--- /dev/null
+#!/usr/bin/env python\r
+\r
+import math\r
+\r
+# Python code which draws the PuTTY icon components at a range of\r
+# sizes.\r
+\r
+# TODO\r
+# ----\r
+#\r
+# - use of alpha blending\r
+# + try for variable-transparency borders\r
+#\r
+# - can we integrate the Mac icons into all this? Do we want to?\r
+\r
+def pixel(x, y, colour, canvas):\r
+ canvas[(int(x),int(y))] = colour\r
+\r
+def overlay(src, x, y, dst):\r
+ x = int(x)\r
+ y = int(y)\r
+ for (sx, sy), colour in src.items():\r
+ dst[sx+x, sy+y] = blend(colour, dst.get((sx+x, sy+y), cT))\r
+\r
+def finalise(canvas):\r
+ for k in canvas.keys():\r
+ canvas[k] = finalisepix(canvas[k])\r
+\r
+def bbox(canvas):\r
+ minx, miny, maxx, maxy = None, None, None, None\r
+ for (x, y) in canvas.keys():\r
+ if minx == None:\r
+ minx, miny, maxx, maxy = x, y, x+1, y+1\r
+ else:\r
+ minx = min(minx, x)\r
+ miny = min(miny, y)\r
+ maxx = max(maxx, x+1)\r
+ maxy = max(maxy, y+1)\r
+ return (minx, miny, maxx, maxy)\r
+\r
+def topy(canvas):\r
+ miny = {}\r
+ for (x, y) in canvas.keys():\r
+ miny[x] = min(miny.get(x, y), y)\r
+ return miny\r
+\r
+def render(canvas, minx, miny, maxx, maxy):\r
+ w = maxx - minx\r
+ h = maxy - miny\r
+ ret = []\r
+ for y in range(h):\r
+ ret.append([outpix(cT)] * w)\r
+ for (x, y), colour in canvas.items():\r
+ if x >= minx and x < maxx and y >= miny and y < maxy:\r
+ ret[y-miny][x-minx] = outpix(colour)\r
+ return ret\r
+\r
+# Code to actually draw pieces of icon. These don't generally worry\r
+# about positioning within a canvas; they just draw at a standard\r
+# location, return some useful coordinates, and leave composition\r
+# to other pieces of code.\r
+\r
+sqrthash = {}\r
+def memoisedsqrt(x):\r
+ if not sqrthash.has_key(x):\r
+ sqrthash[x] = math.sqrt(x)\r
+ return sqrthash[x]\r
+\r
+BR, TR, BL, TL = range(4) # enumeration of quadrants for border()\r
+\r
+def border(canvas, thickness, squarecorners, out={}):\r
+ # I haven't yet worked out exactly how to do borders in a\r
+ # properly alpha-blended fashion.\r
+ #\r
+ # When you have two shades of dark available (half-dark H and\r
+ # full-dark F), the right sequence of circular border sections\r
+ # around a pixel x starts off with these two layouts:\r
+ #\r
+ # H F\r
+ # HxH FxF\r
+ # H F\r
+ #\r
+ # Where it goes after that I'm not entirely sure, but I'm\r
+ # absolutely sure those are the right places to start. However,\r
+ # every automated algorithm I've tried has always started off\r
+ # with the two layouts\r
+ #\r
+ # H HHH\r
+ # HxH HxH\r
+ # H HHH\r
+ #\r
+ # which looks much worse. This is true whether you do\r
+ # pixel-centre sampling (define an inner circle and an outer\r
+ # circle with radii differing by 1, set any pixel whose centre\r
+ # is inside the inner circle to F, any pixel whose centre is\r
+ # outside the outer one to nothing, interpolate between the two\r
+ # and round sensibly), _or_ whether you plot a notional circle\r
+ # of a given radius and measure the actual _proportion_ of each\r
+ # pixel square taken up by it.\r
+ #\r
+ # It's not clear what I should be doing to prevent this. One\r
+ # option is to attempt error-diffusion: Ian Jackson proved on\r
+ # paper that if you round each pixel's ideal value to the\r
+ # nearest of the available output values, then measure the\r
+ # error at each pixel, propagate that error outwards into the\r
+ # original values of the surrounding pixels, and re-round\r
+ # everything, you do get the correct second stage. However, I\r
+ # haven't tried it at a proper range of radii.\r
+ #\r
+ # Another option is that the automated mechanisms described\r
+ # above would be entirely adequate if it weren't for the fact\r
+ # that the human visual centres are adapted to detect\r
+ # horizontal and vertical lines in particular, so the only\r
+ # place you have to behave a bit differently is at the ends of\r
+ # the top and bottom row of pixels in the circle, and the top\r
+ # and bottom of the extreme columns.\r
+ #\r
+ # For the moment, what I have below is a very simple mechanism\r
+ # which always uses only one alpha level for any given border\r
+ # thickness, and which seems to work well enough for Windows\r
+ # 16-colour icons. Everything else will have to wait.\r
+\r
+ thickness = memoisedsqrt(thickness)\r
+\r
+ if thickness < 0.9:\r
