Redesign icon: wood texture shield with darken-blended Syncthing motif
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Replace procedural icon renderer with pre-rendered textured icons:
- Use Stammtisch wood texture as shield face (crop tabletop planks)
- Apply Syncthing motif via darken blend ("warpaint on wood" effect)
- Fix Syncthing logo geometry: asymmetric node placement (76°/116°/168°
  gaps) with offset hub, matching the official SVG
- Metal rim with rivets and directional lighting
- Embed pre-rendered PNGs via go:embed (no runtime rendering)
- Icon generator in cmd/icongen/ takes wood texture as input

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Axel Meyer
2026-03-03 23:01:51 +01:00
parent cdeae01398
commit 110bb715ff
17 changed files with 426 additions and 333 deletions

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@@ -1,165 +1,447 @@
// Generates static icon assets for the SyncWarden project. // Icon generator for SyncWarden.
// Run: go run ./cmd/icongen/ // Uses the Stammtisch wood texture as the shield face and applies
// the Syncthing network motif with a darken blend ("warpaint on wood").
//
// Usage: go run ./cmd/icongen/ -wood /path/to/stammtisch.png
package main package main
import ( import (
"bytes" "bytes"
"encoding/binary" "encoding/binary"
"flag"
"fmt" "fmt"
"image"
"image/color"
"image/draw"
"image/png" "image/png"
"math"
"os" "os"
"path/filepath" "path/filepath"
"github.com/fogleman/gg" "github.com/fogleman/gg"
xdraw "golang.org/x/image/draw"
"git.davoryn.de/calic/syncwarden/internal/icons"
) )
// State colors (must match internal/icons/states.go)
var stateColors = []struct {
name string
color color.RGBA
}{
{"idle", color.RGBA{76, 175, 80, 255}},
{"syncing", color.RGBA{33, 150, 243, 255}},
{"paused", color.RGBA{158, 158, 158, 255}},
{"error", color.RGBA{244, 67, 54, 255}},
{"disconnected", color.RGBA{97, 97, 97, 255}},
}
func main() { func main() {
dir := filepath.Join("assets") woodPath := flag.String("wood", "", "path to wood texture PNG (stammtisch.png)")
os.MkdirAll(dir, 0755) flag.Parse()
// Generate PNGs at standard icon sizes (idle/green as canonical) if *woodPath == "" {
sizes := []int{16, 32, 48, 64, 128, 256, 512} for _, p := range []string{
pngEntries := make(map[int][]byte) // size → PNG data "/tmp/stammtisch/stammtisch.png",
filepath.Join(os.TempDir(), "stammtisch", "stammtisch.png"),
for _, sz := range sizes { } {
data, err := icons.RenderPNG(icons.StateIdle, sz) if _, err := os.Stat(p); err == nil {
if err != nil { *woodPath = p
fmt.Fprintf(os.Stderr, "error rendering %d: %v\n", sz, err) break
continue }
} }
pngEntries[sz] = data if *woodPath == "" {
fmt.Fprintln(os.Stderr, "wood texture not found; provide -wood flag")
fname := fmt.Sprintf("icon-%d.png", sz) os.Exit(1)
fpath := filepath.Join(dir, fname)
if err := os.WriteFile(fpath, data, 0644); err != nil {
fmt.Fprintf(os.Stderr, "error writing %s: %v\n", fpath, err)
continue
} }
fmt.Printf(" %s (%d bytes)\n", fpath, len(data))
} }
// Generate multi-size .ico (16, 32, 48, 256) woodFull, err := loadPNG(*woodPath)
icoSizes := []int{16, 32, 48, 256} if err != nil {
icoData := buildMultiICO(icoSizes, pngEntries) fmt.Fprintf(os.Stderr, "load wood: %v\n", err)
icoPath := filepath.Join(dir, "syncwarden.ico") os.Exit(1)
if err := os.WriteFile(icoPath, icoData, 0644); err != nil { }
fmt.Fprintf(os.Stderr, "error writing ico: %v\n", err) fmt.Printf("Wood texture: %dx%d\n", woodFull.Bounds().Dx(), woodFull.Bounds().Dy())
} else {
fmt.Printf(" %s (%d bytes)\n", icoPath, len(icoData)) // Crop to just the flat plank surface of the tabletop.
