BigUI WIP: Icons and removal of magic math

This commit is contained in:
firestarsdog
2026-05-31 02:14:32 -04:00
parent b406a1a9d8
commit a28250c81b
2 changed files with 119 additions and 224 deletions
@@ -2358,6 +2358,12 @@ class AetherTile(Widget):
desc_size: int = 18,
custom_icon_key: str | None = None,
):
# Parameters for custom vector icons: base 100x100 layout footprint,
# 25% scale increase, and 60x60 canvas size defined in scribble.py coordinates.
custom_icon_base_size = 100.0
custom_icon_scale_mult = 1.25
custom_icon_canvas_size = 60.0
content_pad = SPACING.tile_content
max_w = face.width - (content_pad * 2)
scale = max(0.82, min(1.12, min(face.width / 360.0, face.height / 205.0)))
@@ -2368,7 +2374,7 @@ class AetherTile(Widget):
has_icon = (icon is not None) or (custom_icon_key is not None)
icon_scale = min(0.80, max(0.56, scale * 0.72)) if has_icon else 0.0
if custom_icon_key:
icon_height = 100.0 * icon_scale
icon_height = custom_icon_base_size * custom_icon_scale_mult * icon_scale
elif icon:
icon_height = icon.height * icon_scale
else:
@@ -2385,9 +2391,10 @@ class AetherTile(Widget):
)
if custom_icon_key:
icon_width = 100.0 * icon_scale
icon_width = custom_icon_base_size * custom_icon_scale_mult * icon_scale
icon_x = face.x + (face.width - icon_width) / 2
self._draw_custom_icon(custom_icon_key, icon_x, layout["top"], icon_scale * 1.6667, rl.WHITE)
s = icon_scale * (custom_icon_base_size / custom_icon_canvas_size) * custom_icon_scale_mult
self._draw_custom_icon(custom_icon_key, icon_x, layout["top"], s, rl.WHITE)
elif icon:
icon_width = icon.width * icon_scale
icon_x = face.x + (face.width - icon_width) / 2
@@ -4,9 +4,10 @@ import pyray as rl
def draw_custom_icon(key: str, x: float, y: float, s: float, color: rl.Color):
# Helper for drawing quadratic Bezier curves
def draw_bezier(p0: rl.Vector2, p1: rl.Vector2, p2: rl.Vector2, thick: float):
segments = 20
segments = 128
for i in range(segments):
t1 = i / segments
t2 = (i + 1) / segments
@@ -19,22 +20,22 @@ def draw_custom_icon(key: str, x: float, y: float, s: float, color: rl.Color):
# Helper for drawing tilted ellipse arcs
def draw_ellipse_arc(cx: float, cy: float, a: float, b: float, tilt_deg: float, start_deg: float, end_deg: float, thick: float):
tilt = math.radians(tilt_deg)
segments = 24
segments = 128
step = (end_deg - start_deg) / segments
for i in range(segments):
p1 = math.radians(start_deg + i * step)
p2 = math.radians(start_deg + (i + 1) * step)
x1_val = a * math.cos(p1)
y1_val = b * math.sin(p1)
rx1 = x1_val * math.cos(tilt) - y1_val * math.sin(tilt)
ry1 = x1_val * math.sin(tilt) + y1_val * math.cos(tilt)
x2_val = a * math.cos(p2)
y2_val = b * math.sin(p2)
rx2 = x2_val * math.cos(tilt) - y2_val * math.sin(tilt)
ry2 = x2_val * math.sin(tilt) + y2_val * math.cos(tilt)
