-
-
Notifications
You must be signed in to change notification settings - Fork 329
Expand file tree
/
Copy pathpsd_export.rs
More file actions
386 lines (356 loc) · 12.4 KB
/
Copy pathpsd_export.rs
File metadata and controls
386 lines (356 loc) · 12.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
//! Bridge between the scene model and `koharu-psd`.
//!
//! Walks the current scene, resolves every blob reference, and feeds the
//! result into `koharu_psd::write_document` one page at a time.
use std::collections::HashMap;
use std::sync::Arc;
use anyhow::{Context, Result};
use image::DynamicImage;
use koharu_app::ProjectSession;
use koharu_core::{
BlobRef, FontPrediction, ImageRole, MaskRole, NodeKind, PageId, Scene, TextAlign, TextData,
TextDirection, TextStyle,
};
use koharu_psd::{
PsdBlobRef, PsdDocument, PsdExportOptions, PsdFontPrediction, PsdNamedFontPrediction,
PsdShaderEffect, PsdTextAlign, PsdTextBlock, PsdTextDirection, PsdTextStyle, ResolvedDocument,
write_document,
};
/// Resolved page artifacts ready to hand to `koharu-psd`.
struct ResolvedPage {
doc: PsdDocument,
source: DynamicImage,
segment: Option<DynamicImage>,
inpainted: Option<DynamicImage>,
rendered: Option<DynamicImage>,
brush: Option<DynamicImage>,
block_images: HashMap<PsdBlobRef, DynamicImage>,
}
/// Encode a single page as PSD bytes.
pub fn psd_bytes_for_page(
session: &Arc<ProjectSession>,
renderer: &koharu_app::renderer::Renderer,
default_font_override: Option<String>,
page_id: PageId,
) -> Result<Vec<u8>> {
let scene: Scene = session.scene_snapshot();
let page = scene
.pages
.get(&page_id)
.ok_or_else(|| anyhow::anyhow!("page {page_id} not found"))?;
let project_default_font = scene.project.style.default_font.clone();
let ResolvedPage {
doc,
source,
segment,
inpainted,
rendered,
brush,
block_images,
} = resolve_page_blobs(
session,
renderer,
default_font_override,
project_default_font,
page,
)
.with_context(|| format!("page {page_id}"))?;
let resolved = ResolvedDocument {
document: &doc,
source: &source,
segment: segment.as_ref(),
inpainted: inpainted.as_ref(),
rendered: rendered.as_ref(),
brush_layer: brush.as_ref(),
block_images: &block_images,
};
let opts = PsdExportOptions::default();
let mut buf = Vec::new();
write_document(&mut buf, &resolved, &opts).map_err(anyhow::Error::new)?;
Ok(buf)
}
fn resolve_page_blobs(
session: &ProjectSession,
renderer: &koharu_app::renderer::Renderer,
default_font_override: Option<String>,
project_default_font: Option<String>,
page: &koharu_core::Page,
) -> Result<ResolvedPage> {
let mut source: Option<DynamicImage> = None;
let mut segment: Option<DynamicImage> = None;
let mut inpainted: Option<DynamicImage> = None;
let mut rendered: Option<DynamicImage> = None;
let mut brush: Option<DynamicImage> = None;
let mut block_images: HashMap<PsdBlobRef, DynamicImage> = HashMap::new();
let mut text_blocks: Vec<PsdTextBlock> = Vec::new();
let mut fonts = vec!["AdobeInvisFont".to_string()];
let mut font_map: HashMap<String, usize> = HashMap::new();
font_map.insert("AdobeInvisFont".to_string(), 0);
for (node_id, node) in &page.nodes {
match &node.kind {
NodeKind::Image(img) => {
let decoded = session.blobs.load_image(&img.blob)?;
match img.role {
ImageRole::Source => source = Some(decoded),
ImageRole::Inpainted => inpainted = Some(decoded),
ImageRole::Rendered => rendered = Some(decoded),
ImageRole::Custom => {
// Custom layers rendered as-is on top of inpainted; they
// don't have a dedicated PSD slot in the current export,
// so they land in the final composite only.
