Commit graph

18 commits

Author SHA1 Message Date
Lukas Brübach
181bd9d02c [Icons] Author neutral System icon ink
The System theme derived icon ink from the platform palette, which rendered blue under the default palette. Author Icon/IconStrong/IconSoft explicitly: a black ladder in light mode, a white ladder in dark mode. Pin authorship, achromaticity and ordering in the render test.
2026-11-08 15:43:23 +01:00
Lukas Brübach
9f7fef0b3a [Icons] Apply the CI clang-format output to the new tests 2026-11-08 15:43:23 +01:00
Lukas Brübach
ed8e4de3ae [Icons] Keep the System semantic ladder on the text floor
System authors no palette of its own, so its semantic family is fixed data
measured against whatever surfaces the platform provides. The ladder that
landed with the authored roles reused the old contrast-ordered values:
PositiveSoft and NegativeSoft sat at 2.76–3.90:1 on common light and dark
platform surfaces, and the strong level was less saturated than the
secondary, which is the inversion the chroma rule removes.

Re-author the six default semantic colors per scheme at the same 4.60
target the shipped themes use, against representative platform surfaces,
and mirror them in System's palette files. The new
DefaultSemanticFamilyMeetsTheLadderOnPlatformSurfaces test holds the floor
and the saturation order there, and shippedPalette's early return now says
why System is outside the authored-palette assertions.
2026-11-08 15:43:23 +01:00
Lukas Brübach
3474a7c744 [Icons] Render preview glyphs at the sheet's device pixel ratio
The preview sheets paint on a 2x painter but rasterized each glyph at its
logical size, so every icon was upscaled on the way into the file and the
sheets read as blurry. Render each glyph at device size and tag the pixmap
with the ratio, so one source pixel lands on one file pixel.
2026-11-08 15:43:23 +01:00
Lukas Brübach
497c230b03 [Icons] Make the emphasis ladder structural on every theme
The chroma ladder landed with four P1s from review: reachContrast picked
its pole by background lightness instead of by what each pole can reach,
the generated neutral ink was solved on the window surface only, Fusion's
neutral family was still the green accent, and quiet sat below the text
floor while disabled reused the palette gray.

Pick the pole by achievable contrast, solve fallback and preview inks on
the harder of the window and button surfaces, re-author Fusion's neutral
trio in slate blue, and keep quiet on the shared text floor by muting its
saturation to 45% instead of blending it into the surface. Disabled is now
derived from the quiet ink, so it is structurally dimmer than every
enabled level on every theme.

Re-author all soft roles at a 4.60 target with a rounding margin, rebuild
the per-theme preview generator the rebase dropped, and add a Disabled row
to every treatment sheet.
2026-11-08 15:43:10 +01:00
Lukas Brübach
daa1a73956 [Icons] Order the emphasis ladder by chroma, not contrast
Contrast cannot order the ladder. On a dark surface the highest-contrast
tone is the palest one, so a 7:1 primary came out near-white while the
secondary kept the family's color; the ladder read inverted, and for the
shipped semantic greens and reds the primary level was already satisfied
by the secondary, so the two levels resolved to the same hex.

Emphasis is chromatic intensity now. Quiet recedes toward the surface at
the 3:1 non-text floor, secondary keeps the family color at the 4.5:1
text floor, and primary is the most chromatic tone the same floor allows.
Every level stays legible on the window and the button surface, and the
primary is a strictly more saturated member of its family on both
schemes. The reformatted palettes move the two upper levels onto the
shared floor and leave the quiet level alone.
2026-11-08 15:42:51 +01:00
Lukas Brübach
2e4731d3a5 [Icons] Keep the authored emphasis in filled treatments
The saturation floor was added while the emphasis levels were still
computed: it rescued the pale dark-scheme tones once a whole shape
carried them. With the levels authored, the floor overrides the author
instead: a quiet level jumped to the secondary saturation as soon as a
sticker or a badge painted it, so the ladder only existed for line
glyphs.

The authored tone is now the top of the fill gradient and the treatment
only darkens the bottom for depth, so every treatment renders exactly the
level the palette stores. The badge glyph ink no longer guesses the
scheme from the tone's value: an authored quiet level is a dark color on
the dark scheme too, so the scheme is passed in from the surface palette.
The preview sheet renders every shipped palette theme, three glyphs per
family, and each row prints the authored tone and the darker bottom.
2026-11-08 15:42:51 +01:00
Lukas Brübach
03a4a33ba5 [Icons] Author icon emphasis colors as palette roles
The emphasis levels were computed from the accent at paint time, so a
theme could not vary them: every theme got the same derived strong and
soft tones, and a semantic hue was pushed toward the accent whether the
author wanted that or not.