+ darkness = 0.5\r
+ else:\r
+ darkness = 1\r
+ if thickness < 1: thickness = 1\r
+ thickness = round(thickness - 0.5) + 0.3\r
+\r
+ out["borderthickness"] = thickness\r
+\r
+ dmax = int(round(thickness))\r
+ if dmax < thickness: dmax = dmax + 1\r
+\r
+ cquadrant = [[0] * (dmax+1) for x in range(dmax+1)]\r
+ squadrant = [[0] * (dmax+1) for x in range(dmax+1)]\r
+\r
+ for x in range(dmax+1):\r
+ for y in range(dmax+1):\r
+ if max(x, y) < thickness:\r
+ squadrant[x][y] = darkness\r
+ if memoisedsqrt(x*x+y*y) < thickness:\r
+ cquadrant[x][y] = darkness\r
+\r
+ bvalues = {}\r
+ for (x, y), colour in canvas.items():\r
+ for dx in range(-dmax, dmax+1):\r
+ for dy in range(-dmax, dmax+1):\r
+ quadrant = 2 * (dx < 0) + (dy < 0)\r
+ if (x, y, quadrant) in squarecorners:\r
+ bval = squadrant[abs(dx)][abs(dy)]\r
+ else:\r
+ bval = cquadrant[abs(dx)][abs(dy)]\r
+ if bvalues.get((x+dx,y+dy),0) < bval:\r
+ bvalues[(x+dx,y+dy)] = bval\r
+\r
+ for (x, y), value in bvalues.items():\r
+ if not canvas.has_key((x,y)):\r
+ canvas[(x,y)] = dark(value)\r
+\r
+def sysbox(size, out={}):\r
+ canvas = {}\r
+\r
+ # The system box of the computer.\r
+\r
+ height = int(round(3.6*size))\r
+ width = int(round(16.51*size))\r
+ depth = int(round(2*size))\r
+ highlight = int(round(1*size))\r
+ bothighlight = int(round(1*size))\r
+\r
+ out["sysboxheight"] = height\r
+\r
+ floppystart = int(round(19*size)) # measured in half-pixels\r
+ floppyend = int(round(29*size)) # measured in half-pixels\r
+ floppybottom = height - bothighlight\r
+ floppyrheight = 0.7 * size\r
+ floppyheight = int(round(floppyrheight))\r
+ if floppyheight < 1:\r
+ floppyheight = 1\r
+ floppytop = floppybottom - floppyheight\r
+\r
+ # The front panel is rectangular.\r
+ for x in range(width):\r
+ for y in range(height):\r
+ grey = 3\r
+ if x < highlight or y < highlight:\r
+ grey = grey + 1\r
+ if x >= width-highlight or y >= height-bothighlight:\r
+ grey = grey - 1\r
+ if y < highlight and x >= width-highlight:\r
+ v = (highlight-1-y) - (x-(width-highlight))\r
+ if v < 0:\r
+ grey = grey - 1\r
+ elif v > 0:\r
+ grey = grey + 1\r
+ if y >= floppytop and y < floppybottom and \\r
+ 2*x+2 > floppystart and 2*x < floppyend:\r
+ if 2*x >= floppystart and 2*x+2 <= floppyend and \\r
+ floppyrheight >= 0.7:\r
+ grey = 0\r
+ else:\r
+ grey = 2\r
+ pixel(x, y, greypix(grey/4.0), canvas)\r
+\r
+ # The side panel is a parallelogram.\r
+ for x in range(depth):\r
+ for y in range(height):\r
+ pixel(x+width, y-(x+1), greypix(0.5), canvas)\r
+\r
+ # The top panel is another parallelogram.\r
+ for x in range(width-1):\r
+ for y in range(depth):\r
+ grey = 3\r
+ if x >= width-1 - highlight:\r
+ grey = grey + 1 \r
+ pixel(x+(y+1), -(y+1), greypix(grey/4.0), canvas)\r
+\r
+ # And draw a border.\r
+ border(canvas, size, [], out)\r
+\r
+ return canvas\r
+\r
+def monitor(size):\r
+ canvas = {}\r
+\r
+ # The computer's monitor.\r
+\r
+ height = int(round(9.55*size))\r
+ width = int(round(11.49*size))\r
+ surround = int(round(1*size))\r
+ botsurround = int(round(2*size))\r
+ sheight = height - surround - botsurround\r
+ swidth = width - 2*surround\r
+ depth = int(round(2*size))\r
+ highlight = int(round(math.sqrt(size)))\r
+ shadow = int(round(0.55*size))\r
+\r
+ # The front panel is rectangular.\r
+ for x in range(width):\r
+ for y in range(height):\r
+ if x >= surround and y >= surround and \\r
+ x < surround+swidth and y < surround+sheight:\r
+ # Screen.\r
+ sx = (float(x-surround) - swidth/3) / swidth\r
+ sy = (float(y-surround) - sheight/3) / sheight\r
+ shighlight = 1.0 - (sx*sx+sy*sy)*0.27\r
+ pix = bluepix(shighlight)\r
+ if x < surround+shadow or y < surround+shadow:\r
+ pix = blend(cD, pix) # sharp-edged shadow on top and left\r
+ else:\r
+ # Complicated double bevel on the screen surround.\r
+\r
+ # First, the outer bevel. We compute the distance\r
+ # from this pixel to each edge of the front\r
+ # rectangle.\r
+ list = [\r
+ (x, +1),\r
+ (y, +1),\r
+ (width-1-x, -1),\r
+ (height-1-y, -1)\r
+ ]\r
+ # Now sort the list to find the distance to the\r
+ # _nearest_ edge, or the two joint nearest.\r
+ list.sort()\r
+ # If there's one nearest edge, that determines our\r
+ # bevel colour. If there are two joint nearest, our\r
+ # bevel colour is their shared one if they agree,\r
+ # and neutral otherwise.\r
