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Runtime inversion is not a theming system: it rotates hue, breaks duotone art and mishandles alpha, and a QPixmap snapshot cannot follow a palette change. Redraw the top-level UI glyph set on a 24x24 grid with `currentColor` as the paint token, drop Inkscape/Sodipodi cruft, and delete the icons whose metaphor was duplicated (cogwheel/gear -> settings, scale_balanced -> scales, update.png -> reload). Load the glyphs through `loadThemedIcon` so the engine resolves the token from the palette on every request, and let `themePixmap` use the same resolution for one-shot pixmaps. `loadColorAdjustedPixmap` is gone; every caller now keeps a QIcon, which `SettingsButtonWidget::setButtonIcon` accepts instead of a QPixmap. Content art (mana, counters, countries) keeps its authored colors. Add a render test covering aspect ratio, palette flips, icon modes and high-DPI pixmaps. |
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| .. | ||
| chat_view | ||
| remote | ||
| user | ||
| game_filter_configs.cpp | ||
| game_filter_configs.h | ||
| game_link.cpp | ||
| game_link.h | ||
| game_selector.cpp | ||
| game_selector.h | ||
| game_selector_quick_filter_toolbar.cpp | ||
| game_selector_quick_filter_toolbar.h | ||
| game_type_map.h | ||
| games_model.cpp | ||
| games_model.h | ||
| handle_public_servers.cpp | ||
| handle_public_servers.h | ||