[Icons] Keep semantic red and green on themed glyphs

The one-glyph cutover recolored every icon from a single palette role, so a
disabled deck, a not-ready player and a remove button all lost the red or green
that carried their meaning.

Add Positive and Negative application colors beside the accents, ship
scheme-appropriate defaults for every theme, and resolve them through
ThemeManager. Icons now take an IconTint: a palette role for structural glyphs,
or a semantic role for states and add/remove actions. A disabled semantic icon
falls back to the disabled foreground; on a selected row a semantic tint keeps
its color only while it stays legible on the highlight, and a palette tint keeps
the existing WindowText -> HighlightedText swap.
This commit is contained in:
Lukas Brübach 2026-11-04 17:32:36 +01:00 • committed by BruebachL
parent df74917cb0
commit db4e07e55d
35 changed files with 339 additions and 53 deletions

View file

@ -167,6 +167,10 @@ PaletteConfig fromAccent(const QColor &accent, int intensity, const QString &sch
// the lightened, desaturated companion used for button-gradient highlights.
cfg.appColors[AppColor::AccentStrong] = hl;
cfg.appColors[AppColor::AccentSoft] = hsl(accent.lightness() + 60, qRound(accent.hslSaturation() * 70 / 100.0));
// Semantic roles stay independent of the accent: a generated palette must
// still paint add/ready green and remove/not-ready red.
cfg.appColors[AppColor::Positive] = defaultAppColor(AppColor::Positive, dark);
cfg.appColors[AppColor::Negative] = defaultAppColor(AppColor::Negative, dark);
// BrightText
QColor bright;