#!/usr/bin/env python3 """ Generate squircle app icons with a house + check mark glyph. No external dependencies. Writes PNGs using zlib and CRC via stdlib. Usage: python3 scripts/render_icon.py assets/app_icon/house_check 1024 512 256 192 128 96 64 48 32 """ import os import sys import math import struct import zlib from typing import List, Tuple NAVY = (0x0F, 0x17, 0x2A, 255) # #0F172A WHITE = (255, 255, 255, 255) GREEN = (0x10, 0xB9, 0x81, 255) # #10B981 def srgb_to_lin(c: float) -> float: c = c / 255.0 if c <= 0.04045: return c / 12.92 return ((c + 0.055) / 1.055) ** 2.4 def lin_to_srgb(c: float) -> int: if c <= 0.0031308: v = 12.92 * c else: v = 1.055 * (c ** (1.0 / 2.4)) - 0.055 return max(0, min(255, int(round(v * 255.0)))) def over(dst: Tuple[float, float, float, float], src: Tuple[float, float, float, float]): # dst, src in linear space RGBA (0..1) dr, dg, db, da = dst sr, sg, sb, sa = src out_a = sa + da * (1.0 - sa) if out_a == 0.0: return (0.0, 0.0, 0.0, 0.0) out_r = (sr * sa + dr * da * (1.0 - sa)) / out_a out_g = (sg * sa + dg * da * (1.0 - sa)) / out_a out_b = (sb * sa + db * da * (1.0 - sa)) / out_a return (out_r, out_g, out_b, out_a) def to_lin_rgba(color: Tuple[int, int, int, int], alpha_scale: float = 1.0): r, g, b, a = color return ( srgb_to_lin(r), srgb_to_lin(g), srgb_to_lin(b), (a / 255.0) * alpha_scale, ) def point_in_triangle(px, py, ax, ay, bx, by, cx, cy) -> bool: # Barycentric technique v0x, v0y = cx - ax, cy - ay v1x, v1y = bx - ax, by - ay v2x, v2y = px - ax, py - ay dot00 = v0x * v0x + v0y * v0y dot01 = v0x * v1x + v0y * v1y dot02 = v0x * v2x + v0y * v2y dot11 = v1x * v1x + v1y * v1y dot12 = v1x * v2x + v1y * v2y denom = dot00 * dot11 - dot01 * dot01 if denom == 0: return False inv = 1.0 / denom u = (dot11 * dot02 - dot01 * dot12) * inv v = (dot00 * dot12 - dot01 * dot02) * inv return (u >= 0) and (v >= 0) and (u + v <= 1) def point_in_rect(px, py, x0, y0, x1, y1) -> bool: return (x0 <= px <= x1) and (y0 <= py <= y1) def dist_point_to_segment(px, py, ax, ay, bx, by) -> float: abx, aby = bx - ax, by - ay apx, apy = px - ax, py - ay ab2 = abx * abx + aby * aby if ab2 == 0: dx, dy = px - ax, py - ay return math.hypot(dx, dy) t = (apx * abx + apy * aby) / ab2 if t < 0: t = 0 elif t > 1: t = 1 hx, hy = ax + t * abx, ay + t * aby dx, dy = px - hx, py - hy return math.hypot(dx, dy) def inside_superellipse(u: float, v: float, n: float = 4.5) -> bool: # map [0,1] -> [-1,1] x = 2.0 * u - 1.0 y = 2.0 * v - 1.0 return (abs(x) ** n + abs(y) ** n) <= 1.0 def render_icon(size: int) -> bytes: # 2x2 supersampling samples = [(0.25, 0.25), (0.75, 0.25), (0.25, 0.75), (0.75, 0.75)] # House geometry (normalized 0..1) roof = (0.28, 0.46, 0.50, 0.30, 0.72, 0.46) # (ax,ay,bx,by,cx,cy) body = (0.32, 0.46, 0.68, 0.76) # (x0,y0,x1,y1) # Check path chk_a = (0.33, 0.60) chk_b = (0.46, 0.74) chk_c = (0.72, 0.48) thickness = 0.08 # relative to width lin_bg = to_lin_rgba(NAVY) lin_white = to_lin_rgba(WHITE) lin_green = to_lin_rgba(GREEN) out = bytearray(size * size * 4) idx = 0 for j in range(size): for i in range(size): # Accumulate in linear dst = (0.0, 0.0, 0.0, 0.0) cov_bg = 0.0 cov_house = 0.0 cov_check = 0.0 for (ox, oy) in samples: u = (i + ox) / size v = (j + oy) / size if inside_superellipse(u, v): cov_bg += 1.0 hx = 0 # house coverage (triangle or rect) if point_in_triangle(u, v, *roof): hx = 1 elif point_in_rect(u, v, *body): hx = 1 cov_house += hx # check coverage by distance to segments d1 = dist_point_to_segment(u, v, *chk_a, *chk_b) d2 = dist_point_to_segment(u, v, *chk_b, *chk_c) if min(d1, d2) <= (thickness * 0.5): cov_check += 1.0 ss = float(len(samples)) if cov_bg > 0.0: dst = over(dst, (lin_bg[0], lin_bg[1], lin_bg[2], lin_bg[3] * (cov_bg / ss))) if cov_house > 0.0: dst = over(dst, (lin_white[0], lin_white[1], lin_white[2], lin_white[3] * (cov_house / ss))) if cov_check > 0.0: dst = over(dst, (lin_green[0], lin_green[1], lin_green[2], lin_green[3] * (cov_check / ss))) r = lin_to_srgb(dst[0]) g = lin_to_srgb(dst[1]) b = lin_to_srgb(dst[2]) a = max(0, min(255, int(round(dst[3] * 255.0)))) out[idx + 0] = r out[idx + 1] = g out[idx + 2] = b out[idx + 3] = a idx += 4 return png_encode(size, size, bytes(out)) def png_chunk(typ: bytes, data: bytes) -> bytes: return struct.pack( ">I", len(data) ) + typ + data + struct.pack( ">I", (zlib.crc32(typ + data) & 0xFFFFFFFF) ) def png_encode(width: int, height: int, rgba: bytes) -> bytes: # Build raw scanlines with filter 0 stride = width * 4 raw = bytearray() for y in range(height): raw.append(0) # filter type 0 start = y * stride raw.extend(rgba[start : start + stride]) comp = zlib.compress(bytes(raw), level=9) sig = b"\x89PNG\r\n\x1a\n" ihdr = struct.pack( ">IIBBBBB", width, height, 8, # bit depth 6, # color type RGBA 0, # compression 0, # filter 0, # interlace ) out = bytearray() out.extend(sig) out.extend(png_chunk(b"IHDR", ihdr)) out.extend(png_chunk(b"IDAT", comp)) out.extend(png_chunk(b"IEND", b"")) return bytes(out) def main(): if len(sys.argv) < 3: print( "Usage: python3 scripts/render_icon.py ", file=sys.stderr, ) sys.exit(2) out_dir = sys.argv[1] sizes = [int(s) for s in sys.argv[2:]] os.makedirs(out_dir, exist_ok=True) for s in sizes: data = render_icon(s) path = os.path.join(out_dir, f"{s}.png") with open(path, "wb") as f: f.write(data) print(f"wrote {path}") if __name__ == "__main__": main()