Fields 75 selectable fields across date/time, activity, body, system, environment, weather and custom text, numbered to match watchface.io/docs/datafields so the two catalogues line up. All four slots (both top, both bottom) pick from the same table and the bottom captions follow the selection. tools/gen_fields.py owns the table and emits FieldTable.mc, settings.xml and both languages' strings, so those cannot drift apart. Fields.Ctx fetches each API at most once per draw, and only if some slot asks -- the forecast, user profile and sensor history lookups are lazy. The rest of that catalogue is deliberately absent: OpenWeatherMap and StormGlass need network calls and user API keys, the per-sport weekly and 28-day aggregates come from a phone-side Garmin Connect integration rather than any on-device API, and the app complications need those apps installed. README section 7 lists what was left out and why. Permissions UserProfile and SensorHistory are now declared; without them resting heart rate, VO2 max, pulse ox and body battery throw at runtime. Sensor turns out to be rejected outright for type="watchface", so altitude and pressure read from Activity.Info instead. Always-on display AMOLED devices need the lit-pixel count cut while asleep. drawAmbient drops the band fill and the unlit ticks, dims what remains, hides the complications, and walks the layout within +/-4 px per minute so nothing burns in. Gated on requiresBurnInProtection, so MIP devices are untouched. Icons The comps' sunrise and weather icons have two- and three-pixel features. Rebuilding them from circles and lines looked right at 454 px and turned to mush at 280. They are now rasterised from the design paths once per screen width and tinted with drawBitmap2(:tintColor) -- which needs packingFormat="png", since a palettised source is refused at runtime. Launcher icons are generated at the five sizes the devices ask for. All 17 devices build; checked on fenix847mm and enduro3 in the simulator. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
200 lines
7.5 KiB
Python
200 lines
7.5 KiB
Python
#!/usr/bin/env python3
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"""Rasterise the design's icon paths into tintable bitmap resources.
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The sunrise and weather icons in design/*.svg are traced outlines whose finest
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features are two or three design pixels across. Redrawing them from circles
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and lines works at 454 px and falls apart at 280 px, where those features land
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under one device pixel. Rendering the real paths once per screen size and
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blitting them with drawBitmap2(:tintColor) keeps them exact everywhere.
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python3 tools/gen_icons.py
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Writes resources-icons-<W>/drawables/{sunrise,sunset,weather}.png plus the
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matching drawables.xml. White pixels, alpha coverage; the theme's accent
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colour is applied at draw time via :tintColor.
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MIP devices have no alpha blending, so for those widths the coverage mask is
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thresholded to hard edges rather than left antialiased -- a soft edge there
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would be quantised to something muddier than a clean one.
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"""
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import os
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import re
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HERE = os.path.dirname(os.path.abspath(__file__))
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ROOT = os.path.dirname(HERE)
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SRC = os.path.join(ROOT, "design", "watchface-01-ember.svg")
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try:
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from PIL import Image
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except ImportError:
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raise SystemExit("this generator needs Pillow: python3 -m pip install pillow")
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# The three icons the comps actually contain, and the design-space centre each
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# one is drawn around. A common 32x32 design box keeps blitting trivial.
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BOX = 32.0
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ICONS = {
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"sunrise": ("sunrise-icon", 156.32, 89.5, False),
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"sunset": ("sunrise-icon", 156.32, 89.5, True), # same art, chevron flipped
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"weather": ("weather-icon", 343.55, 89.5, False),
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}
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# screen width -> whether the panel can blend alpha (MIP cannot)
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WIDTHS = {240: False, 260: False, 280: False, 390: True, 416: True, 454: True}
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SS = 8 # supersampling factor
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def subpaths(svg, pid):
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d = re.search(r'<path id="%s" d="([^"]+)"' % pid, svg).group(1)
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out = []
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for chunk in d.split("Z"):
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pts = [(float(x), float(y))
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for x, y in re.findall(r"(-?\d+\.\d+),(-?\d+\.\d+)", chunk)]
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if len(pts) >= 3:
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out.append(pts)
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return out
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def flip_chevron(paths):
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"""Mirror the horizon bar so its notch points up -- our sunset variant."""
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out = []
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for p in paths:
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ys = [q[1] for q in p]
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if min(ys) > 96.0: # the bar is the lowest subpath
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mid = (min(ys) + max(ys)) / 2.0
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p = [(x, 2 * mid - y) for x, y in p]
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out.append(p)
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return out
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def scanline_evenodd(paths, size, ox, oy, scale):
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"""Even-odd fill at supersampled resolution, returned as a coverage mask."""