+ outerbevel = 0\r
+ if list[0][0] < list[1][0] or list[0][1] == list[1][1]:\r
+ if list[0][0] < highlight:\r
+ outerbevel = list[0][1]\r
+\r
+ # Now, the inner bevel. We compute the distance\r
+ # from this pixel to each edge of the screen\r
+ # itself.\r
+ list = [\r
+ (surround-1-x, -1),\r
+ (surround-1-y, -1),\r
+ (x-(surround+swidth), +1),\r
+ (y-(surround+sheight), +1)\r
+ ]\r
+ # Now we sort to find the _maximum_ distance, which\r
+ # conveniently ignores any less than zero.\r
+ list.sort()\r
+ # And now the strategy is pretty much the same as\r
+ # above, only we're working from the opposite end\r
+ # of the list.\r
+ innerbevel = 0\r
+ if list[-1][0] > list[-2][0] or list[-1][1] == list[-2][1]:\r
+ if list[-1][0] >= 0 and list[-1][0] < highlight:\r
+ innerbevel = list[-1][1]\r
+\r
+ # Now we know the adjustment we want to make to the\r
+ # pixel's overall grey shade due to the outer\r
+ # bevel, and due to the inner one. We break a tie\r
+ # in favour of a light outer bevel, but otherwise\r
+ # add.\r
+ grey = 3\r
+ if outerbevel > 0 or outerbevel == innerbevel:\r
+ innerbevel = 0\r
+ grey = grey + outerbevel + innerbevel\r
+\r
+ pix = greypix(grey / 4.0)\r
+\r
+ pixel(x, y, pix, canvas)\r
+\r
+ # The side panel is a parallelogram.\r
+ for x in range(depth):\r
+ for y in range(height):\r
+ pixel(x+width, y-x, greypix(0.5), canvas)\r
+\r
+ # The top panel is another parallelogram.\r
+ for x in range(width):\r
+ for y in range(depth-1):\r
+ pixel(x+(y+1), -(y+1), greypix(0.75), canvas)\r
+\r
+ # And draw a border.\r
+ border(canvas, size, [(0,int(height-1),BL)])\r
+\r
+ return canvas\r
+\r
+def computer(size):\r
+ # Monitor plus sysbox.\r
+ out = {}\r
+ m = monitor(size)\r
+ s = sysbox(size, out)\r
+ x = int(round((2+size/(size+1))*size))\r
+ y = int(out["sysboxheight"] + out["borderthickness"])\r
+ mb = bbox(m)\r
+ sb = bbox(s)\r
+ xoff = sb[0] - mb[0] + x\r
+ yoff = sb[3] - mb[3] - y\r
+ overlay(m, xoff, yoff, s)\r
+ return s\r
+\r
+def lightning(size):\r
+ canvas = {}\r
+\r
+ # The lightning bolt motif.\r
+\r
+ # We always want this to be an even number of pixels in height,\r
+ # and an odd number in width.\r
+ width = round(7*size) * 2 - 1\r
+ height = round(8*size) * 2\r
+\r
+ # The outer edge of each side of the bolt goes to this point.\r
+ outery = round(8.4*size)\r
+ outerx = round(11*size)\r
+\r
+ # And the inner edge goes to this point.\r
+ innery = height - 1 - outery\r
+ innerx = round(7*size)\r
+\r
+ for y in range(int(height)):\r
+ list = []\r
+ if y <= outery:\r
+ list.append(width-1-int(outerx * float(y) / outery + 0.3))\r
+ if y <= innery:\r
+ list.append(width-1-int(innerx * float(y) / innery + 0.3))\r
+ y0 = height-1-y\r
+ if y0 <= outery:\r
+ list.append(int(outerx * float(y0) / outery + 0.3))\r
+ if y0 <= innery:\r
+ list.append(int(innerx * float(y0) / innery + 0.3))\r
+ list.sort()\r
+ for x in range(int(list[0]), int(list[-1]+1)):\r
+ pixel(x, y, cY, canvas)\r
+\r
+ # And draw a border.\r
+ border(canvas, size, [(int(width-1),0,TR), (0,int(height-1),BL)])\r
+\r
+ return canvas\r
+\r
+def document(size):\r
+ canvas = {}\r
+\r
+ # The document used in the PSCP/PSFTP icon.\r
+\r
+ width = round(13*size)\r
+ height = round(16*size)\r
+\r
+ lineht = round(1*size)\r
+ if lineht < 1: lineht = 1\r
+ linespc = round(0.7*size)\r
+ if linespc < 1: linespc = 1\r
+ nlines = int((height-linespc)/(lineht+linespc))\r
+ height = nlines*(lineht+linespc)+linespc # round this so it fits better\r
+\r
+ # Start by drawing a big white rectangle.\r
+ for y in range(int(height)):\r
+ for x in range(int(width)):\r
+ pixel(x, y, cW, canvas)\r
+\r
+ # Now draw lines of text.\r
+ for line in range(nlines):\r
+ # Decide where this line of text begins.\r
+ if line == 0:\r
+ start = round(4*size)\r
+ elif line < 5*nlines/7:\r
+ start = round((line - (nlines/7)) * size)\r
+ else:\r
+ start = round(1*size)\r
+ if start < round(1*size):\r
+ start = round(1*size)\r
+ # Decide where it ends.\r
+ endpoints = [10, 8, 11, 6, 5, 7, 5]\r
+ ey = line * 6.0 / (nlines-1)\r
+ eyf = math.floor(ey)\r
+ eyc = math.ceil(ey)\r
+ exf = endpoints[int(eyf)]\r
+ exc = endpoints[int(eyc)]\r
+ if eyf == eyc:\r
+ end = exf\r
+ else:\r
+ end = exf * (eyc-ey) + exc * (ey-eyf)\r
+ end = round(end * size)\r
+\r
+ liney = height - (lineht+linespc) * (line+1)\r