rl.draw_line_ex(rl.Vector2(cx + rx1, cy + ry1), rl.Vector2(cx + rx2, cy + ry2), thick, color)
# Helper for drawing 4-pointed stars
@@ -42,19 +43,19 @@ def draw_custom_icon(key: str, x: float, y: float, s: float, color: rl.Color):
v1a = rl.Vector2(cx - r, cy - r)
v1b = rl.Vector2(cx + r, cy - r)
v1c = rl.Vector2(cx, cy - R)
v2a = rl.Vector2(cx + r, cy - r)
v2b = rl.Vector2(cx + r, cy + r)
v2c = rl.Vector2(cx + R, cy)
v3a = rl.Vector2(cx + r, cy + r)
v3b = rl.Vector2(cx - r, cy + r)
v3c = rl.Vector2(cx, cy + R)
v4a = rl.Vector2(cx - r, cy + r)
v4b = rl.Vector2(cx - r, cy - r)
v4c = rl.Vector2(cx - R, cy)
rl.draw_triangle(v1a, v1b, v1c, color)
rl.draw_triangle(v2a, v2b, v2c, color)
rl.draw_triangle(v3a, v3b, v3c, color)
@@ -62,271 +63,158 @@ def draw_custom_icon(key: str, x: float, y: float, s: float, color: rl.Color):
rl.draw_circle_v(rl.Vector2(cx, cy), r, color)
if key == "sound":
# Alerts & Sounds: Bell with side arcs
# Alerts & Sounds: Bell with single side arcs
x_c = x + 30.0 * s
y_dome = y + 28.0 * s
# Side arcs representing sound waves (left and right)
draw_ellipse_arc(x_c, y_dome, 18.0 * s, 9.0 * s, -15.0, 135.0, 225.0, 2.0 * s)
draw_ellipse_arc(x_c, y_dome, 26.0 * s, 13.0 * s, -15.0, 135.0, 225.0, 2.0 * s)
draw_ellipse_arc(x_c, y_dome, 18.0 * s, 9.0 * s, -15.0, -45.0, 45.0, 2.0 * s)
draw_ellipse_arc(x_c, y_dome, 26.0 * s, 13.0 * s, -15.0, -45.0, 45.0, 2.0 * s)
y_c = y + 30.0 * s
# Top loop (handle)
rl.draw_ring(rl.Vector2(x_c, y_dome - 9.5 * s), 1.5 * s, 3.5 * s, 180.0, 360.0, 16, color)
draw_ellipse_arc(x_c, y_c - 14.0 * s, 3.0 * s, 3.0 * s, 0.0, 180.0, 360.0, 2.0 * s)
# Bell dome
rl.draw_circle_sector(rl.Vector2(x_c, y_dome), 9.5 * s, 180.0, 360.0, 24, color)
rl.draw_circle_sector(rl.Vector2(x_c, y_c - 6.0 * s), 8.0 * s, 180.0, 360.0, 48, color)
# Main bell body
rl.draw_rectangle_rec(rl.Rectangle(x_c - 9.5 * s, y_dome, 19.0 * s, 9.0 * s), color)
rl.draw_rectangle_rec(rl.Rectangle(x_c - 8.0 * s, y_c - 6.0 * s, 16.0 * s, 16.0 * s), color)
# Flared skirt
rl.draw_rectangle_rec(rl.Rectangle(x_c - 9.5 * s, y_dome + 9.0 * s, 19.0 * s, 4.0 * s), color)
# Flared side triangles
rl.draw_triangle(
rl.Vector2(x_c - 9.5 * s, y_dome + 9.0 * s),
rl.Vector2(x_c - 13.5 * s, y_dome + 13.0 * s),
rl.Vector2(x_c - 9.5 * s, y_dome + 13.0 * s),
rl.Vector2(x_c - 8.0 * s, y_c - 6.0 * s),
rl.Vector2(x_c - 15.0 * s, y_c + 10.0 * s),
rl.Vector2(x_c - 8.0 * s, y_c + 10.0 * s),
color
)
rl.draw_triangle(
rl.Vector2(x_c + 9.5 * s, y_dome + 9.0 * s),
rl.Vector2(x_c + 9.5 * s, y_dome + 13.0 * s),
rl.Vector2(x_c + 13.5 * s, y_dome + 13.0 * s),
rl.Vector2(x_c + 8.0 * s, y_c - 6.0 * s),
rl.Vector2(x_c + 8.0 * s, y_c + 10.0 * s),
rl.Vector2(x_c + 15.0 * s, y_c + 10.0 * s),
color
)