Give each family three authored roles instead. Icon/IconStrong/IconSoft
carry the neutral glyph ink and Positive/Negative gain the same Strong
and Soft companions. Emphasis becomes a lookup inside the family, and a
caller that names a variant pins that level at every emphasis. The paint
path returns the authored color verbatim; only the filled treatments keep
their saturation floor, because carrying a disc or a fill is a treatment
decision.

Shipped palettes author the full ladder for both schemes; the palette
editor exposes the new rows and the generator writes them. System keeps
deriving its neutral ink from the platform palette, since it ships no
palette of its own.
2026-11-08 15:42:51 +01:00
Lukas Brübach
115d16a74b Address review findings 2026-11-08 15:37:27 +01:00
Lukas Brübach
dd5048e32c [Icons] Render the emphasis sheet for every shipped theme
The preview only rendered one theme, so a reviewer could not see that the
emphasis levels behave the same way across Fabric, Fusion, Leather,
Plasma and VelvetMarble. It now writes one sheet per theme and scheme:
the neutral, positive and negative families at all three levels, three
glyphs per family, as line, sticker and badge at 16 and 24 px, on the
window and button surfaces.
2026-11-08 15:37:24 +01:00
Lukas Brübach
9ae7c6678c [Icons] Add an emphasis axis for icon ink
Tint says which hue, style says how much shape, and nothing said how loud.
Call sites that have a hierarchy (a card hover panel's nav strip, the visual
database filter toolbar) could only pick between "the theme color" and
"another theme color", so "this is the important one" had no way to be
expressed and every glyph in a surface arrived with the same weight.

Add `IconEmphasis` as the third axis: Quiet, Secondary, Primary. It travels
inside `IconTint` instead of becoming a fourth `loadThemedIcon` parameter, so
every existing call site keeps working and its look, and emphasis reads as
part of the same "how should this glyph be inked" decision as the tint.

- Primary lifts a neutral glyph to `QPalette::Highlight`, so the surface's own
  action color names the primary action instead of a second gray token, and
  pushes both neutral and tinted glyphs to a 7:1 floor.
- Quiet blends toward the surface and stops at the 3:1 WCAG non-text floor,
  for glyphs that label a control rather than act (the magnifier in a search
  field, a section marker).
- Secondary is the previous color verbatim.

The default ink borrows enough accent to sit off the palette's pole (5.4:1 on
light, 6.4:1 on dark), so the 7:1 primary floor is measurably above it in both
schemes instead of being lost against a near-black or near-white default. The
tests pin that order where it exists, and the hue shift still separates the
levels at a glance.

Disabled glyphs and the Selected -> HighlightedText swap are unchanged at
every emphasis level.
2026-11-08 15:37:24 +01:00
Lukas Brübach
86c8790b48 [Icons] Paint neutral glyphs with icon ink instead of body-text ink
Neutral icons resolved `currentColor` straight to `QPalette::WindowText`. A
glyph is not a word: it is a 16-24px mark drawn with a 2-unit stroke, so
antialiasing thins it until it reads lighter than the text beside it, in the
one color the palette reserves for reading. The result is that icons recede
into the chrome exactly where they should anchor it.

Add `theme_icon_ink`, one rule with one job: mix a share of the theme accent
into the neutral text color, then hold the result to a contrast floor. The
accent share gives the glyph chroma the text does not have, so it reads as an
icon rather than as leftover text, and it is derived from `QPalette::Highlight`
rather than a new token. The floor keeps a theme with a weak text color from
producing an illegible glyph.

Only the neutral label roles (`WindowText`, `Text`) are inked. Semantic tints
are hues the call site chose on purpose, disabled uses the disabled group, and
the selected-row swap to `HighlightedText` is unchanged.

The WCAG contrast math moves from `theme_icon_badge` to the new unit, so badge
ink decisions and the floor share one implementation.

Tests: the ink rule against every shipped palette, the weak-text floor, and the
palette-following render tests now ask the rule instead of restating its
output. A preview sheet sweeps the accent share at 0-35% over window and button
surfaces for both schemes.
2026-11-08 15:37:24 +01:00
Lukas Brübach
268a32464c [Icons] Show the trash can with the sticker treatment again
The sticker sheet kept the delete glyph out of the sticker rows and explained
why: at toolbar sizes the rim closed the lid gap. The icon is used with the
sticker treatment again for destructive actions, so the sheet now shows it and
the exception note is gone.
2026-11-07 11:00:28 +01:00
Lukas Brübach
ceef749ac3 [Icons] Render authored theme SVG art without the SVG image plugin
`QPixmap("theme:file.svg")` needs Qt's SVG *image-format* plugin. Debian
builds that as the separate `qt6-svg-plugins` package, which is only a
Recommends of `qt6-svg-dev`, so a `--no-install-recommends` install (CI,
minimal user installs) does not have it. Authored theme art then loaded as
a null pixmap: the two authored-art render tests failed on Debian 13 and on
the Ubuntu sanitize leg while passing on a developer machine whose Qt
bundles the format.

