chore: import upstream snapshot with attribution

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wehub-resource-sync
2026-07-13 12:22:33 +08:00
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summary: "Convert macOS .icon bundles to CodexBar .icns via Scripts/build_icon.sh and ictool."
read_when:
- Updating the CodexBar app icon or asset pipeline
- Preparing release builds that need a refreshed icns
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# Icon pipeline (macOS .icon → .icns without Xcodebuild)
We use the new macOS 26 “glass” `.icon` bundle from Icon Composer/IconStudio and convert it to `.icns` via Xcodes hidden CLI (ictool/icontool), without an Xcode project.
## Script
`Scripts/build_icon.sh ICON.icon CodexBar [outdir]`
What it does:
1) Finds `ictool` (or `icontool`) in `/Applications/Xcode.app/Contents/Applications/Icon Composer.app/Contents/Executables/`.
2) Renders the macOS Default appearance of the `.icon` to an 824×824 PNG (inner art, glass applied).
3) Pads to 1024×1024 with transparency (restores Tahoe squircle margin, avoids “white plate”).
4) Downscales to all required sizes into an `.iconset`.
5) Runs `iconutil -c icns``Icon.icns`.
Requirements:
- Xcode 26+ installed (IC tool lives inside the Xcode bundle).
- `sips` and `iconutil` (system tools).
Usage:
```bash
./Scripts/build_icon.sh Icon.icon CodexBar
```
Outputs `Icon.icns` at repo root.
Why this approach:
- Naive `sips`/`iconutil` from raw PNGs often leaves a white/grey plate because the inner art is full-bleed. The ictool render + transparent padding matches Xcodes asset-pipeline output.
Notes:
- If Xcode is in a nonstandard location, set `XCODE_APP=/path/to/Xcode.app` before running.
- Script is CI-friendly; no Xcode project needed.