Handling Dark Mode / Light Mode with Image Collections

Hi Folks,

I’m refactoring an older app into the new world of Dark/Light mode desktops. We’ve converted our default application images to better light/dark pairs and I’m trying to determine the best way to handle the image changes before I start changing code.

Has anyone come up with a stable design flow for enabling automatic image swapping if the user changes modes while the app is running? Or, If my images are pure black (00000000) and pure white (FFFFFF00) will the framework handle that automatically?

What do you mean with “stable design flow”? It’s just

if color.isDarkMode
 'draw picture for dark mode
 'draw picture for light mode
end if

Why would you have pure black images? And no, the framework only handles labels and similar. AFAIK.

I recognized that, but I have a tool written in Swift that I just support the black image for and the framework automatically changes it to white if the user is in dark mode.

The images are outline styled like this:


The Colors are 100% black or 100% white.

That image is ONLY 11% White, not 100% :rofl:
Like 2% GRAYS with some alpha and the rest is Black with 0 in the alpha.

I had all the images in a database with a class that returns a picture with the right size (2x, etc). I just added a second table to hold the second version

if color.isDarkMode
  'Create and return picture from db for dark mode
 'Create and return picture from db for light mode
end if
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Blame it on the forum - on my system in AI, it’s fully white with 0% transparency :slight_smile:

I think what Ivan is trying to say is that a 100% white image will have all pixels white.
Your image is 11% white because only around 11% of pixels are white.

For toolbars .isTemplate from the MBS plugin inverts the images:

dim theImage as new NSImageMBS(pen_outline)
theImage.isTemplate = true
item.image = theImage

For regular images there is InvertMBS.

For controls, you can use NSImage (use one of the various App Kits to get the declares) and the template property so the OS will draw it for you in the correct color.

If you’re drawing images into a canvas, with some declares you can colorize the picture after you’ve drawn it to the canvas. It does have a slight performance penalty, but when coupled with dynamic system colors, it will look right no matter which theme your customer is using.

App Wrapper uses this technique for the source bar.

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That’s what I use in my Swift app.

I’ll dig further into Christian’s implementation.

Well, it is the Apple preferred way of doing it, there’s a feature request somewhere to have the template property exposed in Xojo… But you know.

I should have included it in my Mac framework lobbying post, but at that point I’ve been using alternatives so long that I forgot about it.

And that’s why I’m refectory this app. I have so many “work arounds” that the code doesn’t make sense in some modules … :frowning:

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Another alternative is to draw the icon (one in black) in the color of your choice, e.g. via a global method:

Public Sub DrawIcon(Extends g As Graphics, pic As Picture, x As Double, y As Double)
  Var p1,p2 As Picture
  Var scaleFactore As Double = g.ScaleX
  // Create a mask with the pic and a white background
  p1 = New Picture(pic.width*scaleFactore,pic.height*scaleFactore,32)
  p1.HorizontalResolution = 72 * scaleFactore
  p1.VerticalResolution = 72 * scaleFactore
  p1.Graphics.ScaleX = scaleFactore
  p1.Graphics.ScaleY = scaleFactore
  p1.Mask.Graphics.ScaleX = scaleFactore
  p1.Mask.Graphics.ScaleY = scaleFactore
  p1.Graphics.DrawingColor = Color.RGB(255,255,255)
  // Create a new picture with the DrawingColor from the graphics object
  p2 = New Picture(pic.width*scaleFactore,pic.height*scaleFactore,32)
  p2.HorizontalResolution = 72 * scaleFactore
  p2.VerticalResolution = 72 * scaleFactore
  p2.Graphics.ScaleX = scaleFactore
  p2.Graphics.ScaleY = scaleFactore
  p2.Mask.Graphics.ScaleX = scaleFactore
  p2.Mask.Graphics.ScaleY = scaleFactore
  p2.Graphics.DrawingColor = g.DrawingColor
  // Draw the pic in the new color
End Sub

And in the Paint event:

if Color.IsDarkMode Then g.DrawingColor=Color.RGB(255,255,255) Else g.DrawingColor=Color.RGB(0,0,0)

picMagnifying is an ImageSet

which gives with different colors:


Thanks, @Alain_Clausen That’s exactly what I’d been experimenting with. This tells me that I was on the right track to begin with :smiley:

I’ve also marked that as the solution since it will help others.

Here’s another version of the code that doesn’t use the deprecated picture masks, and respects the opacity of the desired color. It’s used a little differently though.

Protected Function IconWithColor(Icon As Picture, FillColor As Color, MinFactor As Double, MaxFactor As Double) As Picture
  Var Width As Integer = Icon.Width
  Var Height As Integer = Icon.Height
  Var Bitmaps() As Picture
  For Factor As Integer = MinFactor To MaxFactor
    Var ScaledIcon As Picture = Icon.BestRepresentation(Width, Height, Factor)
    Var Pic As New Picture(Width * Factor, Height * Factor)
    Pic.VerticalResolution = 72 * Factor
    Pic.HorizontalResolution = 72 * Factor
    Pic.Graphics.DrawingColor = Color.RGB(FillColor.Red, FillColor.Green, FillColor.Blue)
    Pic.Graphics.FillRectangle(0, 0, Pic.Width, Pic.Height)
    Var Mask As New Picture(Width * Factor, Height * Factor)
    Mask.VerticalResolution = 72 * Factor
    Mask.HorizontalResolution = 72 * Factor
    Mask.Graphics.DrawingColor = &cFFFFFF
    Mask.Graphics.FillRectangle(0, 0, Pic.Width, Pic.Height)
    Mask.Graphics.DrawPicture(ScaledIcon, 0, 0, Pic.Width, Pic.Height, 0, 0, ScaledIcon.Width, ScaledIcon.Height)
    If FillColor.Alpha <> 0 Then
      Mask.Graphics.DrawingColor = Color.RGB(255, 255, 255, 255 - FillColor.Alpha)
      Mask.Graphics.FillRectangle(0, 0, Pic.Width, Pic.Height)
    End If
  Return New Picture(Width, Height, Bitmaps)
End Function
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