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/usr/share/games/crossfire-client/themes/Black is in crossfire-client 1.71.0-1.1.

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############################################################################
# http://www.gnu.org/software/emacs/manual/html_node/emacs/GTK-styles.html
# has good information that relates to the content of this theme file.
#
# Where font_name appears, ie. font_name = "Sans Bold Italic 9", the format is
# a Pango string, so refer to that documentation for details.  One resource is
# http://www.gtk.org/api/2.6/pango/PangoMarkupFormat.html, but briefly, there
# are various options that can be specified: family, style, weight, size.
#
# Spaces inside the font name is normal.  The font name and options are
# generally delimited with space characters.  Font-family is a comma separated
# list.  Style includes things like Italic, Normal, Oblique.  Size is in
# points with no units.  The default size appears to be 10.  Weight is also
# supported and includes choices like: ultralight, light, normal, bold,
# ultrabold, heavy.  The font descriptors do not seem to be case sensitive.
# It may take experimentation to see what works.  It appears, for example,
# that all weight identifiers may not be supported for all fonts.

# This makes everything black background and white foreground by
# default.
#
style "black_bg"
{
    # base and text are used for the treeview and entry widgets
    # Note that the inv_.. values below can adjust these for special
    # objects
    base[NORMAL] = "black"
    text[NORMAL] = "white"

    # The ACTIVE tabs are used for the unselected tabs in the notebooks.
    bg[ACTIVE] = "black"
    fg[ACTIVE] = "white"

    # foreground/background of pretty much all the other widgets
    bg[NORMAL] = "black"
    fg[NORMAL] = "white"

}

widget_class "*" style "black_bg"

############################################################################
# Start of Stat Bar styles
############################################################################

# The stat bars are the bars at the bottom left of the window - hp,
# spell points, grace, food & exp.
# The low values are used when the stat is less than 25% of its max.
# The super value is used when the stat is above is max.
# the normal value is used in the 25%->100% range.
#
# There is no requirement that these be different colors - if you
# want the food value to be brown no matter what, just create
# a style for food_bar, and bind that to the normal/low/super values.
# this is what is done for exp, since being below 25% exp isn't really
# bad.
#
# If you have configured the client to use gradual shading of the
# stat bar colors, the gradual values are used instead.  The low
# as the 0 point, the normal is 100%, and super is 200%.  The client
# will then mix the color based on the actual value of the stat.  I thought
# it better to have different values, as what may look good normally may
# not blend well (in particular, the standard values are not 100%
# saturated since those would seem too bright.
#
# the reason base[SELECTED] is used for values is that is what
# is used if these were being bound directly to the widget.
#
# if one of the styles is missing a color, the client will use
# standard system wide theme defaults to draw in that state.
# For the gradual color, if it is missing a color, it just will
# not color it - probably not what you want.
#
# Note: If you are not seeing colorful stat bars as you expect,
# the problem may be with the system wide theme you have chosen.
# some themes modify the draw logic for the progressbar and instead
# draw pixmaps (if you see striped bars, you are using such a theme).
# These themes do no pay any attention to the colors we try to set -
# IMO, this is a bug in the theme engine, as there isn't way
# to turn that behaviour off.  The only way around this would be
# for the client to have its own widget to draw the bars, but then
# this causes problems for those people that like that theme.
#
style "low_bar" {
	#red
	base[SELECTED] = "#cf0000"
}

style "normal_bar" {
	# green
	base[SELECTED] = "#00cf00"
}

style "super_bar" {
	base[SELECTED] = "#00cf00"
}

style "gradual_low_bar" {
	base[SELECTED] = "red"
}

style "gradual_full_bar" {
	base[SELECTED] = "green"
}

style "gradual_super_bar" {
	base[SELECTED] = "blue"
}

widget_class "hp_bar_normal" style "normal_bar"
widget_class "hp_bar_low" style "low_bar"
widget_class "hp_bar_super" style "super_bar"

widget_class "hp_gradual_bar_normal" style "gradual_full_bar"
widget_class "hp_gradual_bar_low" style "gradual_low_bar"
widget_class "hp_gradual_bar_super" style "gradual_super_bar"

widget_class "sp_bar_normal" style "normal_bar"
widget_class "sp_bar_low" style "low_bar"
widget_class "sp_bar_super" style "super_bar"

widget_class "sp_gradual_bar_normal" style "gradual_full_bar"
widget_class "sp_gradual_bar_low" style "gradual_low_bar"
widget_class "sp_gradual_bar_super" style "gradual_super_bar"

widget_class "grace_bar_normal" style "normal_bar"
widget_class "grace_bar_low" style "low_bar"
widget_class "grace_bar_super" style "super_bar"

widget_class "grace_gradual_bar_normal" style "gradual_full_bar"
widget_class "grace_gradual_bar_low" style "gradual_low_bar"
widget_class "grace_gradual_bar_super" style "gradual_super_bar"

widget_class "food_bar_normal" style "normal_bar"
widget_class "food_bar_low" style "low_bar"
widget_class "food_bar_super" style "super_bar"

widget_class "food_gradual_bar_normal" style "gradual_full_bar"
widget_class "food_gradual_bar_low" style "gradual_low_bar"
widget_class "food_gradual_bar_super" style "gradual_super_bar"