# Bottom lip
rl.draw_rectangle_rounded(rl.Rectangle(x_c - 14.5 * s, y_dome + 13.0 * s, 29.0 * s, 3.0 * s), 1.0, 4, color)
rl.draw_rectangle_rounded(rl.Rectangle(x_c - 17.0 * s, y_c + 10.0 * s, 34.0 * s, 3.5 * s), 0.5, 4, color)
# Clapper
rl.draw_circle_v(rl.Vector2(x_c, y_dome + 18.0 * s), 3.5 * s, color)
rl.draw_circle_v(rl.Vector2(x_c, y_c + 16.0 * s), 3.5 * s, color)
# Single elegant wave arc per side (well-spaced) using custom ellipse arc helper to prevent split bugs
draw_ellipse_arc(x_c, y_c, 26.0 * s, 26.0 * s, 0.0, 150.0, 210.0, 2.5 * s)
draw_ellipse_arc(x_c, y_c, 26.0 * s, 26.0 * s, 0.0, -30.0, 30.0, 2.5 * s)
elif key == "steering":
# Driving Controls: Steering wheel with center hub
# Driving Controls: Minimalist 3-spoke steering wheel
x_c = x + 30.0 * s
y_c = y + 30.0 * s
center = rl.Vector2(x_c, y_c)
# Outer rim
rl.draw_ring(center, 19.5 * s, 22.0 * s, 0.0, 360.0, 48, color)
rl.draw_ring(rl.Vector2(x_c, y_c), 19.5 * s, 22.5 * s, 0.0, 360.0, 96, color)
# Thumb rests
rl.draw_circle_v(rl.Vector2(x_c - 17.5 * s, y_c - 8.0 * s), 2.5 * s, color)
rl.draw_circle_v(rl.Vector2(x_c + 17.5 * s, y_c - 8.0 * s), 2.5 * s, color)
# Center hub
rl.draw_circle_v(rl.Vector2(x_c, y_c), 4.5 * s, color)
# Inner ring in hub
rl.draw_ring(center, 4.5 * s, 5.5 * s, 0.0, 360.0, 24, color)
# Center star
draw_star(x_c, y_c, 4.5 * s, 1.5 * s)
# Three spokes
rl.draw_line_ex(rl.Vector2(x_c - 5.5 * s, y_c + 1.0 * s), rl.Vector2(x_c - 19.5 * s, y_c + 4.0 * s), 2.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_c + 5.5 * s, y_c + 1.0 * s), rl.Vector2(x_c + 19.5 * s, y_c + 4.0 * s), 2.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_c, y_c + 5.5 * s), rl.Vector2(x_c, y_c + 19.5 * s), 2.5 * s, color)
# Three clean, single-line spokes
rl.draw_line_ex(rl.Vector2(x_c - 4.5 * s, y_c), rl.Vector2(x_c - 19.5 * s, y_c), 2.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_c + 4.5 * s, y_c), rl.Vector2(x_c + 19.5 * s, y_c), 2.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_c, y_c + 4.5 * s), rl.Vector2(x_c, y_c + 19.5 * s), 2.5 * s, color)
elif key == "navigate":
# Map Data: Path with starting indicator and destination crosshair
x_s = x + 12.0 * s
y_s = y + 48.0 * s
x_d = x + 48.0 * s
y_d = y + 14.0 * s
# Map Data: Clean location pin with single base shadow ellipse
x_c = x + 30.0 * s
y_c = y + 21.0 * s
# Start node
rl.draw_circle_v(rl.Vector2(x_s, y_s), 3.0 * s, color)
rl.draw_line_ex(rl.Vector2(x_s, y_s - 3.0 * s), rl.Vector2(x_s, y_s - 6.0 * s), 1.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_s, y_s + 3.0 * s), rl.Vector2(x_s, y_s + 6.0 * s), 1.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_s - 3.0 * s, y_s), rl.Vector2(x_s - 6.0 * s, y_s), 1.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_s + 3.0 * s, y_s), rl.Vector2(x_s + 6.0 * s, y_s), 1.5 * s, color)