Render authored SVG assets through QSvgRenderer instead, which is already
linked for the sentinel path and needs no plugin. Raster assets keep the
QPixmap loader. The test suite now hides the plugin directories, so the
dependency cannot come back unnoticed on platforms that ship the plugin.
2026-11-07 10:43:54 +01:00
Lukas Brübach
876d66ffc9 [Icons] Add a sticker icon treatment
The pre-#7595 add, remove and delete icons were filled shapes with a black
outline and no disc. A tint cannot bring that back, and the badge disc is a
different icon language, so add a third value to the existing style axis.

IconStyle::Sticker draws the sentinel glyph twice: a near-black rim at the
band width plus one rim on each side, then the tone pass clipped to the glyph
and filled with a vertical gradient. Both treatments keep the disabled
fallback to the line glyph.

The fill rule moves into theme_icon_fill: the semantic tones are tuned for
text, so a filled shape gives its tone a saturation floor, and a dark-scheme
tone is pulled down rather than up. IconTint::resolve() applies the same floor
to line glyphs, and the badge disc uses the same fill, so a line, a badge and
a sticker next to each other carry the same green or red instead of a pale
line beside a saturated glyph.

The badge's glyph ink follows the scheme: white on light-scheme tones, as in
the pre-#7595 art, and the saturated tone darkened to an outline-dark ink on
dark-scheme tones, where the shared saturated disc is light enough that white
would sit near 2.7:1. The new test pins both cases so the glyph cannot
silently flip.

resolveSvgStrokeWidth() moves the stroke-width rewrite into
libcockatrice_utility so the badge and the sticker share it; the badge's local
copy is gone.

The sticker is opted into at 17 call sites: increment, decrement and
remove_row in the deck editor, settings pages, token dialog, server dialogs
and replay/deck storage tabs. The visual database's clear-filter button keeps
its trash can (icons/delete) in the line treatment: that glyph is new in
#7595, but it is the clearer metaphor, and a sticker rim closes its lid gap
at toolbar sizes.

The preview generators also gain a semantic-tint sheet for #7775 and a
line/badge/sticker family strip, so the three PR descriptions can show the
same rendered colors.
2026-11-07 10:43:54 +01:00
Lukas Brübach
717f64a88b [Icons] Add a badge icon treatment
Restore the filled-disc look the ready/not-ready icons had before the
one-glyph cutover, without bringing back palette-locked art.

IconStyle::Badge composes the existing sentinel SVG at paint time: a
gradient disc, a dark ring, and the glyph re-weighted and inked for
contrast against the tone. Line stays the default and is unchanged.

Only the two state icons opt in. The add/remove icons keep the line
treatment because their old art was a filled glyph with an outline and
no disc, so badging them would invent a look the UI never had. Disabled
badges fall back to the line glyph so an unavailable control still reads
as unavailable.
2026-11-07 10:43:54 +01:00
Lukas Brübach
9449876a28 [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.
2026-11-07 00:12:56 +01:00
BruebachL
627c7a83aa
[Icons] Migrate UI glyphs to palette-token SVGs (#7595)
* [Icons] Migrate UI glyphs to palette-token SVGs

Runtime inversion is not a theming system: it rotates hue, breaks duotone art
and mishandles alpha, and a QPixmap snapshot cannot follow a palette change.
Redraw the top-level UI glyph set on a 24x24 grid with `currentColor` as the
paint token, drop Inkscape/Sodipodi cruft, and delete the icons whose metaphor
was duplicated (cogwheel/gear -> settings, scale_balanced -> scales,
update.png -> reload).

Load the glyphs through `loadThemedIcon` so the engine resolves the token from
the palette on every request, and let `themePixmap` use the same resolution for
one-shot pixmaps. `loadColorAdjustedPixmap` is gone; every caller now keeps a
QIcon, which `SettingsButtonWidget::setButtonIcon` accepts instead of a QPixmap.

Content art (mana, counters, countries) keeps its authored colors.

Add a render test covering aspect ratio, palette flips, icon modes and
high-DPI pixmaps.

* [Tests] Keep the icon render test QApplication alive until exit

Creating it as a function-local static tears it down before Qt's library statics
at exit, and libQt6Network then runs QObject destructors against freed memory —
a SEGV the sanitizer leg reports after the tests have already passed. Leak the
application instead, the usual pattern for a test binary.

* [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.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 18:39:41 +01:00