+ for x in range(int(start), int(end)):\r
+ for y in range(int(lineht)):\r
+ pixel(x, y+liney, cK, canvas)\r
+\r
+ # And draw a border.\r
+ border(canvas, size, \\r
+ [(0,0,TL),(int(width-1),0,TR),(0,int(height-1),BL), \\r
+ (int(width-1),int(height-1),BR)])\r
+\r
+ return canvas\r
+\r
+def hat(size):\r
+ canvas = {}\r
+\r
+ # The secret-agent hat in the Pageant icon.\r
+\r
+ topa = [6]*9+[5,3,1,0,0,1,2,2,1,1,1,9,9,10,10,11,11,12,12]\r
+ topa = [round(x*size) for x in topa]\r
+ botl = round(topa[0]+2.4*math.sqrt(size))\r
+ botr = round(topa[-1]+2.4*math.sqrt(size))\r
+ width = round(len(topa)*size)\r
+\r
+ # Line equations for the top and bottom of the hat brim, in the\r
+ # form y=mx+c. c, of course, needs scaling by size, but m is\r
+ # independent of size.\r
+ brimm = 1.0 / 3.75\r
+ brimtopc = round(4*size/3)\r
+ brimbotc = round(10*size/3)\r
+\r
+ for x in range(int(width)):\r
+ xs = float(x) * (len(topa)-1) / (width-1)\r
+ xf = math.floor(xs)\r
+ xc = math.ceil(xs)\r
+ topf = topa[int(xf)]\r
+ topc = topa[int(xc)]\r
+ if xf == xc:\r
+ top = topf\r
+ else:\r
+ top = topf * (xc-xs) + topc * (xs-xf)\r
+ top = math.floor(top)\r
+ bot = round(botl + (botr-botl) * x/(width-1))\r
+\r
+ for y in range(int(top), int(bot)):\r
+ pixel(x, y, cK, canvas)\r
+\r
+ # Now draw the brim.\r
+ for x in range(int(width)):\r
+ brimtop = brimtopc + brimm * x\r
+ brimbot = brimbotc + brimm * x\r
+ for y in range(int(math.floor(brimtop)), int(math.ceil(brimbot))):\r
+ tophere = max(min(brimtop - y, 1), 0)\r
+ bothere = max(min(brimbot - y, 1), 0)\r
+ grey = bothere - tophere\r
+ # Only draw brim pixels over pixels which are (a) part\r
+ # of the main hat, and (b) not right on its edge.\r
+ if canvas.has_key((x,y)) and \\r
+ canvas.has_key((x,y-1)) and \\r
+ canvas.has_key((x,y+1)) and \\r
+ canvas.has_key((x-1,y)) and \\r
+ canvas.has_key((x+1,y)):\r
+ pixel(x, y, greypix(grey), canvas)\r
+\r
+ return canvas\r
+\r
+def key(size):\r
+ canvas = {}\r
+\r
+ # The key in the PuTTYgen icon.\r
+\r
+ keyheadw = round(9.5*size)\r
+ keyheadh = round(12*size)\r
+ keyholed = round(4*size)\r
+ keyholeoff = round(2*size)\r
+ # Ensure keyheadh and keyshafth have the same parity.\r
+ keyshafth = round((2*size - (int(keyheadh)&1)) / 2) * 2 + (int(keyheadh)&1)\r
+ keyshaftw = round(18.5*size)\r
+ keyhead = [round(x*size) for x in [12,11,8,10,9,8,11,12]]\r
+\r
+ squarepix = []\r
+\r
+ # Ellipse for the key head, minus an off-centre circular hole.\r
+ for y in range(int(keyheadh)):\r
+ dy = (y-(keyheadh-1)/2.0) / (keyheadh/2.0)\r
+ dyh = (y-(keyheadh-1)/2.0) / (keyholed/2.0)\r
+ for x in range(int(keyheadw)):\r
+ dx = (x-(keyheadw-1)/2.0) / (keyheadw/2.0)\r
+ dxh = (x-(keyheadw-1)/2.0-keyholeoff) / (keyholed/2.0)\r
+ if dy*dy+dx*dx <= 1 and dyh*dyh+dxh*dxh > 1:\r
+ pixel(x + keyshaftw, y, cy, canvas)\r
+\r
+ # Rectangle for the key shaft, extended at the bottom for the\r
+ # key head detail.\r
+ for x in range(int(keyshaftw)):\r
+ top = round((keyheadh - keyshafth) / 2)\r
+ bot = round((keyheadh + keyshafth) / 2)\r
+ xs = float(x) * (len(keyhead)-1) / round((len(keyhead)-1)*size)\r
+ xf = math.floor(xs)\r
+ xc = math.ceil(xs)\r
+ in_head = 0\r
+ if xc < len(keyhead):\r
+ in_head = 1\r
+ yf = keyhead[int(xf)]\r
+ yc = keyhead[int(xc)]\r
+ if xf == xc:\r
+ bot = yf\r
+ else:\r
+ bot = yf * (xc-xs) + yc * (xs-xf)\r
+ for y in range(int(top),int(bot)):\r
+ pixel(x, y, cy, canvas)\r
+ if in_head:\r
+ last = (x, y)\r
+ if x == 0:\r
+ squarepix.append((x, int(top), TL))\r
+ if x == 0:\r
+ squarepix.append(last + (BL,))\r
+ if last != None and not in_head:\r
+ squarepix.append(last + (BR,))\r
+ last = None\r
+\r
+ # And draw a border.\r
+ border(canvas, size, squarepix)\r
+\r
+ return canvas\r
+\r
+def linedist(x1,y1, x2,y2, x,y):\r
+ # Compute the distance from the point x,y to the line segment\r
+ # joining x1,y1 to x2,y2. Returns the distance vector, measured\r
+ # with x,y at the origin.\r
+\r
+ vectors = []\r
+\r
+ # Special case: if x1,y1 and x2,y2 are the same point, we\r
+ # don't attempt to extrapolate it into a line at all.\r
+ if x1 != x2 or y1 != y2:\r
+ # First, find the nearest point to x,y on the infinite\r
+ # projection of the line segment. So we construct a vector\r
+ # n perpendicular to that segment...\r
+ nx = y2-y1\r
+ ny = x1-x2\r