// The wooden planks span roughly x=180..840, y=100..370 in the 1024×1024 image.
// Crop that rectangle, then scale to a square so wood fills the entire shield face.
woodRect := cropRect(woodFull, 200, 130, 820, 380)
woodImg := scaleImage(woodRect, 880, 880)
// --- Tray icons (64px, all 5 states) → internal/icons/ ---
trayDir := filepath.Join("internal", "icons")
for _, st := range stateColors {
img := renderShield(woodImg, st.color, 64)
path := filepath.Join(trayDir, "tray_"+st.name+".png")
savePNG(img, path)
fmt.Printf(" %s\n", path)
} }
// Generate a large composited preview showing all states // --- Static assets (idle/green, multiple sizes) → assets/ ---
previewPath := filepath.Join(dir, "icon-preview.png") assetsDir := "assets"
generatePreview(previewPath) os.MkdirAll(assetsDir, 0755)
idle := stateColors[0].color
icoEntries := map[int][]byte{}
for _, sz := range []int{16, 32, 48, 64, 128, 256, 512} {
img := renderShield(woodImg, idle, sz)
path := filepath.Join(assetsDir, fmt.Sprintf("icon-%d.png", sz))
data := savePNG(img, path)
icoEntries[sz] = data
fmt.Printf(" %s (%d bytes)\n", path, len(data))
}
// Multi-size .ico
icoPath := filepath.Join(assetsDir, "syncwarden.ico")
writeMultiICO(icoPath, icoEntries, []int{16, 32, 48, 256})
fmt.Printf(" %s\n", icoPath)
// Preview sheet (all states at 128px)
previewPath := filepath.Join(assetsDir, "icon-preview.png")
generatePreview(woodImg, previewPath)
fmt.Printf(" %s\n", previewPath)
fmt.Println("Done.") fmt.Println("Done.")
} }
func buildMultiICO(sizes []int, pngs map[int][]byte) []byte { // ─── Shield Rendering ─────────────────────────────────────────────────────────
count := 0
for _, sz := range sizes { func renderShield(wood image.Image, motifColor color.RGBA, size int) *image.RGBA {
if _, ok := pngs[sz]; ok { s := float64(size)
count++ cx, cy := s/2, s/2
shieldR := s * 0.47
rimW := math.Max(2.5, s*0.058)
faceR := shieldR - rimW
out := image.NewRGBA(image.Rect(0, 0, size, size))
// Layer 1: Metal rim
rimDc := gg.NewContext(size, size)
drawRim(rimDc, cx, cy, shieldR, rimW, s)
draw.Draw(out, out.Bounds(), rimDc.Image(), image.Point{}, draw.Over)
// Layer 2: Wood face (circular crop of texture) + darken motif blend
woodFace := renderWoodFaceWithMotif(wood, motifColor, size, cx, cy, faceR)
draw.Draw(out, out.Bounds(), woodFace, image.Point{}, draw.Over)
// Layer 3: Rivets on top
if size >= 32 {
rivetDc := gg.NewContext(size, size)
count := 16
if size < 64 {
count = 10
}
if size < 48 {
count = 8
}
drawRivets(rivetDc, cx, cy, shieldR-rimW*0.5, s, count)
draw.Draw(out, out.Bounds(), rivetDc.Image(), image.Point{}, draw.Over)
}
return out
}
func renderWoodFaceWithMotif(wood image.Image, motifColor color.RGBA, size int, cx, cy, faceR float64) *image.RGBA {
faceDiam := int(math.Ceil(faceR * 2))
woodScaled := scaleImage(wood, faceDiam, faceDiam)
// Create motif mask using gg (white shapes on transparent)
maskDc := gg.NewContext(size, size)
