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[Icons] Render lock and dropdown glyphs through the icon engine
Both generators rendered the sentinel SVG to a fixed height x height pixmap at DPR 1. The pre-migration path rendered larger and let QIcon scale it, so on a 2x display the games-list lock (13px) and the banner dropdown arrow (24px) came back crisp; the new path hands the widget a DPR-1 bitmap that gets upscaled and blurred. - The games list asks the themed engine for `icons/lock` directly, so the item view paints it at the device pixel ratio and the lock also follows HighlightedText on a selected row. - The dropdown goes through `loadThemedIcon(...).pixmap(size, dpr)`, which keeps the glyph's aspect ratio and renders at the requested ratio. - LockPixmapGenerator has no consumer left, so it and its cache are gone.
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4 changed files with 15 additions and 42 deletions
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@ -4,6 +4,7 @@
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#include "theme_icon.h"
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#include "theme_manager.h"
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#include <QApplication>
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#include <QBrush>
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#include <QByteArray>
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#include <QChar>
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@ -435,39 +436,19 @@ QIcon UserLevelPixmapGenerator::generateIconWithColorOverride(int height,
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QMap<QString, QIcon> UserLevelPixmapGenerator::iconCache;
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QPixmap LockPixmapGenerator::generatePixmap(int height)
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{
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int key = height;
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if (pmCache.contains(key)) {
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return pmCache.value(key);
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}
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const QString resolved = themeManager->assetPath(QStringLiteral("icons/lock"));
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QPixmap pixmap = loadSentinelSvgPixmap(resolved, QPalette::WindowText, QSize(height, height));
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if (pixmap.isNull()) {
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pixmap = tryLoadImage(QStringLiteral("theme:") + resolved, QSize(height, height), true);
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}
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pmCache.insert(key, pixmap);
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return pixmap;
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}
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QMap<int, QPixmap> LockPixmapGenerator::pmCache;
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QPixmap DropdownIconPixmapGenerator::generatePixmap(int height, bool expanded)
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{
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QString key = QString::number(expanded) + ":" + QString::number(height);
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const QString key = QString::number(expanded) + ":" + QString::number(height);
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if (pmCache.contains(key)) {
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return pmCache.value(key);
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}
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// Render through the themed icon engine: it keeps the glyph's aspect ratio,
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// follows the palette, and renders at the device pixel ratio instead of
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// handing a DPR-1 bitmap to a label that would upscale and blur it on a 2x
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// display.
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const QString prefix = QStringLiteral("icons/") + (expanded ? "dropdown_expanded" : "dropdown_collapsed");
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const QString resolved = themeManager->assetPath(prefix);
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QPixmap pixmap = loadSentinelSvgPixmap(resolved, QPalette::WindowText, QSize(height, height));
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if (pixmap.isNull()) {
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pixmap = tryLoadImage(QStringLiteral("theme:") + resolved, QSize(height, height), true);
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}
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const QPixmap pixmap = loadThemedIcon(prefix).pixmap(QSize(height, height), qApp->devicePixelRatio());
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pmCache.insert(key, pixmap);
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return pixmap;
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}
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@ -539,7 +520,6 @@ void clearPixmapGeneratorCaches()
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PingPixmapGenerator::clear();
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CountryPixmapGenerator::clear();
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UserLevelPixmapGenerator::clear();
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LockPixmapGenerator::clear();
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DropdownIconPixmapGenerator::clear();
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ManaSymbolPixmapGenerator::clear();
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}
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@ -106,19 +106,6 @@ public:
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}
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};
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class LockPixmapGenerator
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{
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private:
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static QMap<int, QPixmap> pmCache;
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public:
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static QPixmap generatePixmap(int height);
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static void clear()
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{
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pmCache.clear();
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}
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};
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class DropdownIconPixmapGenerator
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{
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private:
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@ -1,6 +1,7 @@
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#include "games_model.h"
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#include "../../../client/settings/cache_settings.h"
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#include "../../theme_icon.h"
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#include "../interface/pixel_map_generator.h"
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#include "libcockatrice/protocol/pb/serverinfo_user.pb.h"
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#include "user/user_list_proxy.h"
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@ -85,7 +86,8 @@ const QString GamesModel::getGameCreatedString(const int secs)
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}
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GamesModel::GamesModel(const QMap<int, QString> &_rooms, const QMap<int, GameTypeMap> &_gameTypes, QObject *parent)
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: QAbstractTableModel(parent), rooms(_rooms), gameTypes(_gameTypes)
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: QAbstractTableModel(parent), rooms(_rooms), gameTypes(_gameTypes),
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lockIcon(loadThemedIcon(QStringLiteral("icons/lock")))
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{
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}
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@ -188,7 +190,9 @@ QVariant GamesModel::data(const QModelIndex &index, int role) const
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return result.join(", ");
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}
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case Qt::DecorationRole: {
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return gameentry.with_password() ? QIcon(LockPixmapGenerator::generatePixmap(13)) : QVariant();
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// One engine per model: it is palette- and theme-aware and
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// invalidates itself, so a repaint must not build a new one.
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return gameentry.with_password() ? lockIcon : QVariant();
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case Qt::TextAlignmentRole:
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return Qt::AlignLeft;
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default:
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@ -5,6 +5,7 @@
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#include "game_type_map.h"
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#include <QAbstractTableModel>
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#include <QIcon>
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#include <QList>
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#include <QMap>
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#include <QModelIndex>
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@ -32,6 +33,7 @@ private:
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QList<ServerInfo_Game> gameList; /**< List of games currently displayed. */
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QMap<int, QString> rooms; /**< Map of room IDs to room names. */
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QMap<int, GameTypeMap> gameTypes; /**< Map of room IDs to available game types. */
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QIcon lockIcon; /**< Themed lock for password-protected games. */
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static const int NUM_COLS = 8; /**< Number of columns in the table. */
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