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n = size * SS
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cov = [bytearray(n) for _ in range(n)]
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edges = []
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for p in paths:
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for i in range(len(p)):
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x0, y0 = p[i]
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x1, y1 = p[(i + 1) % len(p)]
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X0 = (x0 - ox) * scale * SS
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Y0 = (y0 - oy) * scale * SS
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X1 = (x1 - ox) * scale * SS
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Y1 = (y1 - oy) * scale * SS
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if Y0 != Y1:
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edges.append((Y0, Y1, X0, X1))
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for row in range(n):
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yc = row + 0.5
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xs = []
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for Y0, Y1, X0, X1 in edges:
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if (Y0 <= yc < Y1) or (Y1 <= yc < Y0):
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xs.append(X0 + (yc - Y0) * (X1 - X0) / (Y1 - Y0))
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if not xs:
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continue
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xs.sort()
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line = cov[row]
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for i in range(0, len(xs) - 1, 2):
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a = max(0, int(round(xs[i])))
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b = min(n, int(round(xs[i + 1])))
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for x in range(a, b):
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line[x] = 255
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return cov
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def render(paths, size, cx, cy, blend):
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scale = size / BOX
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ox, oy = cx - BOX / 2, cy - BOX / 2
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cov = scanline_evenodd(paths, size, ox, oy, scale)
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n = size * SS
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big = Image.frombytes("L", (n, n), b"".join(bytes(r) for r in cov))
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small = big.resize((size, size), Image.LANCZOS)
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if not blend:
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small = small.point(lambda v: 255 if v >= 110 else 0)
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white = Image.new("RGB", (size, size), (255, 255, 255))
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img = white.convert("RGBA")
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img.putalpha(small)
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return img
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# Launcher icon sizes the target devices ask for.
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LAUNCHER = [40, 56, 60, 65, 70]
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def launcher(size):
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"""A miniature of the face: the gradient ring plus the date band."""
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from PIL import ImageDraw
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ss = 8
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n = size * ss
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img = Image.new("RGBA", (n, n), (0, 0, 0, 0))
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d = ImageDraw.Draw(img)
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d.ellipse([0, 0, n - 1, n - 1], fill=(0, 0, 0, 255))
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svg = open(SRC).read()
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top = re.findall(r'fill="(#[0-9A-Fa-f]{6})"',
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re.search(r'<g id="ring-top-right">(.*?)</g>', svg, re.S).group(1))
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bot = re.findall(r'fill="(#[0-9A-Fa-f]{6})"',
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re.search(r'<g id="ring-bottom-left">(.*?)</g>', svg, re.S).group(1))
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ro, ri = n * 0.495, n * 0.375
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box_o = [n / 2 - ro, n / 2 - ro, n / 2 + ro, n / 2 + ro]
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# sweep the whole rim, mirroring the comp's two ramps into four quadrants
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for q, ramp in ((0, top), (1, top), (2, bot), (3, bot)):
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for i, c in enumerate(ramp):
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col = tuple(int(c[1 + 2 * j:3 + 2 * j], 16) for j in range(3)) + (255,)
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span = 90.0 / len(ramp)
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if q == 0:
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a0 = -90 + i * span
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elif q == 1:
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a0 = -90 - (i + 1) * span
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elif q == 2:
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a0 = 90 - (i + 1) * span
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else:
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a0 = 90 + i * span
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d.pieslice(box_o, a0, a0 + span, fill=col)
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d.ellipse([n / 2 - ri, n / 2 - ri, n / 2 + ri, n / 2 + ri], fill=(0, 0, 0, 255))
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band = tuple(int("FEAA00"[2 * j:2 * j + 2], 16) for j in range(3)) + (255,)
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d.rectangle([0, n * 0.44, n, n * 0.60], fill=band)
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mask = Image.new("L", (n, n), 0)
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ImageDraw.Draw(mask).ellipse([0, 0, n - 1, n - 1], fill=255)
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img.putalpha(mask)
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return img.resize((size, size), Image.LANCZOS)
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def main():
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svg = open(SRC).read()
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for size in LAUNCHER:
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outdir = os.path.join(ROOT, "resources-launcher-%d" % size, "drawables")
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os.makedirs(outdir, exist_ok=True)
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launcher(size).save(os.path.join(outdir, "launcher_icon.png"))
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with open(os.path.join(outdir, "drawables.xml"), "w") as f:
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f.write('<drawables>\n'
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' <bitmap id="LauncherIcon" filename="launcher_icon.png"/>\n'
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'</drawables>\n')
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print("wrote %s (%dx%d)" % (outdir, size, size))
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cache = {}
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for width, blend in sorted(WIDTHS.items()):
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size = int(round(BOX * width / 500.0))
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outdir = os.path.join(ROOT, "resources-icons-%d" % width, "drawables")
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os.makedirs(outdir, exist_ok=True)
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names = []
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for name, (pid, cx, cy, flip) in ICONS.items():
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key = (pid, flip)
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if key not in cache:
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p = subpaths(svg, pid)
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cache[key] = flip_chevron(p) if flip else p
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img = render(cache[key], size, cx, cy, blend)
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img.save(os.path.join(outdir, "%s.png" % name))
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names.append(name)
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with open(os.path.join(outdir, "drawables.xml"), "w") as f:
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f.write("<drawables>\n")
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for n in names:
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# packingFormat="png" keeps the alpha channel instead of
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# collapsing the image to a palette; drawBitmap2(:tintColor)
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# refuses a palettised source.
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f.write(' <bitmap id="Icon%s" filename="%s.png" '
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'packingFormat="png"/>\n' % (n.capitalize(), n))
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f.write("</drawables>\n")
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print("wrote %s (%dx%d, %s edges)"
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% (outdir, size, size, "soft" if blend else "hard"))
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if __name__ == "__main__":
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main()
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