# It doesn't make sense to have an alert for low exp,
# so set all the conditions to the same color.  For graduated
# color, it can IMO still be nice to change colors as you get closer.
widget_class "exp_bar_normal" style "normal_bar"
widget_class "exp_bar_low" style "normal_bar"
widget_class "exp_bar_super" style "normal_bar"

widget_class "exp_gradual_bar_normal" style "gradual_full_bar"
widget_class "exp_gradual_bar_low" style "gradual_low_bar"
widget_class "exp_gradual_bar_super" style "gradual_super_bar"

############################################################################
# Start of inventory/look window styles
############################################################################
#
# The inv_ do not get tied to real widgets.  This is because we are
# controlling individual rows of the widget based on values that the
# widget can not know about (magic, cursed, etc).  So the client looks
# up these special names and then uses the value to control how to
# draw the actual rows.  Note that there is no requirement that there
# be 1 style/widget_class.  If you want different object criteria
# to use the same style, you can do that, eg,
#
# widget "inv_cursed" style "inv_mine"
# widget "inv_magical" style "inv_mine"
#
# Is perfectly legal, but probably doesn't make a lot of sense.
#
# Note that there is no 'default' here - the default values come from
# the normal widget binding.
#
# Note that there is no combining of values - only one of these is
# used for any object.  The precedence is:
# unpaid > cursed > magical > applied > locked
#

style "inv_cursed"
{
    text[NORMAL] = "red"
}
widget_class "inv_cursed" style "inv_cursed"

style "inv_magical"
{
    text[NORMAL] = "blue"
}
widget_class "inv_magical" style "inv_magical"

# You owe gold for these
style "inv_unpaid"
{
    text[NORMAL] = "gold"
}
widget_class "inv_unpaid" style "inv_unpaid"

style "inv_locked"
{
    font_name = "Sans Italic"
}
widget_class "inv_locked" style "inv_locked"

style "inv_applied"
{
    font_name = "Sans Bold"
}
widget_class "inv_applied" style "inv_applied"


############################################################################
# Start of spell list styles
############################################################################
# like the inventory styles, these do not bind to a specific widget,
# but rather the code uses them based on values of the spell.
#
style "spell_denied"
{
    text[NORMAL] = "red"
}
widget_class "spell_denied" style "spell_denied"

style "spell_repelled"
{
    text[NORMAL] = "orange"
}
widget_class "spell_repelled" style "spell_repelled"

style "spell_attuned"
{
    text[NORMAL] = "green"
}
widget_class "spell_attuned" style "spell_attuned"

style "spell_normal"
{
    base[NORMAL] = "black"
}
widget_class "spell_normal" style "spell_normal"


############################################################################
# Start of text info style.  The text info are where it actually
# displays the messages.
############################################################################

# info_default is a bit special.
# What info_default is used for is a supported way for the
# code to find out what attributes set in the other info_...
# values differ - it will basically compare the values and only set
# the ones that are different.  This is really just a place holder,
# and you probably shouldn't put any actual values within the
# style {} area.  However, it must be defined for other styles
# to work (if it doesn't have anything to get a difference against,
# it can not set up the other styles.
style "info_default"
{
}
widget_class "info_default" style "info_default"



# The extended info has the idea of different fonts:
#
# Normal: Standard font to use for drawing
# Arcane: Perhaps better called 'old style' fonts - still clearly readable,
#   but should have an 'old' look.
# Strange: A runic font that doesn't necessarily need to be readable - could
#   just be symbols.
# Fixed: Fixed width font used for listings of preformatted text.
# Hand: A font that should look like handwritten text.
#
# Note that except for the fixed font, the font you use is not likely
# to have a critical effect - if you used the same font for everything,
# it is unlikely to affect the play of the game.
# Also, while these are defined as font names, you can also define
# colors.  However, other
# styles may take precedence - eg, if you specify a color in the
# style definition, and the message itself has color tags, those
# may be used instead.
#
# You can use the gtk character map utility to view the fonts and get
# font names.
#
# Note that the fonts specified here may not be ideal candidates, but
# my goal here is to choose fonts that a normal installation would have
# installed.  You can get better fonts off the web, but since they
# are not available by default, it doesn't make sense to make them
# the default.
#