maskDc.SetColor(color.White)
drawSyncthingMotif(maskDc, cx, cy, faceR)
maskImg := maskDc.Image()
fOX := cx - faceR
fOY := cy - faceR
face := image.NewRGBA(image.Rect(0, 0, size, size))
for py := 0; py < size; py++ {
for px := 0; px < size; px++ {
dx := float64(px) - cx
dy := float64(py) - cy
dist := math.Sqrt(dx*dx + dy*dy)
if dist > faceR+0.5 {
continue
}
wx := int(float64(px) - fOX)
wy := int(float64(py) - fOY)
if wx < 0 || wx >= faceDiam || wy < 0 || wy >= faceDiam {
continue
}
r, g, b, _ := woodScaled.At(wx, wy).RGBA()
wc := color.RGBA{uint8(r >> 8), uint8(g >> 8), uint8(b >> 8), 255}
// Anti-alias circle edge
alpha := 1.0
if dist > faceR-0.5 {
alpha = math.Max(0, faceR+0.5-dist)
}
// Check motif mask → darken blend
_, _, _, ma := maskImg.At(px, py).RGBA()
maskA := float64(ma) / 65535.0
final := wc
if maskA > 0.01 {
darkened := darkenBlend(wc, motifColor)
final = lerpColor(wc, darkened, maskA)
}
final.A = uint8(alpha * 255)
face.SetRGBA(px, py, final)
} }
} }
const headerSize = 6 return face
const entrySize = 16 }
dataOffset := headerSize + entrySize*count
buf := new(bytes.Buffer) // ─── Syncthing Motif (Correct Asymmetric Geometry from Official SVG) ──────────
// ICONDIR header // Geometry extracted from the official Syncthing SVG (viewBox 117.3×117.3):
binary.Write(buf, binary.LittleEndian, uint16(0)) // Reserved //
binary.Write(buf, binary.LittleEndian, uint16(1)) // Type: icon // Ring center: (58.7, 58.5) ≈ shield center
binary.Write(buf, binary.LittleEndian, uint16(count)) // Count // Ring radius: 43.7
// Hub center: (67.5, 64.4) offset right+down from ring center
// Node 1: angle ≈ -26° (top-right)
// Node 2: angle ≈ 50° (bottom-right)
// Node 3: angle ≈ 166° (left)
// Stroke width: 6
//
// Gaps: 76°, 116°, 168° — distinctly asymmetric, gives the "spinning" feel.
// Calculate offsets func drawSyncthingMotif(dc *gg.Context, cx, cy, faceR float64) {
offset := dataOffset ringR := faceR * 0.62
hubX := cx + ringR*0.201
hubY := cy + ringR*0.135
strokeW := ringR * 0.14
nodeR := ringR * 0.125
hubR := ringR * 0.155
dc.SetLineWidth(strokeW)
dc.SetLineCap(gg.LineCapRound)
// Outer ring
dc.DrawCircle(cx, cy, ringR)
dc.Stroke()
// Three outer nodes + spokes to hub (asymmetric angles)
nodeAngles := [3]float64{-26.2, 50.2, 165.9}
for _, deg := range nodeAngles {
rad := deg * math.Pi / 180
nx := cx + ringR*math.Cos(rad)
ny := cy + ringR*math.Sin(rad)
// Spoke from hub to node
dc.DrawLine(hubX, hubY, nx, ny)
dc.Stroke()
// Node dot
dc.DrawCircle(nx, ny, nodeR)
dc.Fill()
}
// Hub dot (larger)
dc.DrawCircle(hubX, hubY, hubR)
dc.Fill()
}
// ─── Metal Rim ────────────────────────────────────────────────────────────────
func drawRim(dc *gg.Context, cx, cy, outerR, rimW, s float64) {
// Drop shadow
dc.DrawCircle(cx+s*0.005, cy+s*0.008, outerR+s*0.005)
dc.SetColor(color.RGBA{10, 8, 5, 120})
dc.Fill()
// Outer dark edge
dc.DrawCircle(cx, cy, outerR)
dc.SetColor(color.RGBA{38, 32, 25, 255})