# Teardrop head outline (using safe ellipse arc helper to prevent split bugs)
draw_ellipse_arc(x_c, y_c, 10.0 * s, 10.0 * s, 0.0, 150.0, 390.0, 3.0 * s)
# Sweeping curved path
p0 = rl.Vector2(x_s, y_s)
p1 = rl.Vector2(x + 40.0 * s, y + 42.0 * s)
p2 = rl.Vector2(x_d, y_d)
draw_bezier(p0, p1, p2, 3.0 * s)
# Tapered sides to tip
rl.draw_line_ex(rl.Vector2(x_c - 8.66 * s, y_c + 5.0 * s), rl.Vector2(x_c, y_c + 19.5 * s), 3.0 * s, color)
rl.draw_line_ex(rl.Vector2(x_c + 8.66 * s, y_c + 5.0 * s), rl.Vector2(x_c, y_c + 19.5 * s), 3.0 * s, color)
# Destination crosshair
rl.draw_ring(rl.Vector2(x_d, y_d), 5.5 * s, 6.5 * s, 0.0, 360.0, 24, color)
rl.draw_line_ex(rl.Vector2(x_d, y_d - 9.0 * s), rl.Vector2(x_d, y_d - 5.5 * s), 1.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_d, y_d + 5.5 * s), rl.Vector2(x_d, y_d + 9.0 * s), 1.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_d - 9.0 * s, y_d), rl.Vector2(x_d - 5.5 * s, y_d), 1.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_d + 5.5 * s, y_d), rl.Vector2(x_d + 9.0 * s, y_d), 1.5 * s, color)
# Inner core dot
rl.draw_circle_v(rl.Vector2(x_c, y_c), 3.0 * s, color)
# Center star
draw_star(x_d, y_d, 4.0 * s, 1.25 * s)
# Perspective base shadow
draw_ellipse_arc(x_c, y_c + 24.0 * s, 14.0 * s, 4.5 * s, 0.0, 0.0, 360.0, 2.0 * s)
elif key == "system":
# System Settings: Interlocking gears
cx1, cy1 = x + 23.0 * s, y + 23.0 * s
cx2, cy2 = x + 41.0 * s, y + 41.0 * s
# System Settings: Interlocking minimalist gears (Large & Small)
cx1, cy1 = x + 24.0 * s, y + 24.0 * s
cx2, cy2 = x + 38.5 * s, y + 38.5 * s
# Gear 1 (Large)
# Ring body
rl.draw_ring(rl.Vector2(cx1, cy1), 6.0 * s, 12.0 * s, 0.0, 360.0, 36, color)
# Center star (spokes/core)
draw_star(cx1, cy1, 6.0 * s, 2.0 * s)
# Teeth (8 cogs, blocky teeth meshing cleanly)
for i in range(8):
angle_rad = math.radians(i * 45.0)
# Gear 1 (Large - 6 cogs)
rl.draw_ring(rl.Vector2(cx1, cy1), 5.0 * s, 9.0 * s, 0.0, 360.0, 48, color)
for i in range(6):
angle_rad = math.radians(i * 60.0)
cos_a = math.cos(angle_rad)
sin_a = math.sin(angle_rad)
rl.draw_line_ex(
rl.Vector2(cx1 + cos_a * 11.5 * s, cy1 + sin_a * 11.5 * s),
rl.Vector2(cx1 + cos_a * 15.5 * s, cy1 + sin_a * 15.5 * s),
5.0 * s,
rl.Vector2(cx1 + cos_a * 9.0 * s, cy1 + sin_a * 9.0 * s),
rl.Vector2(cx1 + cos_a * 13.0 * s, cy1 + sin_a * 13.0 * s),
4.5 * s,
color
)
# Gear 2 (Small)
# Ring body
rl.draw_ring(rl.Vector2(cx2, cy2), 4.5 * s, 9.0 * s, 0.0, 360.0, 24, color)
# Center star (spokes/core)
draw_star(cx2, cy2, 4.5 * s, 1.5 * s)
# Teeth (6 cogs, offset by 15 degrees to mesh perfectly)
for j in range(6):
angle_rad = math.radians(15.0 + j * 60.0)
# Gear 2 (Small - 5 cogs)
rl.draw_ring(rl.Vector2(cx2, cy2), 3.0 * s, 6.0 * s, 0.0, 360.0, 48, color)
for j in range(5):
angle_rad = math.radians(36.0 + j * 72.0)
