Add the 'eyes' banner design; seed banners only on select sub pages

Banner designs can now ship arbitrary markup as banner.html (canvas +
style + script), taking precedence over banner.svg; the artwork is
inlined in a div[data-design] wrapper either way, which the editor's
live preview preserves (and never re-runs its scripts).

The bundled 'eyes' design (themes/eyes/banner.html + banner.css sizing
the stage) replaces the eyes canvas script that was embedded in the
notes-on-urls page's own banner — the page now just picks the design.
Seeds set banners only on select sub pages (the-long-read gradient,
canvas-nights stars): the front page no longer gets a banner image and
shows the theme's default design. Seed entries carry a banner_design
field.
This commit is contained in:
2026-08-18 06:36:05 +00:00
parent c5a91edac7
commit 0ec9be330e
9 changed files with 494 additions and 161 deletions
+4 -3
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@@ -57,10 +57,11 @@ not for the public pages. See `docs/design-principles.md` for the design.
AFTER the banner design's artwork, so author code (e.g. a `<style>`
override) always wins over the design's own styles.
`Node.banner_design` picks a banner design: a theme folder name whose
`banner.css`/`banner.svg` supply the design's styles and inline SVG
artwork (marked `svg[data-design]`); "" = explicitly no design, None =
`banner.css` styles it and whose `banner.html` (arbitrary markup:
canvas + style + script) or `banner.svg` supplies the inline artwork
(wrapped in `div[data-design]`); "" = explicitly no design, None =
inherit (nearest ancestor, front page last, then the active theme's
own design if it ships banner.css/banner.svg). The design's banner.css
own design if it ships banner.css/banner.svg/banner.html). The design's banner.css
is linked in `<head>` (id `pagerite-banner`) between the theme and the
custom CSS.
`Data.version` is bumped on every write
+5 -3
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@@ -89,11 +89,13 @@ evolves.
navigation bar overlaid on it — no separate chrome header. The banner
combines two layers, stacked in `#page-banner` (a grid, so they overlay):
first the **banner design** — a named design living in a theme folder
(`pagerite/themes/{name}/banner.css` + `banner.svg`), chosen per page via
(`pagerite/themes/{name}/banner.css` plus artwork as `banner.html`
arbitrary markup like canvas + style + script — or `banner.svg`),
chosen per page via
`Node.banner_design` (a design name, "" for none, None to inherit from
the nearest ancestor, then the front page, then the active theme's own
design). The artwork is an **inline SVG** (marked `svg[data-design]`): as
markup it can be recolored from the theme stylesheet (corporate's single
design). The artwork is inlined into a `div[data-design]` wrapper: SVG
artwork can be recolored from the theme stylesheet (corporate's single
SVG serves both light and dark mode via `var()`-driven stops). Second,
**per-page author code**: `Node.banner` holds an arbitrary trusted HTML
snippet (an image, a styled div, canvas + script — anything), resolved by
+6 -4
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@@ -775,12 +775,14 @@ function previewBanner() {
if (!el) return
if (banner.value.trim()) {
// Own banner code supplements the design: the inlined design artwork
// (marked svg[data-design]) stays in place, the author code goes after
// it so its styles win.
const artwork = [...el.querySelectorAll('svg[data-design]')]
// (marked with [data-design]) is detached while the author code is
// swapped in (so runScripts never re-runs the design's own scripts),
// then put back first — author code stays last so its styles win.
const artwork = [...el.querySelectorAll('[data-design]')]
for (const a of artwork) a.remove()
el.innerHTML = banner.value
el.prepend(...artwork)
runScripts(el)
el.prepend(...artwork)
} else {
// No banner code of its own: the region must show the inherited/design
// banner — re-render from the server (an empty write here would wipe it).