dc.Fill()
// Rim body (iron)
dc.DrawCircle(cx, cy, outerR-outerR*0.02)
dc.SetColor(color.RGBA{72, 62, 50, 255})
dc.Fill()
// Upper-left highlight arc (light source)
dc.SetLineWidth(rimW * 0.35)
dc.SetLineCap(gg.LineCapRound)
dc.SetColor(color.RGBA{105, 95, 78, 220})
dc.DrawArc(cx, cy, outerR-rimW*0.5, degToRad(200), degToRad(320))
dc.Stroke()
// Subtle bottom shadow arc
dc.SetColor(color.RGBA{30, 25, 18, 150})
dc.SetLineWidth(rimW * 0.25)
dc.DrawArc(cx, cy, outerR-rimW*0.5, degToRad(30), degToRad(150))
dc.Stroke()
// Inner edge (dark groove where rim meets wood)
innerEdgeR := outerR - rimW
dc.SetLineWidth(math.Max(1, s*0.012))
dc.SetColor(color.RGBA{28, 22, 15, 255})
dc.DrawCircle(cx, cy, innerEdgeR)
dc.Stroke()
}
func drawRivets(dc *gg.Context, cx, cy, r, s float64, count int) {
rivetR := math.Max(1.0, 1.6*s/64)
for i := 0; i < count; i++ {
a := float64(i)*2*math.Pi/float64(count) + 0.15 // slight rotation offset
rx := cx + r*math.Cos(a)
ry := cy + r*math.Sin(a)
// Rivet shadow
dc.DrawCircle(rx+rivetR*0.15, ry+rivetR*0.2, rivetR)
dc.SetColor(color.RGBA{25, 20, 15, 180})
dc.Fill()
// Rivet body
dc.DrawCircle(rx, ry, rivetR)
dc.SetColor(color.RGBA{90, 80, 68, 255})
dc.Fill()
// Rivet highlight
if s >= 48 {
dc.DrawCircle(rx-rivetR*0.25, ry-rivetR*0.3, rivetR*0.4)
dc.SetColor(color.RGBA{145, 135, 115, 255})
dc.Fill()
}
}
}
// ─── Blend Helpers ────────────────────────────────────────────────────────────
func darkenBlend(wood, paint color.RGBA) color.RGBA {
return color.RGBA{
R: minU8(wood.R, paint.R),
G: minU8(wood.G, paint.G),
B: minU8(wood.B, paint.B),
A: wood.A,
}
}
func lerpColor(a, b color.RGBA, t float64) color.RGBA {
return color.RGBA{
R: uint8(float64(a.R)*(1-t) + float64(b.R)*t),
G: uint8(float64(a.G)*(1-t) + float64(b.G)*t),
B: uint8(float64(a.B)*(1-t) + float64(b.B)*t),
A: uint8(float64(a.A)*(1-t) + float64(b.A)*t),
}
}
func minU8(a, b uint8) uint8 {
if a < b {
return a
}
return b
}
func degToRad(d float64) float64 { return d * math.Pi / 180 }
// ─── Image Helpers ────────────────────────────────────────────────────────────
func cropRect(src image.Image, x1, y1, x2, y2 int) image.Image {
r := image.Rect(x1, y1, x2, y2).Intersect(src.Bounds())
dst := image.NewRGBA(image.Rect(0, 0, r.Dx(), r.Dy()))
draw.Draw(dst, dst.Bounds(), src, r.Min, draw.Src)
return dst
}
func scaleImage(src image.Image, w, h int) image.Image {
dst := image.NewRGBA(image.Rect(0, 0, w, h))
xdraw.CatmullRom.Scale(dst, dst.Bounds(), src, src.Bounds(), xdraw.Over, nil)
return dst
}
func loadPNG(path string) (image.Image, error) {
f, err := os.Open(path)
if err != nil {
return nil, err
}
defer f.Close()
return png.Decode(f)
}
func savePNG(img image.Image, path string) []byte {
var buf bytes.Buffer
png.Encode(&buf, img)
os.WriteFile(path, buf.Bytes(), 0644)
return buf.Bytes()
}
// ─── Multi-size ICO ───────────────────────────────────────────────────────────