cos_a = math.cos(angle_rad)
sin_a = math.sin(angle_rad)
rl.draw_line_ex(
rl.Vector2(cx2 + cos_a * 8.5 * s, cy2 + sin_a * 8.5 * s),
rl.Vector2(cx2 + cos_a * 12.0 * s, cy2 + sin_a * 12.0 * s),
4.0 * s,
rl.Vector2(cx2 + cos_a * 6.0 * s, cy2 + sin_a * 6.0 * s),
rl.Vector2(cx2 + cos_a * 9.5 * s, cy2 + sin_a * 9.5 * s),
3.5 * s,
color
)
elif key == "display":
# Outer screen bezel - Chamfered modern rectangular shape
p1 = rl.Vector2(x + 9.0 * s, y + 11.0 * s)
p2 = rl.Vector2(x + 51.0 * s, y + 11.0 * s)
p3 = rl.Vector2(x + 54.0 * s, y + 14.0 * s)
p4 = rl.Vector2(x + 54.0 * s, y + 36.0 * s)
p5 = rl.Vector2(x + 51.0 * s, y + 39.0 * s)
p6 = rl.Vector2(x + 9.0 * s, y + 39.0 * s)
p7 = rl.Vector2(x + 6.0 * s, y + 36.0 * s)
p8 = rl.Vector2(x + 6.0 * s, y + 14.0 * s)
# Appearance: Minimalist widescreen display with core brightness/sun symbol
# Screen frame outline
rl.draw_line_ex(rl.Vector2(x + 9.0 * s, y + 12.0 * s), rl.Vector2(x + 51.0 * s, y + 12.0 * s), 2.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 51.0 * s, y + 12.0 * s), rl.Vector2(x + 51.0 * s, y + 36.0 * s), 2.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 51.0 * s, y + 36.0 * s), rl.Vector2(x + 9.0 * s, y + 36.0 * s), 2.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 9.0 * s, y + 36.0 * s), rl.Vector2(x + 9.0 * s, y + 12.0 * s), 2.0 * s, color)
rl.draw_line_ex(p1, p2, 2.0 * s, color)
rl.draw_line_ex(p2, p3, 2.0 * s, color)
rl.draw_line_ex(p3, p4, 2.0 * s, color)
rl.draw_line_ex(p4, p5, 2.0 * s, color)
rl.draw_line_ex(p5, p6, 2.0 * s, color)
rl.draw_line_ex(p6, p7, 2.0 * s, color)
rl.draw_line_ex(p7, p8, 2.0 * s, color)
rl.draw_line_ex(p8, p1, 2.0 * s, color)
# Screen stand (pillar & base)
rl.draw_line_ex(rl.Vector2(x + 30.0 * s, y + 36.0 * s), rl.Vector2(x + 30.0 * s, y + 44.0 * s), 3.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 22.0 * s, y + 44.0 * s), rl.Vector2(x + 38.0 * s, y + 44.0 * s), 2.0 * s, color)
# Inner bezel - Offset chamfered line to establish depth
ip1 = rl.Vector2(x + 10.5 * s, y + 13.0 * s)
ip2 = rl.Vector2(x + 49.5 * s, y + 13.0 * s)
ip3 = rl.Vector2(x + 52.0 * s, y + 15.5 * s)
ip4 = rl.Vector2(x + 52.0 * s, y + 34.5 * s)
ip5 = rl.Vector2(x + 49.5 * s, y + 37.0 * s)
ip6 = rl.Vector2(x + 10.5 * s, y + 37.0 * s)
ip7 = rl.Vector2(x + 8.0 * s, y + 34.5 * s)
ip8 = rl.Vector2(x + 8.0 * s, y + 15.5 * s)
rl.draw_line_ex(ip1, ip2, 1.0 * s, color)
rl.draw_line_ex(ip2, ip3, 1.0 * s, color)
rl.draw_line_ex(ip3, ip4, 1.0 * s, color)
rl.draw_line_ex(ip4, ip5, 1.0 * s, color)
rl.draw_line_ex(ip5, ip6, 1.0 * s, color)
rl.draw_line_ex(ip6, ip7, 1.0 * s, color)
rl.draw_line_ex(ip7, ip8, 1.0 * s, color)
rl.draw_line_ex(ip8, ip1, 1.0 * s, color)
