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[PrintingSelector] Load the pin badge through the themed icon engine
The badge rendered `theme:icons/pin` through the pixmap generator, which resolved `currentColor` once and cached the result, so the glyph stayed at its first palette and was rasterized at DPR 1. - Render the glyph through `loadThemedIcon`, at the label's device pixel ratio, and re-render it on palette and theme changes. - Compose it onto a rounded backdrop filled with `Window` and outlined with `WindowText`. The badge floats on card art rather than on a palette surface, so a bare outline vanishes into art of the same lightness; the backdrop keeps it readable on every printing, and both roles still follow the palette.
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1 changed files with 67 additions and 23 deletions
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@ -2,6 +2,8 @@
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#include "../../../client/settings/cache_settings.h"
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#include "../../card_picture_loader/card_picture_loader.h"
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#include "../../theme_icon.h"
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#include "../../theme_manager.h"
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#include "../cards/card_info_picture_widget.h"
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#include "../tabs/abstract_tab_deck_editor.h"
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#include "all_zones_card_amount_widget.h"
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@ -12,16 +14,19 @@
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#include <QAction>
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#include <QApplication>
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#include <QColor>
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#include <QDebug>
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#include <QFileDialog>
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#include <QGuiApplication>
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#include <QImage>
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#include <QImageReader>
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#include <QLabel>
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#include <QList>
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#include <QMenu>
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#include <QMessageBox>
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#include <QMouseEvent>
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#include <QPainter>
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#include <QPalette>
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#include <QPen>
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#include <QPixmap>
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#include <QPixmapCache>
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#include <QPoint>
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@ -36,7 +41,6 @@
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#include <QVBoxLayout>
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#include <QVariant>
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#include <QtGlobal>
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#include <QtMath>
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#include <libcockatrice/card/database/card_database_manager.h>
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#include <libcockatrice/card/relation/card_relation.h>
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#include <libcockatrice/settings/card_override_settings.h>
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@ -120,6 +124,12 @@ PrintingSelectorCardOverlayWidget::PrintingSelectorCardOverlayWidget(QWidget *pa
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mainLayout->addWidget(cardInfoPicture);
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initializePinBadge();
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auto refreshPinBadge = [this] {
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initializePinBadge();
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updatePinBadgeVisibility();
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};
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connect(themeManager, &ThemeManager::paletteChanged, this, refreshPinBadge);
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connect(themeManager, &ThemeManager::themeChanged, this, refreshPinBadge);
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// Parent the preview to this overlay so it is destroyed with it (Qt::ToolTip keeps
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// it a frameless, non-activating top-level window despite the parent).
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@ -401,10 +411,55 @@ void PrintingSelectorCardOverlayWidget::customMenu(QPoint point)
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}
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/**
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* @brief Initializes the pin badge overlay and loads its icon with DPI-aware rasterization.
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* @brief Composes the pin badge: the glyph over a rounded palette backdrop.
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*
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* The icon is rasterized once using the label's device pixel ratio so it stays crisp on HiDPI
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* displays. The resulting pixmap is cached on the QLabel and simply shown/hidden when needed.
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* The badge floats on card art rather than on a palette surface, so a bare glyph
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* colored WindowText is not enough: a thin dark stroke disappears on dark art in a
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* light palette, and a thin light stroke disappears on light art in a dark palette.
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* A Window-filled rounded rect with a WindowText outline gives the glyph a solid
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* backing, and the outline guarantees the badge edge contrasts with the art even when
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* the fill matches it. Both roles follow the palette, like the glyph.
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*
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* @param logicalSize The badge's size in logical pixels.
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* @param devicePixelRatio The label's device pixel ratio, applied to the pixmap so it
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* stays crisp on HiDPI displays.
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* @param palette The palette the glyph's WindowText resolves against.
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*/
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static QPixmap composePinBadgePixmap(const QSize &logicalSize, qreal devicePixelRatio, const QPalette &palette)
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{
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// Inset the glyph so the backdrop reads as a badge around it, not as a border.
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const int inset = qRound(logicalSize.width() * 0.16);
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const QSize glyphSize = logicalSize - QSize(inset * 2, inset * 2);
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const QPixmap glyph = loadThemedIcon(QStringLiteral("icons/pin")).pixmap(glyphSize, devicePixelRatio);
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if (glyph.isNull()) {
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// Let the caller fall back to the textual badge instead of drawing an empty panel.
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return QPixmap();
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}
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QPixmap badge(logicalSize * devicePixelRatio);
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badge.setDevicePixelRatio(devicePixelRatio);
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badge.fill(Qt::transparent);
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QPainter painter(&badge);
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painter.setRenderHint(QPainter::Antialiasing);
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// Half-pixel inset keeps the 1.5px outline inside the pixmap instead of clipping it.
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const QRectF box(QPointF(0.5, 0.5), QSizeF(logicalSize) - QSizeF(1, 1));
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painter.setPen(QPen(palette.color(QPalette::WindowText), 1.5));
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painter.setBrush(palette.color(QPalette::Window));
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painter.drawRoundedRect(box, 8, 8);
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painter.drawPixmap(QPointF(inset, inset), glyph);
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return badge;
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}
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/**
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* @brief Initializes the pin badge overlay and loads a DPI-aware icon pixmap.
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*
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* The glyph is drawn onto a rounded palette backdrop so the badge stays readable on
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* card art, and it is rasterized at the label's device pixel ratio so it stays crisp on
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* HiDPI displays. It is re-rendered when the palette or theme changes so the badge
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* follows the surrounding UI instead of freezing at its first colors.
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* If the SVG cannot be read, a textual fallback badge is created instead.
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*/
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void PrintingSelectorCardOverlayWidget::initializePinBadge()
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@ -420,24 +475,13 @@ void PrintingSelectorCardOverlayWidget::initializePinBadge()
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}
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bool pinLoaded = false;
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QImageReader pinReader(QStringLiteral("theme:icons/pin"));
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if (pinReader.canRead()) {
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// Rasterize a 64×64 logical icon so it has a consistent size regardless of card scaling.
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const QSize targetSize(64, 64);
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const qreal dpr = pinBadge->devicePixelRatioF();
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const QSize rasterSize(qMax(1, qCeil(targetSize.width() * dpr)), qMax(1, qCeil(targetSize.height() * dpr)));
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pinReader.setScaledSize(rasterSize);
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const QImage pinImage = pinReader.read();
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if (!pinImage.isNull()) {
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// Tag the pixmap with the same DPR so Qt renders it at the correct physical size.
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QPixmap pinPix = QPixmap::fromImage(pinImage);
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pinPix.setDevicePixelRatio(dpr);
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pinBadge->setPixmap(pinPix);
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pinBadge->setFixedSize(targetSize);
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pinBadge->setStyleSheet(QStringLiteral("background: transparent;"));
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pinLoaded = true;
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}
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const QSize targetSize(64, 64);
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const QPixmap pinPix = composePinBadgePixmap(targetSize, pinBadge->devicePixelRatioF(), pinBadge->palette());
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if (!pinPix.isNull()) {
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pinBadge->setPixmap(pinPix);
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pinBadge->setFixedSize(targetSize);
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pinBadge->setStyleSheet(QStringLiteral("background: transparent;"));
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pinLoaded = true;
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}
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if (!pinLoaded) {
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