# For normal font, just use the system/theme default.
#style "info_font_normal"
#{
#    font_name = "Sans"
#}
#widget_class "info_font_normal" style "info_font_normal"

style "info_font_arcane"
{
    font_name = "URW Chancery L"
}
widget_class "info_font_arcane" style "info_font_arcane"

# With the different scripts included in unicode (and part
# of gtk2), all we really need to do here is change it so that
# we use the Runic script instead of Latin.  However, there is
# no way to do that directly with styles.  What needs to be
# done is some extra code added to process this as a script and
# not a font perhaps.

style "info_font_strange"
{
    font_name = "Sans Italic"
}
widget_class "info_font_strange" style "info_font_strange"

style "info_font_fixed"
{
    font_name = "Luxi Mono"
}
widget_class "info_font_fixed" style "info_font_fixed"

# URW Chancery L would also look good for this, but
# we're using that for arcane.
style "info_font_hand"
{
    font_name = "Century Schoolbook L Italic"
}
widget_class "info_font_hand" style "info_font_hand"

#
# The first set of info_<color> are how to display messages that come
# as a certain color from the server.  Eg, the server says 'draw this in
# black', and this determines how we actually draw it.  For example,
# when using a black background, you really don't want the text color
# to be black.

# Note that anything not set here (fg, bg, font) will use default
# values as bound to the global widget (*), so you don't need to
# specify all the values in each classification. If you don't want
# different colored text, just disable all of these.
# The values here match the traditional values used.

style "black_text" {	    fg[NORMAL] = "white" 	}
widget_class "info_black" style "black_text"

style "white_text"
{
    fg[NORMAL] = "white"
    font_name = "bold"
}
widget_class "info_white" style "white_text"

style "darkblue_text" {    fg[NORMAL] = "navy" }
widget_class "info_darkblue" style "darkblue_text"

style "red_text" {    fg[NORMAL] = "red" }
widget_class "info_red" style "red_text"

style "orange_text" {    fg[NORMAL] = "orange" }
widget_class "info_orange" style "orange_text"

style "lightblue_text" {    fg[NORMAL] = "dodgerblue" }
widget_class "info_lightblue" style "lightblue_text"

style "darkorange_text" {    fg[NORMAL] = "darkorange2" }
widget_class "info_darkorange" style "darkorange_text"

style "green_text" {    fg[NORMAL] = "seagreen" }
widget_class "info_green" style "green_text"

style "darkgreen_text" {    fg[NORMAL] = "darkseagreen" }
widget_class "info_darkgreen" style "darkgreen_text"

style "grey_text" {    fg[NORMAL] = "grey50" }
widget_class "info_grey" style "grey_text"

style "brown_text" {    fg[NORMAL] = "sienna" }
widget_class "info_brown" style "brown_text"

style "yellow_text" {    fg[NORMAL] = "gold" }
widget_class "info_yellow" style "yellow_text"

style "tan_text" {    fg[NORMAL] = "khaki" }
widget_class "info_tan" style "tan_text"

# these msg_.. values determine how to draw output of the
# different message types - see the newclient.h and msgtypes.h file for all
# the types/subytpes.  With this, you can set different output styles
# for all of the different message types.
#
# A few notes:
#
# 1) it is the widget_class line that binds the the style to the name that
# the client uses to look it up.
# Thus, you can do something like:
#
# style "red_text" ....
# widget_class "msg_victim_was_pushed" style "red_text"
# widget_class "msg_communication_say" style "red_text"
#
# In this way, you don't need to have a style for every msg type - a more
# likely scenario is a modest number of styles, but then binding these
# to the different widget names as how you want that widget to be
# drawn.  The <color>_text entries used above can be re-used
# for the msg types here.
#
# 2) Beyond normal style inheritence rules, the client itself is coded
# to do some - just in that way, you don't need to list every msg
# type here.  For example:
#
# widget_class "msg_book" style "green_text"
#
# will result in every message of the BOOK class to be drawn in green
# text.  If you then add the line:
#
# widget_class "msg_book_clasp_1" style "red_text"
#
# messages of type BOOK, subtype CLASP_1 will be drawn in red, with all
# the other BOOK message types being drawn in green.
#
# Note that this works on a type/subtype level, not a # string level.  Thus,
# you can not do:
#
# widget_class "msg_book_clasp" style "red_text"
#
# and have it work, as the "msg_book_clasp" by itself isn't a valid name.
# Basically, you can bind it to the overall type (which covers all the
# subtypes), or to specific type/subtypes. The common/msgtypes.h file
# contains  all the valid names (without the msg_ prefix) that are valid.
#
# 3) Even with the new message types, the server still sends what color
# it thinks they should be drawn (this is basically for older clients
# predating extended text support).  If you do not specify _ANY_ styles for the
# message types here, the client will use that color tag for what color
# to draw the text with, as set with the info_<color> section above.
# However, if even a single msg_ style is set, then the client will not
# use those values - the presumption being that if a msg_ style
# is set, the user knows what they are doing, and any that are not
# set they want in default color/style.
#
# This is because there really isn't any way
# for the client to know if it is intentional on the part of the user
# that they want to use the default styles for the widgets or if it
# should be using that color information - this is especially true
# given the inheritence described in point #2 above.
#


