goblin: name avatars get a thin yellow outline, not a conic gradient
The username-seeded conic-gradient ring is replaced by a single thin, light-yellow outline that hugs the avatar circle (image or grinmark orb). It only appears for a claimed name (never a bare npub) and simply signifies 'this identity has a name' - no per-name color, no gap, no gradient. Drops the now-dead ring_params seed.
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@@ -60,16 +60,6 @@ fn hsl_to_rgb(h: f64, s: f64, l: f64) -> String {
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format!("#{r:02x}{g:02x}{b:02x}")
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}
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/// Conic-ring hue path for a custom-image avatar, seeded by the USERNAME (not
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/// the pubkey, per the design): base hue from the first two hash bytes, sweep
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/// width (60°–180°) from the third. Deterministic, like the gradients.
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pub(super) fn ring_params(name: &str) -> (f64, f64) {
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let hash = Sha256::digest(name.as_bytes());
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let base = ((u16::from(hash[0]) << 8 | u16::from(hash[1])) as f64 / 65_535.0) * 360.0;
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let sweep = 60.0 + (hash[2] as f64 / 255.0) * 120.0;
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(base, sweep)
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}
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/// Normalise any caller-supplied id (npub bech32 OR raw hex) to the canonical
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/// lowercase hex pubkey used as the seed everywhere.
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pub fn to_hex_seed(id: &str) -> String {
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@@ -27,67 +27,42 @@ pub fn amount_str(atomic: u64) -> String {
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grin_core::core::amount_to_hr_string(atomic, true)
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}
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/// A custom-picture avatar: the texture drawn in a circle, wrapped by a thin
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/// conic-gradient ring derived deterministically from the username (the name,
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/// not the npub). The image is inset so the ring sits at the perimeter.
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/// A custom-picture avatar: the texture drawn to fill the circle, with a thin
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/// light-yellow outline hugging its edge when the identity is a claimed name.
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pub fn avatar_tex(ui: &mut Ui, tex: &egui::TextureHandle, name: &str, size: f32) -> Response {
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let (rect, resp) = ui.allocate_exact_size(Vec2::splat(size), Sense::click());
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let thickness = (size * 0.045).max(1.0);
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let gap = (size * 0.07).max(2.0);
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let img_rect = rect.shrink(thickness + gap);
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let rounding = eframe::epaint::CornerRadius::same((img_rect.width() / 2.0) as u8);
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let rounding = eframe::epaint::CornerRadius::same((rect.width() / 2.0) as u8);
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egui::Image::new(tex)
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.corner_radius(rounding)
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.fit_to_exact_size(img_rect.size())
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.paint_at(ui, img_rect);
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conic_ring(
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ui,
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rect.center(),
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size / 2.0 - thickness / 2.0,
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thickness,
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name,
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);
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.fit_to_exact_size(rect.size())
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.paint_at(ui, rect);
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if is_named(name) {
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name_ring(ui, rect.center(), size);
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}
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resp
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}
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/// Thin conic-gradient ring at the avatar perimeter, hue path seeded by the
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/// username (see `identicon::ring_params`). Drawn as a feathered triangle mesh
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/// (~64 segments, per-vertex color) so edges stay smooth; a triangle-wave hue
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/// sweep keeps the gradient seamless where the circle closes. No new deps.
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fn conic_ring(ui: &Ui, center: egui::Pos2, r_mid: f32, thickness: f32, name: &str) {
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use eframe::epaint::{Mesh, Shape, Vertex, WHITE_UV};
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let (base_hue, sweep) = super::identicon::ring_params(name);
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const SEGS: u32 = 64;
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const FEATHER: f32 = 0.75;
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let r_in = r_mid - thickness / 2.0;
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let r_out = r_mid + thickness / 2.0;
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let radii = [r_out + FEATHER, r_out, r_in, (r_in - FEATHER).max(0.0)];
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let alphas = [0u8, 255, 255, 0];
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let mut mesh = Mesh::default();
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for i in 0..=SEGS {
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let frac = i as f32 / SEGS as f32;
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let theta = frac * std::f32::consts::TAU - std::f32::consts::FRAC_PI_2;
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let wave = 1.0 - (2.0 * frac - 1.0).abs();
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let hue = (base_hue + sweep * f64::from(wave)) % 360.0;
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let (r, g, b) = super::identicon::hsl_rgb8(hue, 0.62, 0.55);
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let dir = Vec2::new(theta.cos(), theta.sin());
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for (radius, alpha) in radii.iter().zip(alphas) {
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mesh.vertices.push(Vertex {
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pos: center + dir * *radius,
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uv: WHITE_UV,
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color: Color32::from_rgba_unmultiplied(r, g, b, alpha),
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});
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}
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}
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for i in 0..SEGS {
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let a = i * 4;
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let b = a + 4;
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for ring in 0..3 {
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let (p0, p1, p2, p3) = (a + ring, a + ring + 1, b + ring, b + ring + 1);
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mesh.indices.extend_from_slice(&[p0, p1, p2, p1, p3, p2]);
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}
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}
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ui.painter().add(Shape::mesh(mesh));
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/// A thin light-yellow outline on the avatar's edge — the marker of a claimed
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/// name. Just an outline that touches the circle (no gap, no gradient); the
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/// yellow reads as "this identity has a name" and nothing more.
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fn name_ring(ui: &Ui, center: egui::Pos2, size: f32) {
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let thickness = (size * 0.03).max(1.0);
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// Goblin accent yellow, lightened toward white so the outline stays soft.
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let c = super::theme::tokens().accent;
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let light = Color32::from_rgb(
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c.r().saturating_add((255 - c.r()) / 3),
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c.g().saturating_add((255 - c.g()) / 3),
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c.b().saturating_add((255 - c.b()) / 3),
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);
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// Sit the stroke just inside the perimeter so it stays fully on-canvas.
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let radius = size / 2.0 - thickness / 2.0;
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ui.painter()
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.circle_stroke(center, radius, egui::Stroke::new(thickness, light));
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}
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/// Whether a display name is a real claimed name (not empty, not a bare npub).
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fn is_named(name: &str) -> bool {
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!name.is_empty() && !name.starts_with("npub")
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}
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/// Deterministic gradient avatar (a pubkey-seeded two-tone tile with the Grin
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@@ -100,23 +75,15 @@ pub fn gradient_avatar(ui: &mut Ui, id: &str, size: f32) -> Response {
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resp
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}
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/// The UNCHANGED npub-seeded grinmark gradient with a thin conic ring seeded by
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/// the USERNAME simply added around its edge — the gradient stays exactly as a
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/// ring-less avatar draws it; the ring is the only thing the username adds.
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/// The UNCHANGED npub-seeded grinmark gradient orb with a thin light-yellow
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/// outline hugging its edge to mark a claimed name — the orb fills the circle
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/// exactly as a ring-less avatar draws it; the outline is all the name adds.
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pub fn gradient_avatar_ringed(ui: &mut Ui, id: &str, name: &str, size: f32) -> Response {
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let (rect, resp) = ui.allocate_exact_size(Vec2::splat(size), Sense::click());
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let thickness = (size * 0.045).max(1.0);
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let gap = (size * 0.07).max(2.0);
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// Inset the orb so the username ring sits AROUND it with a clear gap,
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// rather than overlapping its edge.
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paint_gradient(ui, id, rect.shrink(thickness + gap));
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conic_ring(
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ui,
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rect.center(),
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size / 2.0 - thickness / 2.0,
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thickness,
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name,
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);
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paint_gradient(ui, id, rect);
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if is_named(name) {
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name_ring(ui, rect.center(), size);
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}
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resp
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}
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