func writeMultiICO(path string, pngs map[int][]byte, sizes []int) {
type entry struct { type entry struct {
w, h int w, h int
data []byte data []byte
} }
entries := make([]entry, 0, count) var entries []entry
for _, sz := range sizes { for _, sz := range sizes {
data, ok := pngs[sz] if d, ok := pngs[sz]; ok {
if !ok { entries = append(entries, entry{sz, sz, d})
continue
} }
entries = append(entries, entry{sz, sz, data})
} }
// Write ICONDIRENTRY records const headerSize = 6
const dirEntrySize = 16
buf := new(bytes.Buffer)
binary.Write(buf, binary.LittleEndian, uint16(0))
binary.Write(buf, binary.LittleEndian, uint16(1))
binary.Write(buf, binary.LittleEndian, uint16(len(entries)))
offset := headerSize + dirEntrySize*len(entries)
for _, e := range entries { for _, e := range entries {
w := byte(e.w) w, h := byte(e.w), byte(e.h)
if e.w >= 256 { if e.w >= 256 {
w = 0 w = 0
} }
h := byte(e.h)
if e.h >= 256 { if e.h >= 256 {
h = 0 h = 0
} }
buf.WriteByte(w) buf.WriteByte(w)
buf.WriteByte(h) buf.WriteByte(h)
buf.WriteByte(0) // ColorCount buf.WriteByte(0)
buf.WriteByte(0) // Reserved buf.WriteByte(0)
binary.Write(buf, binary.LittleEndian, uint16(1)) // Planes binary.Write(buf, binary.LittleEndian, uint16(1))
binary.Write(buf, binary.LittleEndian, uint16(32)) // BitCount binary.Write(buf, binary.LittleEndian, uint16(32))
binary.Write(buf, binary.LittleEndian, uint32(len(e.data))) // BytesInRes binary.Write(buf, binary.LittleEndian, uint32(len(e.data)))
binary.Write(buf, binary.LittleEndian, uint32(offset)) // ImageOffset binary.Write(buf, binary.LittleEndian, uint32(offset))
offset += len(e.data) offset += len(e.data)
} }
// Write image data
for _, e := range entries { for _, e := range entries {
buf.Write(e.data) buf.Write(e.data)
} }
return buf.Bytes() os.WriteFile(path, buf.Bytes(), 0644)
} }
func generatePreview(path string) { // ─── Preview Sheet ────────────────────────────────────────────────────────────
states := []struct {
s icons.State
name string
}{
{icons.StateIdle, "Idle"},
{icons.StateSyncing, "Syncing"},
{icons.StatePaused, "Paused"},
{icons.StateError, "Error"},
{icons.StateDisconnected, "Disconnected"},
}
func generatePreview(wood image.Image, path string) {
sz := 128 sz := 128
pad := 20 pad := 20
w := len(states)*(sz+pad) + pad w := len(stateColors)*(sz+pad) + pad
h := sz + pad*2 + 20 h := sz + pad*2 + 24
dc := gg.NewContext(w, h) dc := gg.NewContext(w, h)
dc.SetHexColor("#1a1a2e") dc.SetHexColor("#1a1a2e")
dc.DrawRectangle(0, 0, float64(w), float64(h)) dc.DrawRectangle(0, 0, float64(w), float64(h))
dc.Fill() dc.Fill()
for i, st := range states { for i, st := range stateColors {
// Render at 128px img := renderShield(wood, st.color, sz)
data, err := icons.RenderPNG(st.s, sz)
if err != nil {
continue
}
img, err := png.Decode(bytes.NewReader(data))
if err != nil {
continue
}
x := pad + i*(sz+pad) x := pad + i*(sz+pad)
dc.DrawImage(img, x, pad) dc.DrawImage(img, x, pad)
// Label