# The entries below try to match what color the server says
# to use for these - basically, to keep compatibility without
# having to use the passed in color value - in that way,
# additions can be made and the expected appearance of messages
# will remain.
# Given this is compatible type messages, we re-use
# the color_text styles above.  Note that in some cases,
# the same type of message used different colors depending
# on where in the code it was called.  I've tried to use here
# whatever was used the most for a particular message, but
# I also took into account the message and other related messages
# so the color for good vs bad effects are different, etc.  To
# some extent, the idea that red messages are bad is put in place
# here, with blue being good.
#
# Note - these should really be re-done, as the current color
# scheme often makes no sense (same style for both a level
# gain and loss?) But this base file is more as a sample
# and also act like things have in the past.
#
# Some colors, like lightgreen, gold & tan are not used by
# any message types right now.  And some others are used
# in only a few places, like greytext, browntext
#
# these are in type/subtype order, to match msgtypes.h

# BOOK messages
widget_class "msg_book" style "darkblue_text"

# CARD messages

# PAPER messages

# SIGN messages
widget_class "msg_sign" style "darkblue_text"

# MONUMENT messages

# DIALOG messages
widget_class "msg_dialog_npc" style "darkblue_text"
widget_class "msg_dialog_magic_ear" style "darkblue_text"

# MOTD messages
widget_class "msg_motd" style "green_text"

# ADMIN messages
widget_class "msg_admin_rules" style "green_text"
widget_class "msg_admin_news" style "green_text"
widget_class "msg_admin_player" style "darkorange_text"
widget_class "msg_admin_dm" style "red_text"

# SHOP messages

# COMMAND messages
widget_class "msg_command_quests" style "white_text"
widget_class "msg_command_dm" style "red_text"
widget_class "msg_command_newplayer" style "lightblue_text"

# ATTRIBUTE messages
widget_class "msg_attribute_protection_gain" style "lightblue_text"
widget_class "msg_attribute_protection_loss" style "red_text"
widget_class "msg_attribute_bad_effect_start" style "red_text"
widget_class "msg_attribute_level_gain" style "lightblue_text"
widget_class "msg_attribute_level_loss" style "red_text"
widget_class "msg_attribute_race" style "lightblue_text"
widget_class "msg_attribute_god" style "darkblue_text"

# SKILL messages
widget_class "msg_skill_pray" style "white_text"
widget_class "msg_skill_error" style "red_text"

# APPLY messages
widget_class "msg_apply_success" style "darkblue_text"
widget_class "msg_apply_cursed" style "darkblue_text"
widget_class "msg_apply_trap" style "darkblue_text"

# ATTACK messages
widget_class "msg_attack_did_hit" style "red_text"
widget_class "msg_attack_nokey" style "darkblue_text"

# COMMUNICATION messages
widget_class "msg_communication_random" style "white_text"
widget_class "msg_communication_say" style "white_text"
widget_class "msg_communication_me" style "lightblue_text"
widget_class "msg_communication_tell" style "orange_text"
widget_class "msg_communication_emote" style "white_text"
widget_class "msg_communication_party" style "white_text"
widget_class "msg_communication_shout" style "red_text"
widget_class "msg_communication_chat" style "lightblue_text"

# SPELL messages
widget_class "msg_spell_failure" style "grey_text"
widget_class "msg_spell_success" style "darkblue_text"
widget_class "msg_spell_error" style "darkblue_text"
widget_class "msg_spell_target" style "orange_text"

# ITEM messages
widget_class "msg_item_remove" style "brown_text"
widget_class "msg_item_add" style "lightblue_text"
widget_class "msg_item_info" style "brown_text"

# MISC messages
widget_class "msg_misc" style "darkblue_text"

# VICTIM messages
widget_class "msg_victim_swamp" style "red_text"
widget_class "msg_victim_was_hit" style "red_text"
widget_class "msg_victim_died" style "darkblue_text"