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Author SHA1 Message Date
BruebachL
3d24597134
[Fonts] Retire max font size setting into theme CardText min/max range (#7544)
* [Fonts] Retire max font size setting into theme CardText min/max range

The per-card text size lives in the theme now, so a theme can pick the size
it was designed for instead of every user overriding it globally.

- CardText stores family + max point size; CardTextMinSize stores the
  overlay shrink-to-fit floor (omitted from fonts.toml when 1).
- ThemeManager::cardTextMaxSize()/cardTextMinSize() resolve the range with
  the retired defaults (12 max, 1 min), and cardTextMaxSize() falls back to
  the CardText role size that #7541 made live.
- The overlay widget starts at the explicit size when one is set (deck
  preview), else the theme max, and shrinks down to the theme floor.
- The appearance page's "Maximum font size" spin is gone; the range is
  edited in the theme's font grid, whose min/max spins now keep the saved
  range consistent with each other.
- Migration: appearance/maxFontSize is seeded into every user theme folder
  and into the active theme's folder (created when the theme is a shipped
  one that only exists in the system directory). The retired
  game/maxfontsize -> appearance/maxFontSize mapping stays, so users still
  on global.ini keep their value through the chain.

* [Fonts] Resolve CardText sizes against the shipped theme

Seeding themes/<name>/fonts.toml made getAvailableThemes() resolve the user dir, which shadowed the shipped theme.cfg and stylesheet: styleName came back empty and QSS was cleared. Fall back to the shipped theme dir for theme.cfg and QSS when the user dir exists, and resolve CardText sizes through FontConfig's 6..72 range so a migrated 80..100 renders at the size the editor shows. Insert CardTextMaxSize inside [Fonts] when another section follows.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-09 14:02:59 +01:00
BruebachL
b1c8f156dc
[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>
2026-11-08 21:51:31 +01:00
BruebachL
c7e8422808
[Icons] Author icon emphasis colors as palette roles (#7789)
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* [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.

* [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.

* [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.

* [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.

* [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.

* [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.

* [Icons] Apply the CI clang-format output to the new tests

* [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.

* [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.

* Address review findings
2026-11-08 19:09:02 +01:00
BruebachL
e81ee02c24
[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>
2026-11-08 19:09:01 +01:00
tooomm
aa0c8dc7cb
[CI] Pin used GH Actions (#7716)
* pin used actions

plus some reordering and harmonization across files

* [CI] Link the version string and RNG stub into the test targets

The distribution libgtest.a now used by the Linux images makes the linker
pull more translation units out of libcockatrice_network than the fetched
googletest did. Those units reference VERSION_STRING and the global rng,
which several test targets never defined, so the instrumented Ubuntu 26.04
legs failed at link:

  undefined reference to `VERSION_STRING'
  undefined reference to `rng'

Add the generated version string source wherever a test links the network
umbrella, and define the rng stub in the tests that pull the server game
classes without declaring it. This matches what the neighbouring server
tests already do.

A full Debug build and ctest suite in the ci-ubuntu2604 image (system
libgtest.a) is green: 841 tests pass.

Fixes the nightly failures introduced by #6894.

---------

Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com>
2026-11-08 15:45:54 +01:00
BruebachL
d603a2bb6a
[Tooling] Apply include-what-you-use across the tree (#7396)
* [DeckList] Apply include-what-you-use to libcockatrice_deck_list

* [IWYU] Apply include-what-you-use across the tree

Run one whole-tree IWYU pass over the libcockatrice_* libraries, the
Cockatrice client, Oracle, Servatrice and the test suite, so each
translation unit includes what it uses directly and forward-declares
what it does not need.

IWYU only analyses real translation units, never the moc code CMake
generates from Q_OBJECT headers, so it strips includes that moc output
silently relies on. Where a type is passed by value (or nested in a
QList/QMap) in a signal or slot signature, the generated moc code needs
the complete type; those includes are kept with an explanatory
`// IWYU pragma: keep`. The same holds for Q_DECLARE_METATYPE targets
such as QSqlDatabase.

A handful of includes are added by hand where callers brace-initialize a
const-reference parameter, which also requires the complete type.

Applied as a single commit on purpose: stripping includes from the
libcockatrice_* headers is precisely what breaks the client, test and
server translation units, and the fixes for those live in the same
translation units. Splitting by component would therefore leave
intermediate commits that do not compile.

