hensei-api/app/services/preview_service/grid.rb
Justin Edmund e3a44ca0d5
Implement embed images (#173)
* Add mini_magick and rufus-scheduler

* Expose attributes and add sigs to AwsService

* Get Party ready for preview state

* Added new fields for preview state and generated_at timestamp
* Add preview state enum to model
* Add preview_relevant_changes? after_commit hook

* Add jobs for generating and cleaning up party previews

* Add new endpoints to PartiesController

* `preview` shows the preview and queues it up for generation if it doesn't exist yet
* `regenerate_preview` allows the party owner to force regeneration of previews

* Schedule jobs

* Stalled jobs are checked every 5 minutes
* Failed jobs are retried every hour
* Old preview jobs are cleaned up daily

* Add the preview service

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.
2025-01-18 09:08:15 -08:00

107 lines
3.5 KiB
Ruby

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