+9
View File
@@ -160,6 +160,15 @@ body {
will-change: transform;
}
/* The design artwork wrapper (div[data-design]) takes the sizing and
parallax above; an svg inside it fills it (it is what used to be the
direct child before designs got a wrapper). */
#page-banner [data-design]>svg {
display: block;
width: 100%;
height: 100%;
}
#brand,
#nav {
position: relative;
+2 -1
View File
@@ -130,13 +130,14 @@ async def lifespan(_app: FastAPI) -> AsyncIterator[None]:
if missing:
with kanta.transaction("seed missing pages"):
for path in missing:
title, markdown, files, banner, order = seed.PAGES[path]
title, markdown, files, banner, order, design = seed.PAGES[path]
for orig, body in files.items():
markdown, banner = _store_seed_file(markdown, banner, orig, body)
node = _ensure(data.menu, path)
node.title = title
node.content = markdown
node.banner = banner
node.banner_design = design
node.order = order
await frontend.load()
yield
+15 -138
View File
@@ -10,10 +10,8 @@ Welcome to your new **Pagerite** site. Pages are written in Markdown — includi
Have a look around:
- The [docs](/docs) section explains [how to write content](/docs/editing),
including images and positioning.
- [The Long Read](/blog/the-long-read) demonstrates a longer article with
scroll effects.
- The [docs](/docs) section explains [how to write content](/docs/editing), including images and positioning.
- [The Long Read](/blog/the-long-read) demonstrates a longer article with scroll effects.
- The [about](/about) page shows off assorted formatting.
![Abstract waves](waves.svg "Generated SVG artwork, attached to this page")
@@ -188,135 +186,8 @@ CANVAS_BANNER = """\
</script>
"""
EYES_BANNER = """\
<canvas id="eyes"></canvas>
<script>
(() => {
const c = document.getElementById("eyes");
const ctx = c.getContext("2d");
const BG = "#f3e9d7";
const fit = () => { c.width = c.clientWidth; c.height = c.clientHeight; };
fit();
addEventListener("resize", fit);
// Mouse in canvas coordinates; pupils wander idly when it goes stale.
let mx = 0, my = 0, lastMove = 0;
addEventListener("mousemove", (e) => {
const r = c.getBoundingClientRect();
mx = e.clientX - r.left;
my = e.clientY - r.top;
lastMove = performance.now();
});
// The pair of eyes is one critter: it wanders around the banner, and
// every so often ducks below the bottom edge, then pops back up.
let gx = 0.5, gy = 0.5; // group position (fractions of the canvas)
let tx = 0.5, ty = 0.5; // wander target
let yoff = 0, vy = 0; // vertical hide/pop spring (px)
let hidePhase = 0; // 0 = up, 1 = ducking, 2 = down, waiting
let nextMove = 0, nextHide = 4000 + Math.random() * 5000, resurfaceAt = 0;
// Per-eye pupil state: spring physics for goofy lag and overshoot.
const eyes = [{ x: 0, y: 0, vx: 0, vy: 0, pr: 0.3 }, { x: 0, y: 0, vx: 0, vy: 0, pr: 0.3 }];
let prev = performance.now();
(function frame(now) {
if (!c.isConnected) return;
const dt = Math.min(now - prev, 100) / 16.7; prev = now;
ctx.fillStyle = BG;
ctx.fillRect(0, 0, c.width, c.height);
const R = Math.min(c.height * 0.32, 70);
// Wander: ease toward a spot, pick a new one every few seconds.
if (now > nextMove && !hidePhase) {
tx = 0.15 + Math.random() * 0.7;
ty = 0.3 + Math.random() * 0.4;
nextMove = now + 2500 + Math.random() * 3500;
}
gx += (tx - gx) * 0.02 * dt;
gy += (ty - gy) * 0.02 * dt;
// Duck down, wait hidden, then spring back (underdamped = pops past
// the resting point and wobbles). Resurfaces at a new spot.
if (hidePhase === 0 && now > nextHide) hidePhase = 1;
if (hidePhase === 1 && yoff > c.height * 0.9) {
hidePhase = 2;
resurfaceAt = now + 500 + Math.random() * 900;
}
if (hidePhase === 2 && now > resurfaceAt) {
hidePhase = 0;
nextHide = now + 5000 + Math.random() * 7000;
tx = 0.15 + Math.random() * 0.7;
gx = tx;
nextMove = now + 3000 + Math.random() * 3000;
}
const yTarget = hidePhase ? c.height : 0;
vy += (yTarget - yoff) * 0.06 * dt;
vy *= 0.85;
yoff += vy * dt;
const cy0 = gy * c.height + yoff;
const cx0 = gx * c.width;
const watching = now - lastMove < 4000;
eyes.forEach((e, i) => {
const cx = cx0 + (i ? 1.3 : -1.3) * R;
// Pupil target: toward the cursor, or a slow idle drift.
