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c7e8422808
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[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 |
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e81ee02c24
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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> |
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712ca61a9e
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[Themes] Encode home backgrounds as JPEG to slim the repo (#7346)
The home background PNGs shipped since #7280 total ~67 MB and bloat every clone and pull for other devs. Encode them as JPEG at quality 95 (matching resolution, visually lossless at 40-48 dB PSNR since the art is noise-heavy renders PNG cannot compress) for ~79% size reduction. The scheme-variant and theme asset resolution already probe .jpg, so only the qrc entries needed updating. Refs #7327 Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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7b39cf98d5
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[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> |
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754e666eaa |
updated to new folder locations
- `sounds` and `themes` moved into `cockatrice/` moved subdirectory reference `/cmakelists` to `/cockatrice/cmakelists` |