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