All 426 modified Q_OBJECT/Q_GADGET headers were verified to be
moc-self-contained by compiling each generated moc_*.cpp standalone;
several built only because of moc include ordering in
mocs_compilation.cpp before the keep-includes were added.

* [Tooling] Emit public Qt headers and fix IWYU fallout CI found

Three problems the local build could not see, all because a green local
build only proves the configuration it was run under.

Private Qt headers. IWYU emitted private, lowercase Qt headers, and
qtypes.h does not exist at all before Qt 6.9, so the Debian 12 and
Ubuntu 24.04 jobs on Qt 6.4.2 failed to compile. The generator only
emitted a mapping when the capital header name mirrored the private one
(QAbstractAnimation for qabstractanimation.h), so qtypes.h, which is
wrapped by QtTypes instead, got no mapping and kept the private
spelling. Map it explicitly to <QtTypes>, which is public since Qt 5 and
provides the same typedefs either way, and rewrite the 100 affected
includes.

Do not generalize this to "prefer any Qt* wrapper". The table is
generated from whichever Qt is installed, and the wrappers are not
equally old: QtLogging only appeared in Qt 6.8 and QtMinMax in 6.5, so
that heuristic trades one breakage for another. Every other lowercase
header still in the tree has shipped publicly since Qt 5, so those are
left alone.

Platform-guarded includes. IWYU only sees the preprocessor configuration
it is handed, so it dropped an include that only the macOS branch of
main.cpp needs, and the macOS jobs failed on an undeclared
UrlSchemeEventFilter. Restore the include. Force-compiling every file
that carries a platform guard under Q_OS_MAC, Q_OS_MACOS and __APPLE__
reports nothing else, so the macOS branches are covered rather than
assumed.

shellcheck. Drop a leftover variable and stop assigning the
include-what-you-use lookup, which was only ever an existence check.

* [Tooling] Map Qt 6.5+ split headers to QtGlobal for Qt 6.4 compatibility

IWYU emitted QtTypes, QtPreprocessorSupport, QtVersionChecks, QtAssert,
QtMinMax, QtClassHelperMacros, QtEnvironmentVariables and QtTranslation.
Qt 6.5 split those declarations out of qglobal.h into separate headers, so
neither the Qt* wrapper nor the q*.h private name exists on the oldest Qt we
support (6.4.2), and Debian 12 / Ubuntu 24.04 fail with "No such file or
directory". qtypes.h is worse still: it only appeared in Qt 6.9.

QtGlobal is the one spelling that works across the whole supported range. It
has been public since Qt 5, defines these declarations itself up to Qt 6.4, and
includes the split headers from Qt 6.5 on, so redirect all eight private
headers to it and collapse the affected includes in the tree.

Curated overrides now take precedence over the name-mirroring rule, which
cannot know about Qt version floors because the mapping is generated from
whatever Qt is installed. That rule was mapping qtversionchecks.h to
<QtVersionChecks> even with an override present, because the override was only
consulted as a fallback. A curated key that matches nothing is now a hard
error rather than a silent fallback, and the redirected headers are no longer
advertised as the home of a symbol.

Verified every Qt include in the tree resolves against the real
qt6-base-dev 6.4.2 package: 15 distinct includes, 0 missing.

* [Tooling] Map QOverload to QtGlobal and drop the QMetaMethodArgument include

Two more headers IWYU emitted do not exist on Qt 6.4.2:

QOverload was split out of qglobal.h in Qt 6.5, so on 6.4.2 it is declared in
qglobal.h directly and the standalone header is a hard error. QtGlobal covers
both, so map qoverload.h to it like the other 6.5+ split headers.

QMetaMethodArgument is never referenced anywhere in the tree. It is a bare
forwarder for qobjectdefs.h that our generator advertised as a class symbol,
which is how IWYU came to add the include at all. The symbol mappings are
generated from header names, so they cannot tell a forwarder that happens to be
capitalised from a real class; removing the unused include is the fix, and the
generic case stays a known limitation of the generator.

Extending the audit to every Q* header (an earlier pass only matched headers
starting with "Qt" or lowercase q*.h, so it missed all of them) against the real
qt6-base-dev, qt6-multimedia-dev, qt6-declarative-dev, qt6-svg-dev and
qt6-websockets-dev 6.4.2 packages: 341 distinct Qt includes, 0 missing.

