Cockatrice/cockatrice/src/interface/theme_icon_badge.h
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

84 lines
3.4 KiB
C++

/**
* @file theme_icon_badge.h
* @ingroup Interface
*/
#ifndef THEME_ICON_BADGE_H
#define THEME_ICON_BADGE_H
#include <QByteArray>
#include <QColor>
#include <QPixmap>
#include <QSize>
/**
* @brief Paints the badge treatment of a `currentColor` glyph.
*
* A tint alone can say "positive" or "negative", but a 2px line at 16px reads as
* a different thing from the filled badge art the UI used before the one-glyph
* cutover. The badge treatment keeps that shape: a filled disc, a dark ring, and
* a contrast glyph, all derived from the one tone the tint resolves to. So the
* theme still owns the color, and callers only choose between a line and a
* badge.
*
* The trade-off is fidelity against contrast. A badge is a small picture: it
* survives a busy toolbar and a tinted row better than a hairline, and it can
* carry a light or dark glyph independent of the surrounding text. In exchange
* it costs more pixels of attention per control, and its glyph color follows the
* scheme it is drawn for rather than the window's text color, so it is
* deliberately not the palette's foreground.
*
* Everything here works in device pixels. The icon engine renders at the
* device-pixel size it already computed and sets the pixmap's device pixel ratio
* afterwards, so badge geometry must not assume logical pixels.
*/
namespace ThemeIconBadge
{
/**
* @brief WCAG relative luminance, used to test a color against a background.
*
* Used by IconTint::resolve()'s selected-row contrast test.
*/
double relativeLuminance(const QColor &color);
/** @brief WCAG contrast ratio between two opaque colors, from 1.0 to 21.0. */
double contrastRatio(const QColor &first, const QColor &second);
/**
* @brief Glyph color for a badge disc.
*
* White on the light scheme, the saturated tone darkened to an outline-dark ink
* on the dark scheme. The dark-scheme tones fill the disc light enough that
* white would sit near 2.7:1 at its top, so that scheme keeps the darkened ink
* the badge had before the filled treatments shared a fill. The dark ink is
* derived from the tone, so the theme keeps control of both ends.
*/
QColor glyphColor(const QColor &tone);
/** @brief Size of the engraved glyph for a badge of @p pixelSize, in device pixels. */
QSize glyphSize(const QSize &pixelSize);
/**
* @brief Renders a sentinel-carrying SVG as a badge.
*
* The disc fills the square canvas minus the ring with the same gradient the
* sticker fill uses, the ring darkens the tone, and the sentinel is resolved to
* the contrast glyph. The SVG is scaled to nearly the whole disc, because the
* sentinel paths are padded inside their viewBox and a smaller box loses the
* stroke at 16px.
*
* This treatment reproduces the pre-#7595 ready/not-ready art, which was a
* filled disc. It is not a generic replacement for every semantic glyph: the
* old add/remove icons were filled glyphs with an outline and no disc, so
* badging them would invent a look the UI never had.
*
* @param svg Sentinel-carrying SVG source; `currentColor` is resolved internally.
* @param tone Disc color, already resolved for the icon mode.
* @param pixelSize Canvas size in device pixels; a non-square canvas centers
* the badge and leaves the remaining area transparent.
* @return The composited badge, or a null pixmap for empty or invalid input.
*/
QPixmap renderBadge(const QByteArray &svg, const QColor &tone, const QSize &pixelSize);
} // namespace ThemeIconBadge
#endif // THEME_ICON_BADGE_H