# Dash Bracket Mount (Porsche engineered stability)
rl.draw_line_ex(rl.Vector2(x + 12.0 * s, y + 53.0 * s), rl.Vector2(x + 48.0 * s, y + 53.0 * s), 2.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 22.0 * s, y + 39.0 * s), rl.Vector2(x + 18.0 * s, y + 53.0 * s), 2.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 38.0 * s, y + 39.0 * s), rl.Vector2(x + 42.0 * s, y + 53.0 * s), 2.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 20.0 * s, y + 46.0 * s), rl.Vector2(x + 40.0 * s, y + 46.0 * s), 1.5 * s, color)
rl.draw_circle_v(rl.Vector2(x + 30.0 * s, y + 49.0 * s), 2.5 * s, color)
# Flight Path Vector (FPV)
rl.draw_ring(rl.Vector2(x + 30.0 * s, y + 25.0 * s), 0.75 * s, 1.75 * s, 0.0, 360.0, 16, color)
rl.draw_line_ex(rl.Vector2(x + 25.0 * s, y + 25.0 * s), rl.Vector2(x + 28.0 * s, y + 25.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 32.0 * s, y + 25.0 * s), rl.Vector2(x + 35.0 * s, y + 25.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 30.0 * s, y + 21.0 * s), rl.Vector2(x + 30.0 * s, y + 23.0 * s), 1.0 * s, color)
# Attitude Horizon Lines
rl.draw_line_ex(rl.Vector2(x + 14.0 * s, y + 25.0 * s), rl.Vector2(x + 22.0 * s, y + 25.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 38.0 * s, y + 25.0 * s), rl.Vector2(x + 46.0 * s, y + 25.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 14.0 * s, y + 25.0 * s), rl.Vector2(x + 14.0 * s, y + 22.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 22.0 * s, y + 25.0 * s), rl.Vector2(x + 22.0 * s, y + 28.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 38.0 * s, y + 25.0 * s), rl.Vector2(x + 38.0 * s, y + 28.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 46.0 * s, y + 25.0 * s), rl.Vector2(x + 46.0 * s, y + 22.0 * s), 1.0 * s, color)
# Pitch Ladder (above/below horizon)
rl.draw_line_ex(rl.Vector2(x + 25.0 * s, y + 19.0 * s), rl.Vector2(x + 27.5 * s, y + 19.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 32.5 * s, y + 19.0 * s), rl.Vector2(x + 35.0 * s, y + 19.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 25.0 * s, y + 19.0 * s), rl.Vector2(x + 25.0 * s, y + 20.5 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 35.0 * s, y + 19.0 * s), rl.Vector2(x + 35.0 * s, y + 20.5 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 25.0 * s, y + 31.0 * s), rl.Vector2(x + 27.5 * s, y + 31.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 32.5 * s, y + 31.0 * s), rl.Vector2(x + 35.0 * s, y + 31.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 25.0 * s, y + 31.0 * s), rl.Vector2(x + 25.0 * s, y + 29.5 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 35.0 * s, y + 31.0 * s), rl.Vector2(x + 35.0 * s, y + 29.5 * s), 1.0 * s, color)