+ # ... compute the dot product of (x1,y1)-(x,y) with that\r
+ # vector...\r
+ nd = (x1-x)*nx + (y1-y)*ny\r
+ # ... multiply by the vector we first thought of...\r
+ ndx = nd * nx\r
+ ndy = nd * ny\r
+ # ... and divide twice by the length of n.\r
+ ndx = ndx / (nx*nx+ny*ny)\r
+ ndy = ndy / (nx*nx+ny*ny)\r
+ # That gives us a displacement vector from x,y to the\r
+ # nearest point. See if it's within the range of the line\r
+ # segment.\r
+ cx = x + ndx\r
+ cy = y + ndy\r
+ if cx >= min(x1,x2) and cx <= max(x1,x2) and \\r
+ cy >= min(y1,y2) and cy <= max(y1,y2):\r
+ vectors.append((ndx,ndy))\r
+\r
+ # Now we have up to three candidate result vectors: (ndx,ndy)\r
+ # as computed just above, and the two vectors to the ends of\r
+ # the line segment, (x1-x,y1-y) and (x2-x,y2-y). Pick the\r
+ # shortest.\r
+ vectors = vectors + [(x1-x,y1-y), (x2-x,y2-y)]\r
+ bestlen, best = None, None\r
+ for v in vectors:\r
+ vlen = v[0]*v[0]+v[1]*v[1]\r
+ if bestlen == None or bestlen > vlen:\r
+ bestlen = vlen\r
+ best = v\r
+ return best\r
+\r
+def spanner(size):\r
+ canvas = {}\r
+\r
+ # The spanner in the config box icon.\r
+\r
+ headcentre = 0.5 + round(4*size)\r
+ headradius = headcentre + 0.1\r
+ headhighlight = round(1.5*size)\r
+ holecentre = 0.5 + round(3*size)\r
+ holeradius = round(2*size)\r
+ holehighlight = round(1.5*size)\r
+ shaftend = 0.5 + round(25*size)\r
+ shaftwidth = round(2*size)\r
+ shafthighlight = round(1.5*size)\r
+ cmax = shaftend + shaftwidth\r
+\r
+ # Define three line segments, such that the shortest distance\r
+ # vectors from any point to each of these segments determines\r
+ # everything we need to know about where it is on the spanner\r
+ # shape.\r
+ segments = [\r
+ ((0,0), (holecentre, holecentre)),\r
+ ((headcentre, headcentre), (headcentre, headcentre)),\r
+ ((headcentre+headradius/math.sqrt(2), headcentre+headradius/math.sqrt(2)),\r
+ (cmax, cmax))\r
+ ]\r
+\r
+ for y in range(int(cmax)):\r
+ for x in range(int(cmax)):\r
+ vectors = [linedist(a,b,c,d,x,y) for ((a,b),(c,d)) in segments]\r
+ dists = [memoisedsqrt(vx*vx+vy*vy) for (vx,vy) in vectors]\r
+\r
+ # If the distance to the hole line is less than\r
+ # holeradius, we're not part of the spanner.\r
+ if dists[0] < holeradius:\r
+ continue\r
+ # If the distance to the head `line' is less than\r
+ # headradius, we are part of the spanner; likewise if\r
+ # the distance to the shaft line is less than\r
+ # shaftwidth _and_ the resulting shaft point isn't\r
+ # beyond the shaft end.\r
+ if dists[1] > headradius and \\r
+ (dists[2] > shaftwidth or x+vectors[2][0] >= shaftend):\r
+ continue\r
+\r
+ # We're part of the spanner. Now compute the highlight\r
+ # on this pixel. We do this by computing a `slope\r
+ # vector', which points from this pixel in the\r
+ # direction of its nearest edge. We store an array of\r
+ # slope vectors, in polar coordinates.\r
+ angles = [math.atan2(vy,vx) for (vx,vy) in vectors]\r
+ slopes = []\r
+ if dists[0] < holeradius + holehighlight:\r
+ slopes.append(((dists[0]-holeradius)/holehighlight,angles[0]))\r
+ if dists[1]/headradius < dists[2]/shaftwidth:\r
+ if dists[1] > headradius - headhighlight and dists[1] < headradius:\r
+ slopes.append(((headradius-dists[1])/headhighlight,math.pi+angles[1]))\r
+ else:\r
+ if dists[2] > shaftwidth - shafthighlight and dists[2] < shaftwidth:\r
+ slopes.append(((shaftwidth-dists[2])/shafthighlight,math.pi+angles[2]))\r
+ # Now we find the smallest distance in that array, if\r
+ # any, and that gives us a notional position on a\r
+ # sphere which we can use to compute the final\r
+ # highlight level.\r
+ bestdist = None\r
+ bestangle = 0\r
+ for dist, angle in slopes:\r
+ if bestdist == None or bestdist > dist:\r
+ bestdist = dist\r
+ bestangle = angle\r
+ if bestdist == None:\r
+ bestdist = 1.0\r
+ sx = (1.0-bestdist) * math.cos(bestangle)\r
+ sy = (1.0-bestdist) * math.sin(bestangle)\r
+ sz = math.sqrt(1.0 - sx*sx - sy*sy)\r
+ shade = sx-sy+sz / math.sqrt(3) # can range from -1 to +1\r
+ shade = 1.0 - (1-shade)/3\r
+\r
+ pixel(x, y, yellowpix(shade), canvas)\r
+\r
+ # And draw a border.\r
+ border(canvas, size, [])\r
+\r
+ return canvas\r
+\r
+def box(size, back):\r
+ canvas = {}\r
+\r
+ # The back side of the cardboard box in the installer icon.\r
+\r
+ boxwidth = round(15 * size)\r
+ boxheight = round(12 * size)\r