}
}
}
NodeKind::Mask(mask) => {
let decoded = session.blobs.load_image(&mask.blob)?;
match mask.role {
MaskRole::Segment => segment = Some(decoded),
MaskRole::BrushInpaint => brush = Some(decoded),
// Bubble mask is a render-time aid (grows text bboxes
// inside speech balloons) — not exported as its own
// PSD layer.
MaskRole::Bubble => {}
}
}
NodeKind::Text(text) => {
if let Some(sprite) = text.sprite.as_ref() {
let decoded = session.blobs.load_image(sprite)?;
block_images.insert(blob_ref_to_psd(sprite), decoded);
}
let style = resolve_export_font_style(
text,
&project_default_font,
default_font_override.as_deref(),
);
tracing::debug!(
"Resolving font for text node {}: families={:?}, default={:?}, override={:?}",
node_id,
text.style.as_ref().map(|s| &s.font_families),
project_default_font,
default_font_override
);
let ps_name = renderer
.resolve_post_script_name(&style, text.translation.as_deref())
.unwrap_or_else(|_| "ArialMT".to_string());
let font_index = *font_map.entry(ps_name.clone()).or_insert_with(|| {
let idx = fonts.len();
fonts.push(ps_name);
idx
});
text_blocks.push(text_to_psd(
node_id,
&node.transform,
text,
Some(font_index),
));
}
}
}
let source = source.ok_or_else(|| anyhow::anyhow!("page has no source image"))?;
let doc = PsdDocument {
width: page.width,
height: page.height,
text_blocks,
fonts,
};
Ok(ResolvedPage {
doc,
source,
segment,
inpainted,
rendered,
brush,
block_images,
})
}
/// Encode a single page's image for `role` as PNG bytes. Returns `None` if
/// the page doesn't have that role layer. Used by `Rendered` / `Inpainted`
/// export formats.
pub fn png_bytes_for_page(
session: &Arc<ProjectSession>,
page_id: PageId,
role: ImageRole,
) -> Result<Option<Vec<u8>>> {
// Read under the lock instead of cloning the whole scene: this is called
// once per page, and a snapshot clone would make an export O(pages²).
let blob = {
let scene = session.scene.read();
let page = scene
.pages
.get(&page_id)
.ok_or_else(|| anyhow::anyhow!("page {page_id} not found"))?;
page.nodes.values().find_map(|n| match &n.kind {
NodeKind::Image(img) if img.role == role => Some(img.blob.clone()),
_ => None,
})
};
// Guard dropped — the decode below must not hold the scene lock.
let Some(blob_ref) = blob else {
return Ok(None);
};
let image = session.blobs.load_image(&blob_ref)?;
let mut buf: Vec<u8> = Vec::new();
image
.write_to(&mut std::io::Cursor::new(&mut buf), image::ImageFormat::Png)
.map_err(anyhow::Error::new)?;
Ok(Some(buf))
}
fn resolve_export_font_style(
text: &TextData,
project_default: &Option<String>,
ui_override: Option<&str>,
) -> TextStyle {
let mut style = text.style.clone().unwrap_or_default();
let default_font = ui_override
.map(|s| s.to_string())
.or_else(|| project_default.clone());
// If we have a global default, and the current style is either empty
// or looks like a raw AI path prediction, prioritize the global default.