dc.SetHexColor("#cccccc") dc.SetHexColor("#cccccc")
dc.DrawStringAnchored(st.name, float64(x)+float64(sz)/2, float64(pad+sz+12), 0.5, 0.5) dc.DrawStringAnchored(st.name, float64(x)+float64(sz)/2, float64(pad+sz+14), 0.5, 0.5)
} }
dc.SavePNG(path) dc.SavePNG(path)
fmt.Printf(" %s\n", path)
} }

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@@ -2,245 +2,74 @@ package icons
import ( import (
"bytes" "bytes"
_ "embed"
"encoding/binary" "encoding/binary"
"image/color"
"image/png" "image/png"
"math"
"runtime" "runtime"
"github.com/fogleman/gg"
) )
const iconSize = 64 // Pre-rendered tray icons (64px) generated from Stammtisch wood texture
// with the Syncthing motif applied via darken blend.
// Regenerate with: go run ./cmd/icongen/ -wood /path/to/stammtisch.png
// Render generates a tray icon for the given state. //go:embed tray_idle.png
var trayIdlePNG []byte
//go:embed tray_syncing.png
var traySyncingPNG []byte
//go:embed tray_paused.png
var trayPausedPNG []byte
//go:embed tray_error.png
var trayErrorPNG []byte
//go:embed tray_disconnected.png
var trayDisconnectedPNG []byte
// Render returns the tray icon for the given state.
// Returns ICO bytes on Windows, PNG bytes on other platforms. // Returns ICO bytes on Windows, PNG bytes on other platforms.
func Render(state State) ([]byte, error) { func Render(state State) ([]byte, error) {
return RenderSize(state, iconSize) pngData := trayPNG(state)
}
// RenderSize generates an icon at the given pixel size.
func RenderSize(state State, size int) ([]byte, error) {
dc := gg.NewContext(size, size)
drawShieldIcon(dc, state, float64(size))
var buf bytes.Buffer
if err := png.Encode(&buf, dc.Image()); err != nil {
return nil, err
}
pngData := buf.Bytes()
if runtime.GOOS == "windows" { if runtime.GOOS == "windows" {
return wrapPNGInICO(pngData, size, size), nil return wrapPNGInICO(pngData, 64, 64), nil
} }
return pngData, nil return pngData, nil
} }
// RenderPNG generates a PNG icon at the given size, regardless of platform. func trayPNG(state State) []byte {
switch state {
case StateIdle:
return trayIdlePNG
case StateSyncing:
return traySyncingPNG
case StatePaused:
return trayPausedPNG
case StateError:
return trayErrorPNG
case StateDisconnected:
return trayDisconnectedPNG
default:
return trayDisconnectedPNG
}
}
// RenderPNG returns a PNG icon at 64px for the given state.
func RenderPNG(state State, size int) ([]byte, error) { func RenderPNG(state State, size int) ([]byte, error) {
dc := gg.NewContext(size, size) // Pre-rendered icons are only 64px; return them directly.
drawShieldIcon(dc, state, float64(size)) // For other sizes, the static assets in assets/ should be used.
return trayPNG(state), nil
var buf bytes.Buffer
if err := png.Encode(&buf, dc.Image()); err != nil {
return nil, err
}
return buf.Bytes(), nil
} }
// Shield color palette — warm wood tones inspired by Stammtisch // IconSize returns the size of the pre-rendered tray icons.
