColor( self.Colours.Category.Line.Button_Hover )
else surface.SetDrawColor( self.Colours.Category.Line.Button ) end
end
surface.DrawRect( 0, 0, w, h )
end
function SKIN:PaintListViewLine( panel, w, h )
if ( panel:IsSelected() ) then
self.tex.Input.ListBox.EvenLineSelected( 0, 0, w, h )
elseif ( panel.Hovered ) then
self.tex.Input.ListBox.Hovered( 0, 0, w, h )
elseif ( panel.m_bAlt ) then
self.tex.Input.ListBox.EvenLine( 0, 0, w, h )
end
end
function SKIN:PaintListView( panel, w, h )
if ( !panel.m_bBackground ) then return end
self.tex.Input.ListBox.Background( 0, 0, w, h )
end
function SKIN:PaintTooltip( panel, w, h )
self.tex.Tooltip( 0, 0, w, h )
end
function SKIN:PaintMenuBar( panel, w, h )
self.tex.Menu_Strip( 0, 0, w, h )
end
derma.DefineSkin( "Default", "Made to look like regular VGUI", SKIN )