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[Icons] Add Hidden and Marked semantic color families
Two game concepts had no hue of their own. Hidden information (a face-down play, peeking at a card face) now has violet, and the marks a player leaves on a card (annotation, draw arrow) now share amber instead of splitting blue and red for the same job. Both families follow the existing three-level ladder: authored roles per theme, scheme defaults otherwise, an emphasis mapping, palette-editor rows and generator seeding. The defaults clear the 4.5:1 floor on the representative platform surfaces and keep the saturation ordering the emphasis tests assert; the hue tests pin violet's blue-red-green dominance and amber's red-green-blue one, and every preview sheet now renders the two families. The hover panel grid preview is added alongside: it renders the real pages (section headers, two-column cells, glyph over label) so the whole map can be judged at once instead of glyph by glyph.
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@ -103,6 +103,8 @@ TEST(IconTintPreview, WritesOneSheetPerShippedTheme)
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{"Positive", AppColor::Positive, {"increment", "ready_start", "arrow_up"}},
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{"Negative", AppColor::Negative, {"decrement", "not_ready_start", "remove_row"}},
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{"Informational", AppColor::Informational, {"arrow_right", "view", "arrow_to_top"}},
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{"Hidden", AppColor::Hidden, {"view", "arrow_right", "swap"}},
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{"Marked", AppColor::Marked, {"pencil", "share", "pin"}},
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};
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const QStringList themes = {
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QStringLiteral("Fabric"), QStringLiteral("Fusion"), QStringLiteral("Leather"),
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