This is where the bulk of the work is. This service renders out the preview images bit by bit. Currently we render the party name, creator, job icon, and weapon grid. This includes signatures and some fonts.
107 lines
3.5 KiB
Ruby
107 lines
3.5 KiB
Ruby
# app/services/grid.rb
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module PreviewService
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class Grid
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GRID_GAP = 8
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GRID_COLUMNS = 4
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GRID_ROWS = 3
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GRID_SCALE = 0.75 # Scale for grid images
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# Natural dimensions
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MAINHAND_NATURAL_WIDTH = 200
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MAINHAND_NATURAL_HEIGHT = 420
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GRID_NATURAL_WIDTH = 280
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GRID_NATURAL_HEIGHT = 160
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# Scaled grid dimensions
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CELL_WIDTH = (GRID_NATURAL_WIDTH * GRID_SCALE).floor
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CELL_HEIGHT = (GRID_NATURAL_HEIGHT * GRID_SCALE).floor
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def calculate_layout(canvas_height:, title_bottom_y:, padding: 24)
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# Use scaled dimensions for grid images
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cell_width = CELL_WIDTH
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cell_height = CELL_HEIGHT
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grid_columns = GRID_COLUMNS - 1 # 3 columns for grid items
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grid_total_width = cell_width * grid_columns + GRID_GAP * (grid_columns - 1)
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grid_total_height = cell_height * GRID_ROWS + GRID_GAP * (GRID_ROWS - 1)
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# Determine the scale factor for the mainhand to match grid height
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mainhand_scale = grid_total_height.to_f / MAINHAND_NATURAL_HEIGHT
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scaled_mainhand_width = (MAINHAND_NATURAL_WIDTH * mainhand_scale).floor
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scaled_mainhand_height = (MAINHAND_NATURAL_HEIGHT * mainhand_scale).floor
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total_width = scaled_mainhand_width + GRID_GAP + grid_total_width
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# Center the grid absolutely in the canvas
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grid_start_y = (canvas_height - grid_total_height) / 2
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{
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cell_width: cell_width,
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cell_height: cell_height,
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grid_total_width: grid_total_width,
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grid_total_height: grid_total_height,
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total_width: total_width,
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grid_columns: grid_columns,
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grid_start_y: grid_start_y,
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mainhand_width: scaled_mainhand_width,
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mainhand_height: scaled_mainhand_height
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}
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end
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def grid_position(type, idx, layout)
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case type
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when 'mainhand'
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{
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x: (Canvas::PREVIEW_WIDTH - layout[:total_width]) / 2,
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y: layout[:grid_start_y]
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# No explicit width/height here since resizing is handled in draw_grid_item
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}
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when 'weapon'
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row = idx / layout[:grid_columns]
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col = idx % layout[:grid_columns]
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{
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x: (Canvas::PREVIEW_WIDTH - layout[:total_width]) / 2 + layout[:mainhand_width] + GRID_GAP + col * (layout[:cell_width] + GRID_GAP),
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y: layout[:grid_start_y] + row * (layout[:cell_height] + GRID_GAP),
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width: layout[:cell_width],
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height: layout[:cell_height]
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}
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end
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end
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def draw_grid_item(image, item_image, type, idx, layout)
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coords = grid_position(type, idx, layout)
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if type == 'mainhand'
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# Resize mainhand using scaled dimensions from layout
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item_image.resize "#{layout[:mainhand_width]}x#{layout[:mainhand_height]}"
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item_image = round_corners(item_image, 4)
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else
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# Resize grid items to fixed, scaled dimensions and round corners
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item_image.resize "#{coords[:width]}x#{coords[:height]}^"
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item_image = round_corners(item_image, 4)
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end
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image.composite(item_image) do |c|
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c.compose "Over"
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c.geometry "+#{coords[:x]}+#{coords[:y]}"
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end
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end
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def round_corners(image, radius = 8)
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# Create a round-corner mask for the image
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mask = MiniMagick::Image.open(image.path)
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mask.format "png"
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mask.combine_options do |m|
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m.alpha "transparent"
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m.background "none"
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m.fill "white"
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m.draw "roundRectangle 0,0,#{mask.width},#{mask.height},#{radius},#{radius}"
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end
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image.composite(mask) do |c|
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c.compose "DstIn"
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end
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end
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end
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end
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