let ptx, pty;
if (watching) {
const dx = mx - cx, dy = my - cy0;
const d = Math.hypot(dx, dy) || 1;
const reach = R * 0.45 * Math.min(1, d / 200);
ptx = (dx / d) * reach; pty = (dy / d) * reach;
} else {
ptx = Math.sin(now / 900 + i * 2) * R * 0.3;
pty = Math.cos(now / 1300 + i * 3) * R * 0.2;
}
// Spring toward the target (underdamped: overshoots, wobbles).
e.vx += (ptx - e.x) * 0.08 * dt; e.vy += (pty - e.y) * 0.08 * dt;
e.vx *= 0.82; e.vy *= 0.82;
e.x += e.vx * dt; e.y += e.vy * dt;
// Pupils dilate when the cursor comes close to the eye.
const near = Math.hypot(mx - cx, my - cy0) < R * 2.5;
e.pr += ((near ? 0.42 : 0.3) - e.pr) * 0.1 * dt;
// Sclera.
ctx.fillStyle = "#fff";
ctx.beginPath();
ctx.ellipse(cx, cy0, R, R * 1.15, 0, 0, 7);
ctx.fill();
// Iris + pupil + glint, clipped to the sclera.
ctx.save();
ctx.beginPath();
ctx.ellipse(cx, cy0, R, R * 1.15, 0, 0, 7);
ctx.clip();
ctx.fillStyle = "#7c5cff";
ctx.beginPath();
ctx.arc(cx + e.x, cy0 + e.y, R * 0.55, 0, 7);
ctx.fill();
ctx.fillStyle = "#1d1730";
ctx.beginPath();
ctx.arc(cx + e.x, cy0 + e.y, R * e.pr, 0, 7);
ctx.fill();
ctx.fillStyle = "#fff";
ctx.beginPath();
ctx.arc(cx + e.x - R * 0.15, cy0 + e.y - R * 0.18, R * 0.09, 0, 7);
ctx.fill();
ctx.restore();
ctx.strokeStyle = "#2b2440";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.ellipse(cx, cy0, R, R * 1.15, 0, 0, 7);
ctx.stroke();
});
requestAnimationFrame(frame);
})(prev);
})();
</script>
"""
BLOG_BANNER = '<div style="background: linear-gradient(100deg, #14243d, #3d2b6b 45%, #7c5cff 75%, #ff5c8a)"></div>'
FRONT_BANNER = '<img src="/waves.svg" alt="">'
WAVES_SVG = """\
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 800 400">
<defs>
@@ -359,19 +230,22 @@ DUNES_SVG = """\
</svg>
"""
#: path -> (title, markdown, {filename: bytes}, banner HTML, menu order).
#: path -> (title, markdown, {filename: bytes}, banner HTML, menu order,
#: banner design). Banners are deliberately set only on select sub pages
#: (not the front page), so the theme's default design shows elsewhere.
#: Note there are deliberately no "docs" or "blog" landing pages: those
#: labels are created without content, so they render a placeholder page
#: and their nav links point at the first child (see views.first_leaf).
PAGES: dict[str, tuple[str, str, dict[str, bytes], str, float]] = {
"": ("Welcome", WELCOME, {"waves.svg": WAVES_SVG.encode()}, FRONT_BANNER, 1),
"about": ("About", ABOUT, {}, "", 2),
PAGES: dict[str, tuple[str, str, dict[str, bytes], str, float, str | None]] = {
"": ("Welcome", WELCOME, {"waves.svg": WAVES_SVG.encode()}, "", 1, None),
"about": ("About", ABOUT, {}, "", 2, None),
"docs/editing": (
"Writing Content",
EDITING,
{"shapes.svg": SHAPES_SVG.encode()},
"",
1,
None,
),
"blog/the-long-read": (
"The Long Read",
@@ -379,8 +253,11 @@ PAGES: dict[str, tuple[str, str, dict[str, bytes], str, float]] = {