* [Game] Give moc the complete CardItem type in player_actions.h

player_actions.h forward declares CardItem but passes QList<CardItem *> by
value in actPlay/actPlayFacedown/actHide. moc instantiates the metatype for
those parameters, and on Qt 6.4 that expands to sizeof(CardItem), so Ubuntu
24.04 fails with "invalid application of 'sizeof' to incomplete type
'CardItem'". Newer Qt tolerates the incomplete type, which is why only the
6.4.2 jobs failed.

Include the defining header with an IWYU pragma keep, matching how the other
MOC-required includes in this area are handled.

* [Game] Give moc the complete ServerInfo_Card type

player_logic.h, game_scene.h, view_zone.h and view_zone_widget.h forward
declare ServerInfo_Card but pass QList<const ServerInfo_Card *> through signal
and slot signatures. moc instantiates the metatype for those parameters, which
Qt 6.4 expands to sizeof(ServerInfo_Card), so the connect in game_scene.cpp
fails on Debian 12 and Ubuntu 24.04 with "invalid application of 'sizeof' to
incomplete type 'const ServerInfo_Card'". Newer Qt tolerates it, so only the
6.4.2 jobs failed.

Include the generated protobuf header with an IWYU pragma keep, following the
pattern already used for ServerInfo_Player and ServerInfo_User in
game_event_handler.h.

* [Client] Complete the types Qt 6.4 needs for connect and moc

Qt 6.4 expands QMetaType::fromType on the normalised argument list of a
PMF connect and on moc-generated metatypes, which requires sizeof on every
signal and slot parameter. Newer Qt tolerates forward declarations there,
so only the Debian 12 and Ubuntu 24.04 jobs failed, with
"invalid application of 'sizeof' to incomplete type" for QMouseEvent,
QPrinter and GameReplay.

Replace the forward declarations with the real includes:

- QMouseEvent in the nine widget headers that pass it through signals
- QPrinter in abstract_tab_deck_editor.cpp, for the actPrintDeck lambda
- game_replay.pb.h in tab_replays.h. GameReplay is a protobuf message, so
  the project's game/replay.h only forward declares it and cannot supply
  the complete type.

Found by recompiling all 1918 project TUs against the Debian Qt 6.4.2
headers, which reproduces those two CI jobs locally in one pass.

* [Client] Complete Release and QMenu for Qt 6.4 moc and connect

Continuing the Qt 6.4 complete-type sweep:

- window_main.cpp connects ClientUpdateChecker::finishedCheck to
  MainWindow::checkClientUpdatesFinished, whose Release * parameter made
  moc 6.4 instantiate the metatype. GameReplay turned out to be a protobuf
  message, so Release likewise needed release_channel.h in the three
  headers declaring those signals: window_main.h, dlg_update.h and
  client_update_checker.h.
- moc 6.4 also needs sizeof(QMenu) for the QList<QMenu *> carried by
  TabSupervisor::setMenu and MainWindow::updateTabMenu.

Verified by regenerating moc output with the Debian moc 6.4.2 for all 434
Q_OBJECT/Q_GADGET classes and compiling it, plus recompiling all 1612
source TUs, against the Qt 6.4.2 headers: no remaining failures.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-08 11:13:50 +02:00
BruebachL
014983b5bc
[Theme] Carry Default theme directory customizations over to System (#7385)
* [Theme] Carry Default theme directory customizations over to System

The Default -> System rename rewrote the stored theme name but left the
user profile's themes/Default directory behind, so anyone who had
customized zone graphics, stylesheets or palettes there silently lost them.

Migrate the directory alongside the name. Rename it when System does not
exist yet, otherwise merge file by file without overwriting what System
already has, then drop the legacy directory. Users who already ran the
rename get their customizations back on the next start, and a hand-made
Default folder of a user on another theme is left untouched.

* [Tests] Give theme_migration_test an explicit main and gate it on WITH_CLIENT

The build machines that cannot find GTest fall back to the downloaded
googletest, which links the bare gtest library without gtest_main. Every
other test defines its own main() for that reason; this one did not, so
Debian 13, Fedora 44 and Ubuntu 26.04 failed to link it.

The test compiles client sources, so -DTEST=1 -DWITH_CLIENT=0 has no way
to build it. Gate the subdirectory on WITH_CLIENT like the other
client-source test.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-03 13:43:25 +02:00