Files
StarPilot/selfdrive/ui/layouts/settings/starpilot/scribble.py
T
2026-06-01 00:39:18 -04:00

246 lines
10 KiB
Python

from __future__ import annotations
import math
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 = 128
for i in range(segments):
t1 = i / segments
t2 = (i + 1) / segments
x1_val = (1 - t1)**2 * p0.x + 2 * (1 - t1) * t1 * p1.x + t1**2 * p2.x
y1_val = (1 - t1)**2 * p0.y + 2 * (1 - t1) * t1 * p1.y + t1**2 * p2.y
x2_val = (1 - t2)**2 * p0.x + 2 * (1 - t2) * t2 * p1.x + t2**2 * p2.x
y2_val = (1 - t2)**2 * p0.y + 2 * (1 - t2) * t2 * p1.y + t2**2 * p2.y
rl.draw_line_ex(rl.Vector2(x1_val, y1_val), rl.Vector2(x2_val, y2_val), thick, 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 = 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
def draw_star(cx: float, cy: float, R: float, r: float):
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)
rl.draw_triangle(v4a, v4b, v4c, color)
rl.draw_circle_v(rl.Vector2(cx, cy), r, color)
if key == "sound":
# Alerts & Sounds: Bell with single side arcs
x_c = x + 30.0 * s
y_c = y + 30.0 * s
# Top loop (handle)
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_c - 6.0 * s), 8.0 * s, 180.0, 360.0, 48, color)
# Main bell body
rl.draw_rectangle_rec(rl.Rectangle(x_c - 8.0 * s, y_c - 6.0 * s, 16.0 * s, 16.0 * s), color)
# Flared side triangles
rl.draw_triangle(
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 + 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 - 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_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: Minimalist 3-spoke steering wheel
x_c = x + 30.0 * s
y_c = y + 30.0 * s
# Outer rim
rl.draw_ring(rl.Vector2(x_c, y_c), 19.5 * s, 22.5 * s, 0.0, 360.0, 96, color)
# Center hub
rl.draw_circle_v(rl.Vector2(x_c, y_c), 4.5 * 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: Clean location pin with single base shadow ellipse
x_c = x + 30.0 * s
y_c = y + 21.0 * s
# 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)
# 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)
# Inner core dot
rl.draw_circle_v(rl.Vector2(x_c, y_c), 3.0 * s, color)
# 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 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 - 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 * 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 - 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 * 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":
# 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)
# 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)
# 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: 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)
# 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)
# 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)
# 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)
# 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)
elif key == "first_aid":
# First Aid Kit Symbol
x_c = x + 30.0 * s
y_c = y + 30.0 * s
# Handle on top of the kit
draw_ellipse_arc(x_c, y_c - 10.0 * s, 6.0 * s, 4.0 * s, 0.0, 180.0, 360.0, 2.5 * s)
# Box outline with rounded corners
draw_ellipse_arc(x_c - 15.0 * s, y_c - 7.0 * s, 3.0 * s, 3.0 * s, 0.0, 180.0, 270.0, 2.5 * s)
draw_ellipse_arc(x_c + 15.0 * s, y_c - 7.0 * s, 3.0 * s, 3.0 * s, 0.0, 270.0, 360.0, 2.5 * s)
draw_ellipse_arc(x_c + 15.0 * s, y_c + 12.0 * s, 3.0 * s, 3.0 * s, 0.0, 0.0, 90.0, 2.5 * s)
draw_ellipse_arc(x_c - 15.0 * s, y_c + 12.0 * s, 3.0 * s, 3.0 * s, 0.0, 90.0, 180.0, 2.5 * s)
# Connecting lines for the box outline
rl.draw_line_ex(rl.Vector2(x_c - 15.0 * s, y_c - 10.0 * s), rl.Vector2(x_c + 15.0 * s, y_c - 10.0 * s), 2.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_c - 15.0 * s, y_c + 15.0 * s), rl.Vector2(x_c + 15.0 * s, y_c + 15.0 * s), 2.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_c - 18.0 * s, y_c - 7.0 * s), rl.Vector2(x_c - 18.0 * s, y_c + 12.0 * s), 2.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_c + 18.0 * s, y_c - 7.0 * s), rl.Vector2(x_c + 18.0 * s, y_c + 12.0 * s), 2.5 * s, color)
# Cross in the center (centered at y_c + 2.5)
rl.draw_line_ex(rl.Vector2(x_c, y_c - 4.0 * s), rl.Vector2(x_c, y_c + 9.0 * s), 3.5 * s, color)
rl.draw_line_ex(rl.Vector2(x_c - 6.5 * s, y_c + 2.5 * s), rl.Vector2(x_c + 6.5 * s, y_c + 2.5 * s), 3.5 * s, color)