{"dunes.svg": DUNES_SVG.encode()},
BLOG_BANNER,
1,
None,
),
"blog/notes-on-urls": ("Notes on URLs", NOTES_ON_URLS, {}, EYES_BANNER, 2),
"blog/canvas-nights": ("Canvas Nights", CANVAS_NIGHTS, {}, CANVAS_BANNER, 3),
"blog/small-releases": ("Small Releases", SMALL_RELEASES, {}, "", 4),
# The eyes critter is a named banner design (pagerite/themes/eyes/),
# not code embedded in the page.
"blog/notes-on-urls": ("Notes on URLs", NOTES_ON_URLS, {}, "", 2, "eyes"),
"blog/canvas-nights": ("Canvas Nights", CANVAS_NIGHTS, {}, CANVAS_BANNER, 3, None),
"blog/small-releases": ("Small Releases", SMALL_RELEASES, {}, "", 4, None),
}
+7
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@@ -0,0 +1,7 @@
/* Eyes banner design: a canvas critter watching the cursor from the
grass (banner.html — markup + styles + script inlined by the backend
into #page-banner). Fixed-height stage matching the canvas. */
#banner {
height: 240px;
}
+423
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@@ -0,0 +1,423 @@
<canvas id="eyes"></canvas>
<style>
#eyes {
width: 100%;
height: 240px;
display: block;
}
</style>
<script><!--
(() => {
const c = document.getElementById('eyes')
const ctx = c.getContext('2d')
const DPR = devicePixelRatio || 1
const fit = () => {
const w = Math.max(1, c.clientWidth)
const h = Math.max(1, c.clientHeight)
c.width = Math.round(w * DPR)
c.height = Math.round(h * DPR)
ctx.setTransform(DPR, 0, 0, DPR, 0, 0)
}
fit()
addEventListener('resize', fit)
let mx = 0
let my = 0
let lastMove = 0
addEventListener('mousemove', e => {
const r = c.getBoundingClientRect()
// Convert viewport coordinates into the canvas' CSS-pixel coordinate
// system. This remains correct with browser zoom, CSS transforms, etc.
mx = (e.clientX - r.left) * c.clientWidth / r.width
my = (e.clientY - r.top) * c.clientHeight / r.height
lastMove = performance.now()
})
let gx = 0.5
let gy = 0.5
let tx = 0.5
let ty = 0.5
let yoff = 0
let vy = 0
let hidePhase = 0
let nextMove = 0
let nextHide = 4000 + Math.random() * 5000
let resurfaceAt = 0
const eyes = [
{ x: 0, y: 0, vx: 0, vy: 0, pr: 0.3 },
{ x: 0, y: 0, vx: 0, vy: 0, pr: 0.3 }
]
const ridgeY = (x, w, h) =>
h * 0.72 +
Math.sin(x * 0.012) * 10 +
Math.sin(x * 0.003 + 1.4) * 16 +
Math.sin(x * 0.02 + 0.7) * 3
const drawCloud = (x, y, s) => {
ctx.fillStyle = 'rgba(255,255,255,0.85)'
ctx.beginPath()
ctx.arc(x - s * 0.55, y + s * 0.05, s * 0.38, 0, 7)
ctx.arc(x - s * 0.12, y - s * 0.08, s * 0.48, 0, 7)
ctx.arc(x + s * 0.32, y, s * 0.42, 0, 7)
ctx.arc(x + s * 0.64, y + s * 0.1, s * 0.28, 0, 7)
ctx.fill()
}
const drawHills = (w, h) => {
ctx.fillStyle = '#b7d7a8'
ctx.beginPath()
ctx.moveTo(0, h)
ctx.lineTo(0, h * 0.63)
ctx.quadraticCurveTo(w * 0.18, h * 0.48, w * 0.35, h * 0.62)
ctx.quadraticCurveTo(w * 0.52, h * 0.78, w * 0.68, h * 0.58)