# Telemetry HUD Tapes (Speed and Altitude)
rl.draw_line_ex(rl.Vector2(x + 11.0 * s, y + 16.0 * s), rl.Vector2(x + 11.0 * s, y + 34.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 11.0 * s, y + 18.0 * s), rl.Vector2(x + 13.0 * s, y + 18.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 11.0 * s, y + 22.0 * s), rl.Vector2(x + 14.5 * s, y + 22.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 11.0 * s, y + 26.0 * s), rl.Vector2(x + 13.0 * s, y + 26.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 11.0 * s, y + 30.0 * s), rl.Vector2(x + 14.5 * s, y + 30.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 49.0 * s, y + 16.0 * s), rl.Vector2(x + 49.0 * s, y + 34.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 47.0 * s, y + 18.0 * s), rl.Vector2(x + 49.0 * s, y + 18.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 45.5 * s, y + 22.0 * s), rl.Vector2(x + 49.0 * s, y + 22.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 47.0 * s, y + 26.0 * s), rl.Vector2(x + 49.0 * s, y + 26.0 * s), 1.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 45.5 * s, y + 30.0 * s), rl.Vector2(x + 49.0 * s, y + 30.0 * s), 1.0 * s, color)
# Curved Horizon / Orbital sweep (Mercedes curves)
p0_curve = rl.Vector2(x + 15.0 * s, y + 34.0 * s)
p1_curve = rl.Vector2(x + 30.0 * s, y + 29.0 * s)
p2_curve = rl.Vector2(x + 45.0 * s, y + 34.0 * s)
draw_bezier(p0_curve, p1_curve, p2_curve, 1.0 * s)
# Celestial Galaxy-themed accents (Space Vista)
draw_star(x + 15.0 * s, y + 17.0 * s, 1.5 * s, 0.5 * s)
rl.draw_ring(rl.Vector2(x + 44.0 * s, y + 17.0 * s), 1.5 * s, 2.5 * s, 220.0, 320.0, 12, color)
draw_star(x + 42.0 * s, y + 15.0 * s, 1.25 * s, 0.4 * s)
# Minimal sun / brightness symbol in screen center
sx_c = x + 30.0 * s
sy_c = y + 24.0 * s
rl.draw_circle_v(rl.Vector2(sx_c, sy_c), 3.5 * s, color)
for k in range(8):
angle_rad = math.radians(k * 45.0)
cos_a = math.cos(angle_rad)
sin_a = math.sin(angle_rad)
rl.draw_line_ex(
rl.Vector2(sx_c + cos_a * 6.0 * s, sy_c + sin_a * 6.0 * s),
rl.Vector2(sx_c + cos_a * 8.5 * s, sy_c + sin_a * 8.5 * s),
1.5 * s,
color
)
elif key == "vehicle":
# Vehicle Settings: Aerodynamic car silhouette floating over curved base
# Curved base line
rl.draw_ring(rl.Vector2(x + 30.0 * s, y + 110.0 * s), 64.0 * s, 66.5 * s, 245.0, 295.0, 36, color)
# Vehicle Settings: Little Car
v_front = rl.Vector2(x + 5.0 * s, y + 34.0 * s)
v_hood_end = rl.Vector2(x + 15.0 * s, y + 27.0 * s)
v_cabin_end = rl.Vector2(x + 37.0 * s, y + 17.0 * s)
v_rear = rl.Vector2(x + 55.0 * s, y + 33.0 * s)
# Vehicle silhouette
v_front = rl.Vector2(x + 10.0 * s, y + 31.0 * s)
v_hood_end = rl.Vector2(x + 20.0 * s, y + 25.0 * s)
v_cabin_end = rl.Vector2(x + 38.0 * s, y + 19.0 * s)
v_rear = rl.Vector2(x + 50.0 * s, y + 31.0 * s)
# Car body panels (continuous Bezier curve profile)
rl.draw_line_ex(rl.Vector2(x + 5.0 * s, y + 38.0 * s), v_front, 2.0 * s, color)
draw_bezier(v_front, rl.Vector2(x + 9.0 * s, y + 32.0 * s), v_hood_end, 2.0 * s)