+ boxdepth = round(4 * size)\r
+ boxfrontflapheight = round(5 * size)\r
+ boxrightflapheight = round(3 * size)\r
+\r
+ # Three shades of basically acceptable brown, all achieved by\r
+ # halftoning between two of the Windows-16 colours. I'm quite\r
+ # pleased that was feasible at all!\r
+ dark = halftone(cr, cK)\r
+ med = halftone(cr, cy)\r
+ light = halftone(cr, cY)\r
+ # We define our halftoning parity in such a way that the black\r
+ # pixels along the RHS of the visible part of the box back\r
+ # match up with the one-pixel black outline around the\r
+ # right-hand side of the box. In other words, we want the pixel\r
+ # at (-1, boxwidth-1) to be black, and hence the one at (0,\r
+ # boxwidth) too.\r
+ parityadjust = int(boxwidth) % 2\r
+\r
+ # The entire back of the box.\r
+ if back:\r
+ for x in range(int(boxwidth + boxdepth)):\r
+ ytop = max(-x-1, -boxdepth-1)\r
+ ybot = min(boxheight, boxheight+boxwidth-1-x)\r
+ for y in range(int(ytop), int(ybot)):\r
+ pixel(x, y, dark[(x+y+parityadjust) % 2], canvas)\r
+\r
+ # Even when drawing the back of the box, we still draw the\r
+ # whole shape, because that means we get the right overall size\r
+ # (the flaps make the box front larger than the box back) and\r
+ # it'll all be overwritten anyway.\r
+\r
+ # The front face of the box.\r
+ for x in range(int(boxwidth)):\r
+ for y in range(int(boxheight)):\r
+ pixel(x, y, med[(x+y+parityadjust) % 2], canvas)\r
+ # The right face of the box.\r
+ for x in range(int(boxwidth), int(boxwidth+boxdepth)):\r
+ ybot = boxheight + boxwidth-x\r
+ ytop = ybot - boxheight\r
+ for y in range(int(ytop), int(ybot)):\r
+ pixel(x, y, dark[(x+y+parityadjust) % 2], canvas)\r
+ # The front flap of the box.\r
+ for y in range(int(boxfrontflapheight)):\r
+ xadj = int(round(-0.5*y))\r
+ for x in range(int(xadj), int(xadj+boxwidth)):\r
+ pixel(x, y, light[(x+y+parityadjust) % 2], canvas)\r
+ # The right flap of the box.\r
+ for x in range(int(boxwidth), int(boxwidth + boxdepth + boxrightflapheight + 1)):\r
+ ytop = max(boxwidth - 1 - x, x - boxwidth - 2*boxdepth - 1)\r
+ ybot = min(x - boxwidth - 1, boxwidth + 2*boxrightflapheight - 1 - x)\r
+ for y in range(int(ytop), int(ybot+1)):\r
+ pixel(x, y, med[(x+y+parityadjust) % 2], canvas)\r
+\r
+ # And draw a border.\r
+ border(canvas, size, [(0, int(boxheight)-1, BL)])\r
+\r
+ return canvas\r
+\r
+def boxback(size):\r
+ return box(size, 1)\r
+def boxfront(size):\r
+ return box(size, 0)\r
+\r
+# Functions to draw entire icons by composing the above components.\r
+\r
+def xybolt(c1, c2, size, boltoffx=0, boltoffy=0, aux={}):\r
+ # Two unspecified objects and a lightning bolt.\r
+\r
+ canvas = {}\r
+ w = h = round(32 * size)\r
+\r
+ bolt = lightning(size)\r
+\r
+ # Position c2 against the top right of the icon.\r
+ bb = bbox(c2)\r
+ assert bb[2]-bb[0] <= w and bb[3]-bb[1] <= h\r
+ overlay(c2, w-bb[2], 0-bb[1], canvas)\r
+ aux["c2pos"] = (w-bb[2], 0-bb[1])\r
+ # Position c1 against the bottom left of the icon.\r
+ bb = bbox(c1)\r
+ assert bb[2]-bb[0] <= w and bb[3]-bb[1] <= h\r
+ overlay(c1, 0-bb[0], h-bb[3], canvas)\r
+ aux["c1pos"] = (0-bb[0], h-bb[3])\r
+ # Place the lightning bolt artistically off-centre. (The\r
+ # rationale for this positioning is that it's centred on the\r
+ # midpoint between the centres of the two monitors in the PuTTY\r
+ # icon proper, but it's not really feasible to _base_ the\r
+ # calculation here on that.)\r
+ bb = bbox(bolt)\r
+ assert bb[2]-bb[0] <= w and bb[3]-bb[1] <= h\r
+ overlay(bolt, (w-bb[0]-bb[2])/2 + round(boltoffx*size), \\r
+ (h-bb[1]-bb[3])/2 + round((boltoffy-2)*size), canvas)\r
+\r
+ return canvas\r
+\r
+def putty_icon(size):\r
+ return xybolt(computer(size), computer(size), size)\r
+\r
+def puttycfg_icon(size):\r
+ w = h = round(32 * size)\r
+ s = spanner(size)\r
+ canvas = putty_icon(size)\r
+ # Centre the spanner.\r
+ bb = bbox(s)\r
+ overlay(s, (w-bb[0]-bb[2])/2, (h-bb[1]-bb[3])/2, canvas)\r
+ return canvas\r
+\r
+def puttygen_icon(size):\r
+ return xybolt(computer(size), key(size), size, boltoffx=2)\r
+\r
+def pscp_icon(size):\r
+ return xybolt(document(size), computer(size), size)\r
+\r
+def puttyins_icon(size):\r
+ aret = {}\r
+ # The box back goes behind the lightning bolt.\r
+ canvas = xybolt(boxback(size), computer(size), size, boltoffx=-2, boltoffy=+1, aux=aret)\r