ctx.quadraticCurveTo(w * 0.82, h * 0.43, w, h * 0.57)
ctx.lineTo(w, h)
ctx.closePath()
ctx.fill()
ctx.fillStyle = '#99c685'
ctx.beginPath()
ctx.moveTo(0, h)
ctx.lineTo(0, h * 0.72)
ctx.quadraticCurveTo(w * 0.14, h * 0.6, w * 0.28, h * 0.7)
ctx.quadraticCurveTo(w * 0.46, h * 0.82, w * 0.62, h * 0.66)
ctx.quadraticCurveTo(w * 0.82, h * 0.5, w, h * 0.68)
ctx.lineTo(w, h)
ctx.closePath()
ctx.fill()
}
const drawBackground = (w, h) => {
const sky = ctx.createLinearGradient(0, 0, 0, h)
sky.addColorStop(0, '#8ed0ff')
sky.addColorStop(0.62, '#d9f1ff')
sky.addColorStop(1, '#eef9ff')
ctx.fillStyle = sky
ctx.fillRect(0, 0, w, h)
ctx.fillStyle = 'rgba(255,240,170,0.5)'
ctx.beginPath()
ctx.arc(w * 0.83, h * 0.2, h * 0.16, 0, 7)
ctx.fill()
drawCloud(w * 0.18, h * 0.2, h * 0.16)
drawCloud(w * 0.43, h * 0.14, h * 0.12)
drawCloud(w * 0.68, h * 0.24, h * 0.15)
drawHills(w, h)
for (let i = 0; i < 5; i++) {
const x = (i + 0.5) * w / 5
const y = h * 0.58 + Math.sin(i * 1.7) * 8
ctx.fillStyle = '#5f8d4e'
ctx.beginPath()
ctx.arc(x, y, 18, Math.PI, 0)
ctx.arc(x - 14, y + 2, 14, Math.PI, 0)
ctx.arc(x + 14, y + 3, 12, Math.PI, 0)
ctx.fill()
}
}
const drawCritter = (cx0, eyeY, R, now, dt) => {
const headR = R * 2
const headCx = cx0
const headCy = eyeY + R * 0.52
ctx.fillStyle = '#5fbe61'
ctx.strokeStyle = '#285838'
ctx.lineWidth = 3
ctx.beginPath()
ctx.moveTo(headCx - headR * 0.45, headCy - headR * 0.84)
ctx.quadraticCurveTo(
headCx - headR * 0.62,
headCy - headR * 1.18,
headCx - headR * 0.2,
headCy - headR * 0.94
)
ctx.fill()
ctx.stroke()
ctx.beginPath()
ctx.moveTo(headCx + headR * 0.45, headCy - headR * 0.84)
ctx.quadraticCurveTo(
headCx + headR * 0.62,
headCy - headR * 1.18,
headCx + headR * 0.2,
headCy - headR * 0.94
)
ctx.fill()
ctx.stroke()
ctx.beginPath()
ctx.arc(headCx, headCy, headR, 0, 7)
ctx.fill()
ctx.stroke()
ctx.fillStyle = 'rgba(255,255,255,0.12)'
ctx.beginPath()
ctx.arc(
headCx - headR * 0.28,
headCy - headR * 0.22,
headR * 0.4,
0,
7
)
ctx.fill()
ctx.fillStyle = '#4caa50'
for (let i = -1; i <= 1; i++) {
ctx.beginPath()
ctx.arc(
headCx + i * headR * 0.42,
headCy - headR * 0.16,
headR * 0.13,
0,
7
)
ctx.fill()
}
ctx.strokeStyle = '#285838'
ctx.lineCap = 'round'
for (let i = -1; i <= 1; i++) {
ctx.lineWidth = 4
ctx.beginPath()
ctx.moveTo(headCx + i * 10, headCy - headR * 0.94)
ctx.lineTo(
headCx + i * 16,
headCy - headR * 1.1 - Math.sin(now / 180 + i) * 3
)
ctx.stroke()
}
eyes.forEach((e, i) => {
const cx = cx0 + (i ? 1.3 : -1.3) * R
const watching = now - lastMove < 4000
let ptx
let pty
if (watching) {
const dx = mx - cx
const dy = my - eyeY
const d = Math.hypot(dx, dy) || 1
const maxReach = R * 0.43
const responseDistance = R * 4
// Direction points exactly at the cursor, while reach increases
// smoothly with cursor distance.
