Narrow wordmark for narrow screens; move the art out of the code
JP drew a 53-cell MeshTerm at the original's height. It gets the same colouring: the vertical ramp — white, yellow, light red, red, light black — with every box-drawing character, shadow row and letter bevel alike, in the light black. The art moves to meshterm/assets/. It was sitting in meshterm/ui/ among the modules, which is the wrong place for a file nothing imports; it still ships inside the package, since the splash reads it at runtime and an installed venv has no repo to read from. scripts/colour-logo.py paints a .txt into its .ansi, so the palette is stated once in code instead of retyped into escape sequences by hand, and re-styling stays a text edit. Which mark is drawn is a question about the *screen*, not the platform: a 53-column console and a desktop terminal dragged narrow have the same problem. load_logo(cols) answers it — widest that fits — and compose_startup asks, since it is the only place that knows the width. Below the smallest mark it returns nothing at all; no banner beats a torn one. A test now draws the real wordmark at each platform's width, which is the gate the splash never had (it is the one screen the gallery doesn't cover, which is how a 71-cell mark shipped to a 53-cell console). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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#!/usr/bin/env python3
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"""Colour a plain-text wordmark into the pre-coloured ANSI the splash draws.
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The art itself is hand-drawn and lives in ``meshterm/assets`` as a ``.txt``; this paints
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it and writes the matching ``.ansi`` beside it, so the colour scheme is stated once here
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rather than re-typed into every escape sequence by hand.
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python scripts/colour-logo.py # repaint every asset/*.txt
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python scripts/colour-logo.py logo_53 # just that one
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The scheme is a vertical ramp over the letter rows — white, yellow, light red, red, light
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black, hottest at the top — with every box-drawing character (the drop shadow and the
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letters' own bevels) in the light black regardless of its row. Each colour is chosen so the
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PicoCalc console's 16-slot quantizer lands it on exactly one palette slot (15, 11, 9, 1, 8)
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while it stays a warm fade in truecolour on the desktop; see ``theme._VT_SLOTS``.
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"""
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from __future__ import annotations
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import sys
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from pathlib import Path
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ASSETS = Path(__file__).resolve().parent.parent / "meshterm" / "assets"
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#: Letter-row colours, hottest first. A mark with more rows than this reuses the last one.
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ROW_RGB = ("255;255;255", "251;217;80", "248;113;113", "185;28;28", "80;93;111")
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#: Every non-block character — the drop shadow and the bevels — takes this.
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SHADOW_RGB = "80;93;111"
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#: The letter body. Everything else in the art is shadow.
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BLOCK = "█"
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def colour(art: str) -> str:
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"""Paint one plain-text wordmark, returning the pre-coloured ANSI."""
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lines = art.split("\n")
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if lines and lines[-1] == "":
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lines.pop()
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out_lines = []
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for row, line in enumerate(lines):
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hue = ROW_RGB[min(row, len(ROW_RGB) - 1)]
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out, current = [], None
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for ch in line:
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if ch == " ":
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if current is not None:
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out.append("\x1b[0m")
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current = None
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out.append(" ")
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continue
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want = hue if ch == BLOCK else SHADOW_RGB
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if want != current:
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out.append(f"\x1b[38;2;{want}m")
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current = want
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out.append(ch)
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if current is not None:
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out.append("\x1b[0m")
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out_lines.append("".join(out))
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return "\n".join(out_lines) + "\n"
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def main() -> None:
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"""Repaint the named marks, or every ``.txt`` in the assets folder."""
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names = sys.argv[1:] or sorted(p.stem for p in ASSETS.glob("*.txt"))
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for name in names:
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source = ASSETS / f"{name}.txt"
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target = ASSETS / f"{name}.ansi"
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target.write_text(colour(source.read_text(encoding="utf-8")), encoding="utf-8")
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print(f"{source.name} -> {target.name}")
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if __name__ == "__main__":
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main()
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