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[Game] Add hover zoom and a tabbed card panel to the board (#7700)
* [Settings] Add hover zoom/panel triggers, delays, and double-confirm * [Game] Smooth board hover-zoom with fade helpers * [Game] Add hover card panel with tabbed actions * [Game] Wire hover zoom/panel triggers through the scene * [Game] Repaint cached zones when the hover zoom moves `TableZone` cuts the hovered card out of its own paint so zone washes, indicators, dimming and the land divider never draw over the zoom. It is a `DeviceCoordinateCache` item, so the card changing geometry never dirtied it and the stale hole stayed transparent, uncovering the black viewport as soon as the zoom crossed a zone edge. - Emit `hoverFootprintChanged(old, new)` from `setCardScale()` and once from `setHovered(false)`. - Repaint every overlapping `TableZone` on that signal. - Clip with the card's painted outline instead of its bounding rectangle, and treat a zoom covering the whole zone as "paint nothing". * [Interface] Keep the hover panel P/T controls out of the way The P/T set/inc/dec rows were always visible and sat under the cursor, so clicking a card to select it could mutate its P/T instead. - Collapse the controls to a pill on the printed P/T box, anchored on the drawn artwork so letterboxed and sideways cards stay aligned. - Open the rows only from the pill and grow them upward, and re-measure the pill on every value so three-digit P/T does not clip. - Close the panel when another card is hovered, and repaint the area it covered so no patch is left behind. * [Interface] Address hover panel review findings * [Game] Fix include order flagged by the format gate The card hover widget header was included before theme_manager.h, which clang-format rejects; the branch's format CI job failed on it. * [Interface] Load the hover panel icons through the themed icon engine The panel still named pre-#7595 assets (arrow_*_green, arrow_right_blue, cogwheel) and built QIcon snapshots from themePixmap(), so the deleted names rendered blank and every other glyph froze one palette. Load every glyph through loadThemedIcon() with the emphasis axis the adoption plan calls for: the category tabs take the primary level as panel wayfinding, the action grid the quiet level because its glyphs label the button text. Semantic tints keep their family and follow the same quiet level; Clone keeps its sticker treatment. * [Icons] Add an Informational semantic color family Face-down play and the exile zone are states that are neither a gain nor a loss, and the pre-#7595 art painted them blue (arrow_right_blue). #7595 dropped that hue, and the icon engine has had only Positive and Negative since, so both states fall back to neutral ink. Add the family with the same three-level ladder the other semantic roles use: authored roles per theme, scheme defaults otherwise, an emphasis mapping, the palette-editor rows and the generator seed. The defaults clear the 4.5:1 label floor on both schemes and the ladder's saturation ordering; the existing emphasis, hue and preview tests now cover the new family. Preview sheets that name roles resolve an unauthored one through the same default the client paints. * [Interface] Split the hover panel icons by emphasis and semantics Category tabs only navigate between pages, so they take the quiet level; the action grid is the surface the player works in and takes the primary level. Both stay line glyphs: a filled treatment reads as a second state on every cell. Hue marks an outcome where the glyph cannot. Play, clone and to hand are Positive; reduce life and graveyard Negative; play face down and exile Informational. Direction-only moves (top and bottom of library) stay neutral because the arrow already carries the meaning. * [Icons] Add Hidden and Marked semantic color families Two game concepts had no hue of their own. Hidden information (a face-down play, peeking at a card face) now has violet, and the marks a player leaves on a card (annotation, draw arrow) now share amber instead of splitting blue and red for the same job. Both families follow the existing three-level ladder: authored roles per theme, scheme defaults otherwise, an emphasis mapping, palette-editor rows and generator seeding. The defaults clear the 4.5:1 floor on the representative platform surfaces and keep the saturation ordering the emphasis tests assert; the hue tests pin violet's blue-red-green dominance and amber's red-green-blue one, and every preview sheet now renders the two families. The hover panel grid preview is added alongside: it renders the real pages (section headers, two-column cells, glyph over label) so the whole map can be judged at once instead of glyph by glyph. * [Icons] Add a Movement semantic color family A card changing position inside the library is neither a gain, a loss nor information, so it had no hue. Movement names it with teal and covers the three library placements (top, bottom, X from top). It follows the existing ladder: authored roles per theme, scheme defaults otherwise, an emphasis mapping, palette-editor rows and generator seeding. The defaults clear the 4.5:1 floor on the representative platform surfaces, keep strong > base > soft saturation, and keep green > blue > red so teal cannot be mistaken for the green gain family. * [Interface] Give every hover panel action a semantic color The quick actions are the panel's whole point, so a neutral glyph made the most-used buttons the hardest to scan. Every action now names a game fact with its hue: gain, loss, information, hidden information, a mark on the card or a move. The line glyph stays identical, so the colour is the only difference between neighbours. The grid is also ordered by family so a row reads as one idea: the two state toggles, the two gains, the two marks, the two hidden-information actions and the two losses each share a row. Conditional actions (Peek, Unattach) sit at the end of their pair, so a missing one