subsurface/stats/statscolors.h

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// SPDX-License-Identifier: GPL-2.0
// Color constants for the various series
#ifndef STATSCOLORS_H
#define STATSCOLORS_H
#include <memory>
#include <QColor>
#include <QFont>
#include <QString>
class QSGTexture;
class StatsTheme {
public:
StatsTheme();
virtual QString name() const = 0;
QColor backgroundColor;
QColor fillColor;
QColor borderColor;
QColor selectedColor;
QColor selectedBorderColor;
QColor highlightedColor;
QColor highlightedBorderColor;
// The dark and light label colors are with respect to the light theme.
// In the dark theme, dark is light and light is dark. Might want to change the names!
QColor darkLabelColor;
QColor lightLabelColor;
QColor axisColor;
QColor gridColor;
QColor informationBorderColor;
QColor informationColor;
QColor legendColor;
QColor legendBorderColor;
QColor quartileMarkerColor;
QColor regressionItemColor;
QColor meanMarkerColor;
QColor medianMarkerColor;
QColor selectionLassoColor;
QColor selectionOverlayColor;
virtual QColor binColor(int bin, int numBins) const = 0;
virtual QColor labelColor(int bin, size_t numBins) const = 0;
QFont axisLabelFont;
QFont axisTitleFont;
QFont informationBoxFont;
QFont labelFont;
QFont legendFont;
QFont titleFont;
// These are cashes for the QSG rendering engine
// Note: Originally these were std::unique_ptrs, which automatically
// freed the textures on exit. However, destroying textures after
// QApplication finished its thread leads to crashes. Therefore, these
// are now normal pointers and the texture objects are leaked.
mutable QSGTexture *scatterItemTexture = nullptr;
mutable QSGTexture *scatterItemSelectedTexture = nullptr;
mutable QSGTexture *scatterItemHighlightedTexture = nullptr;
mutable QSGTexture *selectedTexture = nullptr; // A checkerboard pattern.
};
extern const StatsTheme &getStatsTheme(bool dark);
#endif