+ # But the box front goes over the top, so that the lightning\r
+ # bolt appears to come _out_ of the box. Here it's useful to\r
+ # know the exact coordinates where xybolt placed the box back,\r
+ # so we can overlay the box front exactly on top of it.\r
+ c1x, c1y = aret["c1pos"]\r
+ overlay(boxfront(size), c1x, c1y, canvas)\r
+ return canvas\r
+\r
+def pterm_icon(size):\r
+ # Just a really big computer.\r
+\r
+ canvas = {}\r
+ w = h = round(32 * size)\r
+\r
+ c = computer(size * 1.4)\r
+\r
+ # Centre c in the return canvas.\r
+ bb = bbox(c)\r
+ assert bb[2]-bb[0] <= w and bb[3]-bb[1] <= h\r
+ overlay(c, (w-bb[0]-bb[2])/2, (h-bb[1]-bb[3])/2, canvas)\r
+\r
+ return canvas\r
+\r
+def ptermcfg_icon(size):\r
+ w = h = round(32 * size)\r
+ s = spanner(size)\r
+ canvas = pterm_icon(size)\r
+ # Centre the spanner.\r
+ bb = bbox(s)\r
+ overlay(s, (w-bb[0]-bb[2])/2, (h-bb[1]-bb[3])/2, canvas)\r
+ return canvas\r
+\r
+def pageant_icon(size):\r
+ # A biggish computer, in a hat.\r
+\r
+ canvas = {}\r
+ w = h = round(32 * size)\r
+\r
+ c = computer(size * 1.2)\r
+ ht = hat(size)\r
+\r
+ cbb = bbox(c)\r
+ hbb = bbox(ht)\r
+\r
+ # Determine the relative y-coordinates of the computer and hat.\r
+ # We just centre the one on the other.\r
+ xrel = (cbb[0]+cbb[2]-hbb[0]-hbb[2])/2\r
+\r
+ # Determine the relative y-coordinates of the computer and hat.\r
+ # We do this by sitting the hat as low down on the computer as\r
+ # possible without any computer showing over the top. To do\r
+ # this we first have to find the minimum x coordinate at each\r
+ # y-coordinate of both components.\r
+ cty = topy(c)\r
+ hty = topy(ht)\r
+ yrelmin = None\r
+ for cx in cty.keys():\r
+ hx = cx - xrel\r
+ assert hty.has_key(hx)\r
+ yrel = cty[cx] - hty[hx]\r
+ if yrelmin == None:\r
+ yrelmin = yrel\r
+ else:\r
+ yrelmin = min(yrelmin, yrel)\r
+\r
+ # Overlay the hat on the computer.\r
+ overlay(ht, xrel, yrelmin, c)\r
+\r
+ # And centre the result in the main icon canvas.\r
+ bb = bbox(c)\r
+ assert bb[2]-bb[0] <= w and bb[3]-bb[1] <= h\r
+ overlay(c, (w-bb[0]-bb[2])/2, (h-bb[1]-bb[3])/2, canvas)\r
+\r
+ return canvas\r
+\r
+# Test and output functions.\r
+\r
+import os\r
+import sys\r
+\r
+def testrun(func, fname):\r
+ canvases = []\r
+ for size in [0.5, 0.6, 1.0, 1.2, 1.5, 4.0]:\r
+ canvases.append(func(size))\r
+ wid = 0\r
+ ht = 0\r
+ for canvas in canvases:\r
+ minx, miny, maxx, maxy = bbox(canvas)\r
+ wid = max(wid, maxx-minx+4)\r
+ ht = ht + maxy-miny+4\r
+ block = []\r
+ for canvas in canvases:\r
+ minx, miny, maxx, maxy = bbox(canvas)\r
+ block.extend(render(canvas, minx-2, miny-2, minx-2+wid, maxy+2))\r
+ p = os.popen("convert -depth 8 -size %dx%d rgb:- %s" % (wid,ht,fname), "w")\r
+ assert len(block) == ht\r
+ for line in block:\r
+ assert len(line) == wid\r
+ for r, g, b, a in line:\r
+ # Composite on to orange.\r
+ r = int(round((r * a + 255 * (255-a)) / 255.0))\r
+ g = int(round((g * a + 128 * (255-a)) / 255.0))\r
+ b = int(round((b * a + 0 * (255-a)) / 255.0))\r
+ p.write("%c%c%c" % (r,g,b))\r
+ p.close()\r
+\r
+def drawicon(func, width, fname, orangebackground = 0):\r
+ canvas = func(width / 32.0)\r
+ finalise(canvas)\r
+ minx, miny, maxx, maxy = bbox(canvas)\r
+ assert minx >= 0 and miny >= 0 and maxx <= width and maxy <= width\r
+\r
+ block = render(canvas, 0, 0, width, width)\r
+ p = os.popen("convert -depth 8 -size %dx%d rgba:- %s" % (width,width,fname), "w")\r
+ assert len(block) == width\r
+ for line in block:\r
+ assert len(line) == width\r
+ for r, g, b, a in line:\r
+ if orangebackground:\r
+ # Composite on to orange.\r
+ r = int(round((r * a + 255 * (255-a)) / 255.0))\r
+ g = int(round((g * a + 128 * (255-a)) / 255.0))\r
+ b = int(round((b * a + 0 * (255-a)) / 255.0))\r
+ a = 255\r
+ p.write("%c%c%c%c" % (r,g,b,a))\r
+ p.close()\r
+\r
+args = sys.argv[1:]\r
+\r
+orangebackground = test = 0\r
+colours = 1 # 0=mono, 1=16col, 2=truecol\r
+doingargs = 1\r
+\r
+realargs = []\r
+for arg in args:\r
+ if doingargs and arg[0] == "-":\r
+ if arg == "-t":\r
+ test = 1\r
+ elif arg == "-it":\r
+ orangebackground = 1\r
+ elif arg == "-2":\r
+ colours = 0\r
+ elif arg == "-T":\r
+ colours = 2\r
+ elif arg == "--":\r
+ doingargs = 0\r
+ else:\r
+ sys.stderr.write("unrecognised option '%s'\n" % arg)\r
+ sys.exit(1)\r
+ else:\r