const reach = maxReach * Math.min(1, d / responseDistance)
ptx = dx / d * reach
pty = dy / d * reach
} else {
ptx = Math.sin(now / 900 + i * 2) * R * 0.3
pty = Math.cos(now / 1300 + i * 3) * R * 0.2
}
e.vx += (ptx - e.x) * 0.08 * dt
e.vy += (pty - e.y) * 0.08 * dt
e.vx *= Math.pow(0.82, dt)
e.vy *= Math.pow(0.82, dt)
e.x += e.vx * dt
e.y += e.vy * dt
const near = Math.hypot(mx - cx, my - eyeY) < R * 2.5
e.pr += ((near ? 0.42 : 0.3) - e.pr) * 0.1 * dt
ctx.fillStyle = '#fff'
ctx.strokeStyle = '#1f2d22'
ctx.lineWidth = 2.5
ctx.beginPath()
ctx.ellipse(cx, eyeY, R, R * 1.12, 0, 0, 7)
ctx.fill()
ctx.stroke()
ctx.save()
ctx.beginPath()
ctx.ellipse(cx, eyeY, R, R * 1.12, 0, 0, 7)
ctx.clip()
ctx.fillStyle = '#f2b84b'
ctx.beginPath()
ctx.arc(cx + e.x, eyeY + e.y, R * 0.56, 0, 7)
ctx.fill()
ctx.strokeStyle = 'rgba(140,84,8,0.45)'
ctx.lineWidth = 1
for (let a = 0; a < 12; a++) {
const ang = a / 12 * Math.PI * 2
ctx.beginPath()
ctx.moveTo(cx + e.x, eyeY + e.y)
ctx.lineTo(
cx + e.x + Math.cos(ang) * R * 0.5,
eyeY + e.y + Math.sin(ang) * R * 0.5
)
ctx.stroke()
}
ctx.fillStyle = '#191919'
ctx.beginPath()
ctx.arc(cx + e.x, eyeY + e.y, R * e.pr, 0, 7)
ctx.fill()
ctx.fillStyle = '#fff'
ctx.beginPath()
ctx.arc(
cx + e.x - R * 0.14,
eyeY + e.y - R * 0.17,
R * 0.09,
0,
7
)
ctx.fill()
ctx.restore()
ctx.strokeStyle = '#1f2d22'
ctx.lineWidth = 3
ctx.beginPath()
ctx.moveTo(cx - R * 0.7, eyeY - R * 1.2)
ctx.quadraticCurveTo(
cx,
eyeY - R * 1.48 - (i ? -1 : 1) * 2,
cx + R * 0.72,
eyeY - R * 1.12
)
ctx.stroke()
})
}
const drawForeground = (w, h) => {
ctx.fillStyle = '#69ae4b'
ctx.beginPath()
ctx.moveTo(0, h)
ctx.lineTo(0, ridgeY(0, w, h))
for (let x = 0; x <= w; x += 8)
ctx.lineTo(x, ridgeY(x, w, h))
ctx.lineTo(w, h)
ctx.closePath()
ctx.fill()
ctx.fillStyle = 'rgba(48,102,34,0.18)'
ctx.beginPath()
ctx.moveTo(0, h)
ctx.lineTo(0, ridgeY(0, w, h) + 10)
for (let x = 0; x <= w; x += 8)
ctx.lineTo(x, ridgeY(x, w, h) + 10)
ctx.lineTo(w, h)
ctx.closePath()
ctx.fill()
ctx.strokeStyle = '#4d8d37'
ctx.lineWidth = 2
ctx.lineCap = 'round'
for (let x = 0; x <= w; x += 16) {
const y = ridgeY(x, w, h)
ctx.beginPath()
ctx.moveTo(x, y + 6)
ctx.quadraticCurveTo(x - 4, y - 10, x + 1, y - 2)
ctx.moveTo(x + 1, y + 6)
ctx.quadraticCurveTo(x + 4, y - 12, x + 3, y - 1)
ctx.stroke()
}
for (let i = 0; i < 8; i++) {
const x = (i + 0.4) * w / 8 + Math.sin(i * 2.4) * 10
const y = ridgeY(x, w, h) + 2
ctx.fillStyle = i % 2 ? '#ffdc6b' : '#ff8aa7'
ctx.beginPath()
ctx.arc(x, y, 3, 0, 7)
ctx.arc(x - 4, y + 2, 3, 0, 7)
ctx.arc(x + 4, y + 2, 3, 0, 7)
ctx.fill()
}
}
let prev = performance.now()
const frame = now => {
if (!c.isConnected) return
const dt = Math.min(now - prev, 100) / 16.7
prev = now
const w = c.clientWidth
const h = c.clientHeight
const R = Math.min(h * 0.11, 38)
if (now > nextMove && !hidePhase) {
tx = 0.15 + Math.random() * 0.7
ty = 0.3 + Math.random() * 0.4
nextMove = now + 2500 + Math.random() * 3500
}
gx += (tx - gx) * 0.02 * dt
gy += (ty - gy) * 0.02 * dt
if (hidePhase === 0 && now > nextHide)
hidePhase = 1
if (hidePhase === 1 && yoff > h * 0.9) {