let is_ai_path = style
.font_families
.first()
.map(|f| {
let lower = f.to_ascii_lowercase();
lower.ends_with(".otf")
|| lower.ends_with(".ttf")
|| lower.ends_with(".ttc")
|| lower.ends_with(".woff")
|| lower.ends_with(".woff2")
})
.unwrap_or(false);
if (style.font_families.is_empty() || is_ai_path)
&& let Some(df) = default_font
{
// Move the user's preference to the front
style.font_families.insert(0, df);
}
style
}
fn text_to_psd(
node_id: &koharu_core::NodeId,
transform: &koharu_core::Transform,
text: &TextData,
font_index: Option<usize>,
) -> PsdTextBlock {
let layer_transform = match (&text.sprite, &text.sprite_transform) {
(Some(_), Some(sprite_transform)) => sprite_transform,
_ => transform,
};
PsdTextBlock {
id: node_id.to_string(),
x: layer_transform.x,
y: layer_transform.y,
width: layer_transform.width,
height: layer_transform.height,
translation: text.translation.clone(),
style: text.style.as_ref().map(convert_style),
rendered: text.sprite.as_ref().map(blob_ref_to_psd),
rotation_deg: text.rotation_deg,
font_prediction: text.font_prediction.as_ref().map(convert_prediction),
source_direction: text.source_direction.map(convert_dir),
rendered_direction: text.rendered_direction.map(convert_dir),
detected_font_size_px: text.detected_font_size_px,
font_index,
}
}
fn convert_style(s: &TextStyle) -> PsdTextStyle {
PsdTextStyle {
font_families: s.font_families.clone(),
font_size: s.font_size,
color: s.color,
effect: s.effect.map(|e| PsdShaderEffect {
italic: e.italic,
bold: e.bold,
}),
text_align: s.text_align.map(convert_align),
}
}
fn convert_align(a: TextAlign) -> PsdTextAlign {
match a {
TextAlign::Left => PsdTextAlign::Left,
TextAlign::Center => PsdTextAlign::Center,
TextAlign::Right => PsdTextAlign::Right,
}
}
fn convert_dir(d: TextDirection) -> PsdTextDirection {
match d {
TextDirection::Horizontal => PsdTextDirection::Horizontal,
TextDirection::Vertical => PsdTextDirection::Vertical,
}
}
fn convert_prediction(p: &FontPrediction) -> PsdFontPrediction {
PsdFontPrediction {
named_fonts: p
.named_fonts
.iter()
.map(|n| PsdNamedFontPrediction {
name: n.name.clone(),
})
.collect(),
text_color: p.text_color,
font_size_px: p.font_size_px,
angle_deg: p.angle_deg,
}
}
fn blob_ref_to_psd(r: &BlobRef) -> PsdBlobRef {
PsdBlobRef::new(r.hash())
}
#[cfg(test)]
mod tests {
use koharu_core::{BlobRef, NodeId, TextData, Transform};
use super::text_to_psd;
#[test]
fn text_to_psd_uses_sprite_transform_for_rendered_text_layer() {
let node_transform = Transform {
x: 10.0,
y: 20.0,
width: 30.0,
height: 40.0,
rotation_deg: 0.0,
};
let sprite_transform = Transform {
x: 100.0,
y: 200.0,
width: 300.0,
height: 400.0,
rotation_deg: 0.0,
};
let text = TextData {
translation: Some("Hello".to_string()),
sprite: Some(BlobRef::new("sprite")),
sprite_transform: Some(sprite_transform),
..Default::default()
};
let block = text_to_psd(&NodeId::new(), &node_transform, &text, Some(0));
assert_eq!(block.x, sprite_transform.x);
assert_eq!(block.y, sprite_transform.y);
assert_eq!(block.width, sprite_transform.width);
assert_eq!(block.height, sprite_transform.height);
}
#[test]
fn text_to_psd_ignores_stale_sprite_transform_without_sprite() {
let node_transform = Transform {
x: 10.0,
y: 20.0,
width: 30.0,
height: 40.0,
rotation_deg: 0.0,
};
let text = TextData {
translation: Some("Hello".to_string()),
sprite_transform: Some(Transform {
x: 100.0,
y: 200.0,
width: 300.0,
height: 400.0,
rotation_deg: 0.0,
}),
..Default::default()
};
let block = text_to_psd(&NodeId::new(), &node_transform, &text, Some(0));
assert_eq!(block.x, node_transform.x);
assert_eq!(block.y, node_transform.y);
assert_eq!(block.width, node_transform.width);
assert_eq!(block.height, node_transform.height);
}
}