+ realargs.append(arg)\r
+\r
+if colours == 0:\r
+ # Monochrome.\r
+ cK=cr=cg=cb=cm=cc=cP=cw=cR=cG=cB=cM=cC=cD = 0\r
+ cY=cy=cW = 1\r
+ cT = -1\r
+ def greypix(value):\r
+ return [cK,cW][int(round(value))]\r
+ def yellowpix(value):\r
+ return [cK,cW][int(round(value))]\r
+ def bluepix(value):\r
+ return cK\r
+ def dark(value):\r
+ return [cT,cK][int(round(value))]\r
+ def blend(col1, col2):\r
+ if col1 == cT:\r
+ return col2\r
+ else:\r
+ return col1\r
+ pixvals = [\r
+ (0x00, 0x00, 0x00, 0xFF), # cK\r
+ (0xFF, 0xFF, 0xFF, 0xFF), # cW\r
+ (0x00, 0x00, 0x00, 0x00), # cT\r
+ ]\r
+ def outpix(colour):\r
+ return pixvals[colour]\r
+ def finalisepix(colour):\r
+ return colour\r
+ def halftone(col1, col2):\r
+ return (col1, col2)\r
+elif colours == 1:\r
+ # Windows 16-colour palette.\r
+ cK,cr,cg,cy,cb,cm,cc,cP,cw,cR,cG,cY,cB,cM,cC,cW = range(16)\r
+ cT = -1\r
+ cD = -2 # special translucent half-darkening value used internally\r
+ def greypix(value):\r
+ return [cK,cw,cw,cP,cW][int(round(4*value))]\r
+ def yellowpix(value):\r
+ return [cK,cy,cY][int(round(2*value))]\r
+ def bluepix(value):\r
+ return [cK,cb,cB][int(round(2*value))]\r
+ def dark(value):\r
+ return [cT,cD,cK][int(round(2*value))]\r
+ def blend(col1, col2):\r
+ if col1 == cT:\r
+ return col2\r
+ elif col1 == cD:\r
+ return [cK,cK,cK,cK,cK,cK,cK,cw,cK,cr,cg,cy,cb,cm,cc,cw,cD,cD][col2]\r
+ else:\r
+ return col1\r
+ pixvals = [\r
+ (0x00, 0x00, 0x00, 0xFF), # cK\r
+ (0x80, 0x00, 0x00, 0xFF), # cr\r
+ (0x00, 0x80, 0x00, 0xFF), # cg\r
+ (0x80, 0x80, 0x00, 0xFF), # cy\r
+ (0x00, 0x00, 0x80, 0xFF), # cb\r
+ (0x80, 0x00, 0x80, 0xFF), # cm\r
+ (0x00, 0x80, 0x80, 0xFF), # cc\r
+ (0xC0, 0xC0, 0xC0, 0xFF), # cP\r
+ (0x80, 0x80, 0x80, 0xFF), # cw\r
+ (0xFF, 0x00, 0x00, 0xFF), # cR\r
+ (0x00, 0xFF, 0x00, 0xFF), # cG\r
+ (0xFF, 0xFF, 0x00, 0xFF), # cY\r
+ (0x00, 0x00, 0xFF, 0xFF), # cB\r
+ (0xFF, 0x00, 0xFF, 0xFF), # cM\r
+ (0x00, 0xFF, 0xFF, 0xFF), # cC\r
+ (0xFF, 0xFF, 0xFF, 0xFF), # cW\r
+ (0x00, 0x00, 0x00, 0x80), # cD\r
+ (0x00, 0x00, 0x00, 0x00), # cT\r
+ ]\r
+ def outpix(colour):\r
+ return pixvals[colour]\r
+ def finalisepix(colour):\r
+ # cD is used internally, but can't be output. Convert to cK.\r
+ if colour == cD:\r
+ return cK\r
+ return colour\r
+ def halftone(col1, col2):\r
+ return (col1, col2)\r
+else:\r
+ # True colour.\r
+ cK = (0x00, 0x00, 0x00, 0xFF)\r
+ cr = (0x80, 0x00, 0x00, 0xFF)\r
+ cg = (0x00, 0x80, 0x00, 0xFF)\r
+ cy = (0x80, 0x80, 0x00, 0xFF)\r
+ cb = (0x00, 0x00, 0x80, 0xFF)\r
+ cm = (0x80, 0x00, 0x80, 0xFF)\r
+ cc = (0x00, 0x80, 0x80, 0xFF)\r
+ cP = (0xC0, 0xC0, 0xC0, 0xFF)\r
+ cw = (0x80, 0x80, 0x80, 0xFF)\r
+ cR = (0xFF, 0x00, 0x00, 0xFF)\r
+ cG = (0x00, 0xFF, 0x00, 0xFF)\r
+ cY = (0xFF, 0xFF, 0x00, 0xFF)\r
+ cB = (0x00, 0x00, 0xFF, 0xFF)\r
+ cM = (0xFF, 0x00, 0xFF, 0xFF)\r
+ cC = (0x00, 0xFF, 0xFF, 0xFF)\r
+ cW = (0xFF, 0xFF, 0xFF, 0xFF)\r
+ cD = (0x00, 0x00, 0x00, 0x80)\r
+ cT = (0x00, 0x00, 0x00, 0x00)\r
+ def greypix(value):\r
+ value = max(min(value, 1), 0)\r
+ return (int(round(0xFF*value)),) * 3 + (0xFF,)\r
+ def yellowpix(value):\r
+ value = max(min(value, 1), 0)\r
+ return (int(round(0xFF*value)),) * 2 + (0, 0xFF)\r
+ def bluepix(value):\r
+ value = max(min(value, 1), 0)\r
+ return (0, 0, int(round(0xFF*value)), 0xFF)\r
+ def dark(value):\r
+ value = max(min(value, 1), 0)\r
+ return (0, 0, 0, int(round(0xFF*value)))\r
+ def blend(col1, col2):\r
+ r1,g1,b1,a1 = col1\r
+ r2,g2,b2,a2 = col2\r
+ r = int(round((r1*a1 + r2*(0xFF-a1)) / 255.0))\r
+ g = int(round((g1*a1 + g2*(0xFF-a1)) / 255.0))\r
+ b = int(round((b1*a1 + b2*(0xFF-a1)) / 255.0))\r
+ a = int(round((255*a1 + a2*(0xFF-a1)) / 255.0))\r
+ return r, g, b, a\r
+ def outpix(colour):\r
+ return colour\r
+ if colours == 2:\r
+ # True colour with no alpha blending: we still have to\r
+ # finalise half-dark pixels to black.\r
+ def finalisepix(colour):\r
+ if colour[3] > 0:\r
+ return colour[:3] + (0xFF,)\r
+ return colour\r
+ else:\r
+ def finalisepix(colour):\r
+ return colour\r
+ def halftone(col1, col2):\r
+ r1,g1,b1,a1 = col1\r
+ r2,g2,b2,a2 = col2\r
+ colret = (int(r1+r2)/2, int(g1+g2)/2, int(b1+b2)/2, int(a1+a2)/2)\r
+ return (colret, colret)\r
+\r
+if test:\r
+ testrun(eval(realargs[0]), realargs[1])\r
+else:\r
+ drawicon(eval(realargs[0]), int(realargs[1]), realargs[2], orangebackground)\r