hidePhase = 2
resurfaceAt = now + 500 + Math.random() * 900
}
if (hidePhase === 2 && now > resurfaceAt) {
hidePhase = 0
nextHide = now + 5000 + Math.random() * 7000
tx = 0.15 + Math.random() * 0.7
ty = 0.3 + Math.random() * 0.4
gx = tx
gy = ty
nextMove = now + 3000 + Math.random() * 3000
}
const yTarget = hidePhase ? h : 0
vy += (yTarget - yoff) * 0.06 * dt
vy *= Math.pow(0.85, dt)
yoff += vy * dt
drawBackground(w, h)
const cx0 = gx * w
const ridge = ridgeY(cx0, w, h)
// Normally the full pair of eyes sits above the grass. gy gives it
// a small amount of bobbing/wandering without burying it again.
const eyeY =
ridge -
R * 1.25 +
(gy - 0.5) * R * 0.8 +
yoff
drawCritter(cx0, eyeY, R, now, dt)
drawForeground(w, h)
requestAnimationFrame(frame)
}
requestAnimationFrame(frame)
})()
</script>
+23 -12
View File
@@ -52,11 +52,12 @@ def _theme_names() -> list[str]:
def _banner_design_names() -> list[str]:
"""Available banner designs: theme folders with banner.css or banner.svg."""
"""Available banner designs: theme folders with artwork and/or styles."""
return sorted(
d.name
for d in THEMES.iterdir()
if d.is_dir() and ((d / "banner.css").exists() or (d / "banner.svg").exists())
if d.is_dir()
and any((d / f).exists() for f in ("banner.css", "banner.svg", "banner.html"))
)
@@ -284,18 +285,26 @@ def banner_html(menu: dict[str, Node], path: str, theme: str = "") -> HTML:
def _design_banner(design: str) -> HTML:
"""The design's inline banner SVG (empty for none/unknown designs).
"""The design's inline banner artwork (empty for none/unknown designs).
Read from disk on every request: design files are never built/cached,
so editing them on disk shows on the next page load, even in prod."""
banner.html (arbitrary markup: canvas + style + script...) takes
precedence over banner.svg. Read from disk on every request: design
files are never built/cached, so editing them on disk shows on the
next page load, even in prod. The data-design wrapper marks the
artwork as the design's (not author code), so the site editor's live
banner preview keeps it in place.
"""
if not _valid_name(design):
return HTML("")
path = THEMES / design / "banner.svg"
if not path.exists():
html = THEMES / design / "banner.html"
svg = THEMES / design / "banner.svg"
if html.exists():
body = html.read_text()
elif svg.exists():
body = svg.read_text()
else:
return HTML("")
# data-design marks the artwork as the design's (not author code), so
# the site editor's live banner preview keeps it in place.
return HTML(path.read_text().replace("<svg", "<svg data-design", 1))
return HTML(f'<div data-design="{design}">{body}</div>')
def banner_design(menu: dict[str, Node], path: str, theme: str = "") -> str:
@@ -316,8 +325,10 @@ def banner_design(menu: dict[str, Node], path: str, theme: str = "") -> str:
return front.banner_design
if (
_valid_name(theme)
and ((THEMES / theme / "banner.css").exists()
or (THEMES / theme / "banner.svg").exists())
and any(
(THEMES / theme / f).exists()
for f in ("banner.css", "banner.svg", "banner.html")
)
):
return theme
return ""