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[Icons] Adapt the treatment preview to the authored roles
The preview file is inherited from the treatment PR. Here the palette already authors the fill tone and the badge takes an explicit scheme, so the generator stops re-saturating the role and passes the scheme the sheet renders.
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1 changed files with 7 additions and 4 deletions
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@ -187,9 +187,10 @@ TEST(IconTreatmentPreview, WritesOneSheetPerShippedTheme)
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qreal y = panelTop + PANEL_TITLE + COLUMN_HEADER;
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qreal y = panelTop + PANEL_TITLE + COLUMN_HEADER;
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for (const Family &family : families) {
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for (const Family &family : families) {
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const QColor raw = config.appColors.value(family.role, defaultAppColor(family.role, dark));
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// The authored role is the tone the filled shape carries; the
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ASSERT_TRUE(raw.isValid()) << theme.toStdString() << " " << family.name;
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// treatments apply their own fill rule from it.
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const QColor tone = ThemeIconFill::saturated(raw);
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const QColor tone = config.appColors.value(family.role, defaultAppColor(family.role, dark));
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ASSERT_TRUE(tone.isValid()) << theme.toStdString() << " " << family.name;
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for (int state = 0; state < 2; ++state) {
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for (int state = 0; state < 2; ++state) {
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const bool isDisabled = state == 1;
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const bool isDisabled = state == 1;
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@ -221,7 +222,9 @@ TEST(IconTreatmentPreview, WritesOneSheetPerShippedTheme)
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if (treatment == 1) {
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if (treatment == 1) {
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return ThemeIconSticker::renderSticker(svg, ink, pixelSize);
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return ThemeIconSticker::renderSticker(svg, ink, pixelSize);
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}
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}
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return ThemeIconBadge::renderBadge(svg, ink, pixelSize);
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return ThemeIconBadge::renderBadge(svg, ink, pixelSize,
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dark ? ThemeIconFill::Scheme::Dark
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: ThemeIconFill::Scheme::Light);
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});
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});
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const qreal x =
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const qreal x =
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cellX + 6 + static_cast<qreal>(glyphIndex) * SLOT + (SLOT - side) / 2.0;
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cellX + 6 + static_cast<qreal>(glyphIndex) * SLOT + (SLOT - side) / 2.0;
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