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Author SHA1 Message Date
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
BruebachL
fe83966087
[Theme] Revert default light palette and only include AppColors (#7342)
* [Theme] Revert default light palette and only include AppColors

* [Style] Also remove dark mode palette

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-21 21:45:05 +02:00
BruebachL
7b39cf98d5
[Themes] Add identity default palettes for the image themes (#7280)
* [Themes] Add identity default palettes for the image themes

The Fabric, Leather, Plasma and VelvetMarble themes shipped only zone art and no palette, so their chrome fell back to the bare OS palette. Each theme now ships light and dark curated defaults written in the palette editor's own conventions, with [AppColors] so the home-tab buttons keep the theme's identity over static backgrounds.

- Add palette-default-light.toml / palette-default-dark.toml for the four themes; scheme resolution follows the OS since the themes declare no color scheme.
- Tint the window/base/button chrome and bevels towards each theme's identity: navy cloth (Fabric), black-brown with brass accents (Leather), electric violet with cyan sparks (Plasma), charcoal velvet with slate marble (VelvetMarble).
- Fill [AppColors] AccentStrong / AccentSoft per theme so the home-tab button gradient matches instead of falling back to the default greens.
- Derive Disabled and Inactive groups with the same conventions as PaletteGenerator::fromAccent.

* [Themes] Add home backgrounds for the image themes

* [Themes] Ship Fusion style + scheme backgrounds for the image themes

Address PR review:
- Add theme.cfg ([Style] Name = Fusion, ColorScheme = System) to Fabric,
  Leather, Plasma and VelvetMarble so their curated palettes actually apply.
  Without it the native style paints button chrome from the OS (windowsvista
  on Windows has no dark mode), making the dark palettes' light ButtonText
  unreadable on light buttons.
- Leverage the scheme-variant asset resolution: register home-dark.png and
  home-light.png in resources and add them to the qrc so the built-in home
  background also flips with the palette instead of staying static.
- Fix Leather [Palette.Inactive] Accent, which copied the Active Highlight
  color instead of the theme accent (dark #4a5f8f -> #c9995a, light
  #34508c -> #a5712f) in both palette files.

* [Themes] Align light plasma home background with the dark variant

Recolored the Plasma light home background to mirror the dark one:
brighter violet/cyan blooms, vivid azure spark arcs, and higher accent
saturation against the same pale-lavender key. Brightness is unchanged
so it still reads as a light scheme.

* [Home] Add option to disable the home tab background dim

Adds a 'Dim the home tab background' checkbox to the Home tab settings
page (Appearance). When unchecked, HomeWidget skips the translucent
black overlay it paints over the whole background. Default is on,
preserving current behavior; the home tab repaints live on change.

* Update leather backgrounds

* Update velvet marble backgrounds

* Update light plasma background

* Update light fabric background

* WIP [UI] Theme-aware onboarding banner with frosted light mode

Banner colours now derive from palette tokens at ~60fps (tick-driven,
equality-guarded setters) so scheme switches and live accent-picker
previews apply instantly:

- dark stages: byte-for-byte the original treatment (near-black stage
  from window hue, Highlight accent, white centre halo, vignette 0.62)
- light stages: pastel accent-hue wash instead of a neutral grey copy,
  brightness-lifted accent for additive glow legibility, deep-Highlight
  halo (uGlowColor) instead of white blowout, gentler vignette
  (uVignetteMin 0.88) so corners don't go muddy
- black logo silhouette variant selected on light stages
- theme picker preseeded with brand green (brand_colors.h single source)

WIP notes for next session:
- real-pixel wizard screenshot check still pending (headless capture
  exists: Xvfb :77 + isolated XDG_DATA_HOME; shader vs fallback pixel
  analysis not finished)
- user plans separately: promote Fusion to default theme, Default -> system

* [Themes] Align Fusion accent tokens with the SVG brand gradient

Align AccentStrong (#139740) and AccentSoft (#c9fd62) and the linked
Link/Accent roles with cockatrice.svg's linearGradient4265-7-8 stops so the
identity gradient used by the logo emulation matches the static art the icon
shipped.

* [Onboarding] Draw the banner logo as a static gradient plate

Replace the black/white logo tint switch with a ShaderEffect plate that
repaints the SVG's brand gradient (light AccentSoft -> dark AccentStrong
along the baked-in userSpaceOnUse axis) clipped to the full-color logo's
alpha silhouette, with the white highlight path overlaid on top — matching
the home widget's QPainter composite. The plate is static: no glow or
breathing. Brand colors flow from BannerShaderConfig's new brandStrong/
brandSoft pair instead of the removed logoDark flag, and the background
motifs get a touch more accent so the mark keeps its coloured surround.

* [Home] Draw the featured logo as a theme gradient composite

Repaint cockatrice.svg in Qt instead of showing the baked-in static art:
fill the full-color logo's alpha silhouette with the same brand gradient the
banner plate uses (light AccentSoft grading to dark AccentStrong along the
SVG's userSpaceOnUse axis), then overlay the white highlight path. Renders
an explicit QPixmap so the mark stays crisp at the 200px display size, and
re-seeds it on theme/palette/appearance changes so it never goes stale.

* [Resources] Drop the unused black logo asset

No consumer remains after the banner's logoDark toggle was replaced by the
static gradient plate (unit-tested in d7529e0c6a), so remove
cockatrice-logo-black.svg and its qrc entry.

* [Onboarding] Seed the theme picker from the theme's identity accent

Replace the hardcoded brand-green preseed with the shipped theme's own
AccentStrong (Plasma seeds violet, Fusion green), resolved from the default
palette so auto/user-generated palettes can't mask it, and re-seed whenever
the theme changes so the swatch never goes stale. Also consult the shipped
palette in maybeAutoGeneratePalette so scheme flips don't regenerate a fresh
palette over curated theme colors.

* Regenerate zone assets for Fabric, Leather, VelvetMarble themes

Align zone textures with each theme's palette identity:
- Fabric: linen weave in navy/steel tones (was generic green/blue/red/gray)
- Leather: grain texture in warm brown/amber tones
- VelvetMarble: smooth charcoal marble veining (replaces .jpg with .png)

All zones now have dark + light scheme variants for OS color scheme
adaptation. Plasma zones deferred to separate iteration.

* Regenerate Plasma zone assets: horizontal-hand layout, seamless tiling

Bake each zone's phase from its true world position in the horizontal-hand
layout (player 0, stack 172, table 280, hand 172+406) so the diagonal sheen
continues continuously across zone boundaries. All zones share one
mathematically tileable (1,1) diagonal at frequency 3; playerzone gets a
distinct blue-violet identity and the light scheme gets extra contrast.

* Regenerate VelvetMarble zones: classic Perlin marble, seamless tiling

* Regenerate VelvetMarble zones: domain-warped fractal veins, stone grain

* Promote Fusion to default theme, rename Default to System

Fresh installs and new profiles now default to the Fusion (dark) theme
instead of the platform-native theme. The old "Default" theme is
renamed "System" to better describe its purpose — using the OS-native
Qt style (windowsvista, macOS, etc.).

Existing users who had "Default" selected are automatically migrated
to "System" so they keep their platform-native styling. Users with
an empty or invalid theme name now fall back to Fusion.

* Move checkbox.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-18 15:16:07 +02:00