draw_bezier(v_hood_end, rl.Vector2(x + 25.0 * s, y + 17.0 * s), v_cabin_end, 2.0 * s)
draw_bezier(v_cabin_end, rl.Vector2(x + 48.0 * s, y + 20.0 * s), v_rear, 2.0 * s)
rl.draw_line_ex(v_rear, rl.Vector2(x + 55.0 * s, y + 38.0 * s), 2.0 * s, color)
# Front bumper and hood
rl.draw_line_ex(rl.Vector2(x + 10.0 * s, y + 31.0 * s), rl.Vector2(x + 10.0 * s, y + 34.0 * s), 2.0 * s, color)
draw_bezier(v_front, rl.Vector2(x + 13.0 * s, y + 28.0 * s), v_hood_end, 2.0 * s)
# Underbody frame
rl.draw_line_ex(rl.Vector2(x + 5.0 * s, y + 38.0 * s), rl.Vector2(x + 11.5 * s, y + 38.0 * s), 2.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 21.5 * s, y + 38.0 * s), rl.Vector2(x + 38.5 * s, y + 38.0 * s), 2.0 * s, color)
rl.draw_line_ex(rl.Vector2(x + 48.5 * s, y + 38.0 * s), rl.Vector2(x + 55.0 * s, y + 38.0 * s), 2.0 * s, color)
# Cabin roofline
draw_bezier(v_hood_end, rl.Vector2(x + 27.0 * s, y + 19.0 * s), v_cabin_end, 2.0 * s)
# Wheels (clean hollow rings with high segment counts)
rl.draw_ring(rl.Vector2(x + 16.5 * s, y + 38.0 * s), 2.5 * s, 5.0 * s, 0.0, 360.0, 48, color)
rl.draw_ring(rl.Vector2(x + 43.5 * s, y + 38.0 * s), 2.5 * s, 5.0 * s, 0.0, 360.0, 48, color)
# Rear glass and tail
draw_bezier(v_cabin_end, rl.Vector2(x + 46.0 * s, y + 21.0 * s), v_rear, 2.0 * s)
rl.draw_line_ex(v_rear, rl.Vector2(x + 50.0 * s, y + 34.0 * s), 2.0 * s, color)
# Underbody and wheel arches
rl.draw_line_ex(rl.Vector2(x + 10.0 * s, y + 34.0 * s), rl.Vector2(x + 14.5 * s, y + 34.0 * s), 2.0 * s, color)
rl.draw_ring(rl.Vector2(x + 19.0 * s, y + 34.0 * s), 4.5 * s, 5.5 * s, 180.0, 360.0, 12, color)
rl.draw_line_ex(rl.Vector2(x + 23.5 * s, y + 34.0 * s), rl.Vector2(x + 37.5 * s, y + 34.0 * s), 2.0 * s, color)
rl.draw_ring(rl.Vector2(x + 42.0 * s, y + 34.0 * s), 4.5 * s, 5.5 * s, 180.0, 360.0, 12, color)
rl.draw_line_ex(rl.Vector2(x + 46.5 * s, y + 34.0 * s), rl.Vector2(x + 50.0 * s, y + 34.0 * s), 2.0 * s, color)
# Wheels
rl.draw_ring(rl.Vector2(x + 19.0 * s, y + 34.0 * s), 2.5 * s, 4.0 * s, 0.0, 360.0, 16, color)
rl.draw_ring(rl.Vector2(x + 42.0 * s, y + 34.0 * s), 2.5 * s, 4.0 * s, 0.0, 360.0, 16, color)
# Cabin window
rl.draw_line_ex(rl.Vector2(x + 22.0 * s, y + 25.0 * s), rl.Vector2(x + 37.0 * s, y + 21.0 * s), 1.5 * s, color)
rl.draw_line_ex(rl.Vector2(x + 37.0 * s, y + 21.0 * s), rl.Vector2(x + 38.0 * s, y + 25.0 * s), 1.5 * s, color)
rl.draw_line_ex(rl.Vector2(x + 38.0 * s, y + 25.0 * s), rl.Vector2(x + 22.0 * s, y + 25.0 * s), 1.5 * s, color)
# Background star accent
draw_star(x + 14.0 * s, y + 12.0 * s, 3.0 * s, 1.0 * s)
# Window cutout details
rl.draw_line_ex(rl.Vector2(x + 18.0 * s, y + 25.0 * s), rl.Vector2(x + 36.0 * s, y + 25.0 * s), 1.5 * s, color)
rl.draw_line_ex(rl.Vector2(x + 36.0 * s, y + 25.0 * s), rl.Vector2(x + 34.0 * s, y + 20.0 * s), 1.5 * s, color)