var ( func IconSize() (int, int) {
shieldRim = color.RGBA{55, 42, 30, 255} // dark iron rim data := trayIdlePNG
shieldOuter = color.RGBA{130, 82, 38, 255} // darker wood ring img, err := png.Decode(bytes.NewReader(data))
shieldMid = color.RGBA{175, 118, 58, 255} // warm wood body if err != nil {
shieldInner = color.RGBA{195, 140, 72, 255} // lighter wood center return 64, 64
shieldLight = color.RGBA{210, 162, 95, 255} // highlight zone
grainDark = color.RGBA{145, 90, 40, 200} // wood grain shadow
rivetBody = color.RGBA{105, 95, 80, 255} // iron rivet
rivetShine = color.RGBA{160, 150, 130, 255} // rivet highlight
bossEdge = color.RGBA{80, 65, 45, 255} // boss rim
bossBody = color.RGBA{145, 130, 105, 255} // boss metal
bossShine = color.RGBA{190, 180, 160, 255} // boss highlight
motifShadow = color.RGBA{40, 30, 20, 100} // dark outline behind motif
)
func drawShieldIcon(dc *gg.Context, state State, s float64) {
cx := s / 2
cy := s / 2
sc := s / 64 // scale factor relative to 64px base
// 1. Shield rim (dark outer ring)
rimR := s * 0.47
dc.DrawCircle(cx, cy, rimR)
dc.SetColor(shieldRim)
dc.Fill()
// 2. Shield face — layered wood rings
faceR := s * 0.42
drawWoodFace(dc, cx, cy, faceR)
// 3. Wood grain arcs (skip at very small sizes)
if s >= 48 {
drawWoodGrain(dc, cx, cy, faceR, sc)
} }
b := img.Bounds()
// 4. Rivets around rim (skip below 32px) return b.Dx(), b.Dy()
if s >= 32 {
rivetCount := 12
if s < 48 {
rivetCount = 8
}
drawRivets(dc, cx, cy, rimR-2*sc, sc, rivetCount)
}
// 5. Syncthing motif — "warpaint" in state color
drawSyncthingMotif(dc, cx, cy, faceR, state, sc)
// 6. Center boss
drawBoss(dc, cx, cy, sc)
}
func drawWoodFace(dc *gg.Context, cx, cy, r float64) {
layers := []struct {
frac float64
c color.RGBA
}{
{1.00, shieldOuter},
{0.90, shieldMid},
{0.72, shieldInner},
{0.48, shieldLight},
{0.30, shieldInner},
}
for _, l := range layers {
dc.DrawCircle(cx, cy, r*l.frac)
dc.SetColor(l.c)
dc.Fill()
}
}
func drawWoodGrain(dc *gg.Context, cx, cy, r, sc float64) {
dc.SetColor(grainDark)
dc.SetLineWidth(math.Max(0.8, 0.7*sc))
dc.SetLineCap(gg.LineCapRound)
arcs := []struct{ radius, startDeg, sweepDeg float64 }{
{0.83, 25, 55},
{0.83, 195, 50},
{0.62, 95, 65},
{0.62, 275, 50},
{0.42, 5, 75},
{0.42, 165, 60},
}
for _, a := range arcs {
dc.DrawArc(cx, cy, r*a.radius, degToRad(a.startDeg), degToRad(a.startDeg+a.sweepDeg))
dc.Stroke()
}
}
func drawRivets(dc *gg.Context, cx, cy, r, sc float64, count int) {
rr := math.Max(1.2, 1.8*sc) // rivet radius
for i := 0; i < count; i++ {
a := float64(i) * 2 * math.Pi / float64(count)
rx := cx + r*math.Cos(a)
ry := cy + r*math.Sin(a)
dc.DrawCircle(rx, ry, rr)
dc.SetColor(rivetBody)
dc.Fill()
// Highlight
if sc >= 1.0 {
dc.DrawCircle(rx-rr*0.2, ry-rr*0.3, rr*0.45)
dc.SetColor(rivetShine)
dc.Fill()
}
}
}
func drawSyncthingMotif(dc *gg.Context, cx, cy, faceR float64, state State, sc float64) {
stateCol := colorForState(state)
ringR := faceR * 0.58
lineW := math.Max(1.8, 2.8*sc)
nodeR := math.Max(2.2, 3.2*sc)
// Node positions: top, bottom-left, bottom-right
nodeAngles := []float64{-90, 150, 30}
nodes := make([][2]float64, 3)
for i, deg := range nodeAngles {
rad := degToRad(deg)
nodes[i] = [2]float64{
cx + ringR*math.Cos(rad),
cy + ringR*math.Sin(rad),
}
}
// --- Shadow layer (dark outline behind everything for contrast) ---
shadowOff := math.Max(0.5, 0.8*sc)
dc.SetColor(motifShadow)
dc.SetLineWidth(lineW + 2*shadowOff)
dc.SetLineCap(gg.LineCapRound)
// Shadow ring
dc.DrawCircle(cx, cy, ringR)
dc.Stroke()
// Shadow spokes
for _, n := range nodes {
dc.DrawLine(cx, cy, n[0], n[1])
}
dc.Stroke()
// Shadow nodes
for _, n := range nodes {
dc.DrawCircle(n[0], n[1], nodeR+shadowOff)
dc.Fill()
}
// --- Motif layer (state-colored) ---
dc.SetColor(stateCol)
dc.SetLineWidth(lineW)
dc.SetLineCap(gg.LineCapRound)
// Ring
dc.DrawCircle(cx, cy, ringR)
dc.Stroke()
// Spokes from center to nodes
for _, n := range nodes {
dc.DrawLine(cx, cy, n[0], n[1])
}
dc.Stroke()
// Node circles
for _, n := range nodes {
dc.DrawCircle(n[0], n[1], nodeR)
dc.SetColor(stateCol)
dc.Fill()
}
}
func drawBoss(dc *gg.Context, cx, cy, sc float64) {
br := math.Max(2.5, 4.5*sc)
// Edge ring
dc.DrawCircle(cx, cy, br+0.8*sc)
dc.SetColor(bossEdge)
dc.Fill()
// Body
dc.DrawCircle(cx, cy, br)
dc.SetColor(bossBody)
dc.Fill()
// Highlight (upper-left)
dc.DrawCircle(cx-br*0.22, cy-br*0.28, br*0.5)
dc.SetColor(bossShine)
dc.Fill()
}
func degToRad(deg float64) float64 {
return deg * math.Pi / 180
} }
// wrapPNGInICO wraps raw PNG bytes in a minimal ICO container. // wrapPNGInICO wraps raw PNG bytes in a minimal ICO container.

View File

@@ -1,7 +1,5 @@
package icons package icons
import "image/color"
// State represents the current sync state for icon rendering. // State represents the current sync state for icon rendering.
type State int type State int
@@ -12,19 +10,3 @@ const (
StateError // Red — folder error StateError // Red — folder error
StateDisconnected // Dark gray — cannot reach Syncthing StateDisconnected // Dark gray — cannot reach Syncthing
) )
// colors maps each state to its icon color.
var colors = map[State]color.RGBA{
StateIdle: {76, 175, 80, 255}, // green
StateSyncing: {33, 150, 243, 255}, // blue
StatePaused: {158, 158, 158, 255}, // gray
StateError: {244, 67, 54, 255}, // red
StateDisconnected: {97, 97, 97, 255}, // dark gray
}
func colorForState(s State) color.RGBA {
if c, ok := colors[s]; ok {
return c
}
return colors[StateDisconnected]
}

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