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