* 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.
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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