leaves a hole at the section edge instead of splitting a row. In a zone, Play and Play Face Down stay adjacent on purpose: the same action, one of them hiding information. The move tab leads with the three library placements (Movement), then the destinations. actionGridIcon is removed; semanticActionIcon is now the only grid ink. The preview renders the real pages so the whole map can be judged at once. * [Icons] Use quiet emphasis for glyphs that label rather than act The search and info glyphs inside the search fields, and the combo-box chevron, label or afford an action rather than performing one. At the default secondary weight they compete with the actual controls next to them. Paint them at quiet emphasis so they stay legible without claiming attention. Sites: deck editor, visual database display, visual deck storage, set manager, settings search, in-game zone view, and the dropdown chevron. * [Icons] Restore sticker treatment to the add, remove and delete actions The pre-#7595 add and delete glyphs were filled shapes with an outline. After the line migration they read as ordinary toolbar glyphs, losing the weight their verbs had. Give the add and delete family the sticker treatment again. - Deck editor Add card: primary positive sticker. It is the one action the database panel exists for. - Visual database Clear filters: negative sticker, matching the delete family. - Filter dock Clear all: negative sticker, matching Clear one. * [Icons] Give sharing and pinning their semantic families Sharing is an informational act: the app already tints reveal and make-public with the informational family, so the deck storage share action, the replay share-code action and the visual deck storage share button follow it. The printing-selector pin badge marks a card as pinned. Paint it with the marked family, the same one used for a mark left on a card, instead of leaving it neutral. * [Game] Dismiss the hover panel before opening a modal dialog The hover panel is a Qt::ToolTip window, i.e. a popup: it is always on top and holds the input grab. Actions on the panel that open a modal dialog (Set power/toughness, Set annotation, Set counter value, token creation) therefore opened the dialog behind the panel, where it could not be seen or activated. Hide the panel synchronously and defer the action to the next event-loop turn, so the popup grab is released before the dialog's event loop starts. The panel asks the scene to dismiss it through a new dismissRequested signal, keeping hover timers and the covered-card fade on the scene's side. Reported from the P/T overlay SET button; the same path covers the counter tab and the token tab. * [Icons] Refine VDE and VDD emphasis and semantics The visual database filter section and the syntax help are information aids, so paint them with the informational family at the default emphasis: the filter section glyph and the search field's help glyph. The help glyph leaves quiet emphasis because it is a clickable action, not a field label. The visual deck editor's display-type toggle is the one control that changes the whole view, so it takes primary emphasis. The search glyphs stay quiet; only the help action changes. * [Icons] Raise the visual database filter controls to primary The six quick-filter buttons are the controls the filter section exists for, so paint them at primary emphasis instead of the default weight. The sort glyph carries the same informational family as the filter glyph, in both the visual database toolbar label and the visual deck editor's sort-criteria button. * [Icons] Keep the display options sort glyph neutral The sort button beside the display-mode toggle is not part of the informational family. Only the visual database toolbar's sort glyph carries informational; the display options button returns to the default neutral weight. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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[Icons] Tint semantic glyphs and add badge and sticker treatments (#7775)
* [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. * [Icons] Render a semantic-tint sheet for every shipped theme The PR showed two sheets for one theme, which cannot show that the shipped reds and greens stay legible on every palette. Each shipped theme and scheme now gets its own sheet: both families, three glyphs, at 16 and 24 px, on the window and button surfaces the contrast is measured against, with the disabled tone beside each family. The generator lives in its own test file so the preview work does not have to move the branches above it. * [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. * [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. * [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. * [Icons] Render a badge/sticker sheet for every shipped theme The PR showed one theme's badge and sticker sheets, which cannot show that the filled treatments read on every palette. Each shipped theme and scheme now gets its own sheet: both semantic families, three glyphs, as line glyphs, stickers and badges, at 16 and 24 px, on the window and button surfaces the contrast is measured against, with the disabled fallback under each family. The generator lives in its own test file so the preview work does not have to move the branches above it. * [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. * [Icons] Apply the CI clang-format output to the treatment preview clang-format 18 wraps the family label and the glyph x offset differently from the local clang-format 23. The preview test takes the CI output so the bottom of the stack passes the style job on its own. * [Icons] Rewrite the icon role docs in plain language Address review: drop the AI-cadence prose from the IconStyle/IconTint and treatment headers, use ///< for the enum member docs, and move theme_icon.cpp's anonymous namespace above the IconTint definitions. No behavior change. * Address review findings --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |