Rotate wall frame portrait, letterbox feed to frame window
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+16
-10
@@ -7,7 +7,7 @@ import { Recipe, GPSInfo, FrameId } from '../types';
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import { getSkiaColorMatrix, applyExposureGain } from './colorUtils';
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import { TONE_SKSL, getToneUniforms, toneIsActive } from './toneShader';
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import { CINEMA_SKSL, getCinemaUniforms, cinemaIsActive } from './cinemaShader';
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import { drawFrameOnCanvas, polaroidLayout, POLAROID_CARD, POLAROID_WIN_W, wallframeLayout, WALLFRAME_IMG_W, WALLFRAME_IMG_H } from './frameUtils';
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import { drawFrameOnCanvas, polaroidLayout, POLAROID_CARD, POLAROID_WIN_W, wallframeLayout, WALLFRAME_W, WALLFRAME_H } from './frameUtils';
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import { patchJpegDpi } from './jpegDpi';
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export interface ExportResult {
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@@ -260,10 +260,11 @@ export async function processAndExportPhoto(
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// processed picture is composited, uncropped, into the window of a bigger
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// off-white card (real print proportions, see frameUtils) — the export IS
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// the card, with the photo scaled to the window so it keeps ~WIN_W of the
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// card width. WALL FRAME: the export IS the frame PNG at native resolution,
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// with the photo cover-cropped (center) into the fixed 3:2 window (the mat
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// opening of a real frame). Other frames (classic white border, legacy
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// cinematic bars) draw over the photo-sized canvas as before.
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// card width. WALL FRAME: the export IS the ROTATED frame PNG at its native
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// portrait size (WALLFRAME_W x WALLFRAME_H), with the photo cover-cropped
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// (center) into the fixed 2:3 window (the mat opening of a real frame).
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// Other frames (classic white border, legacy cinematic bars) draw over the
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// photo-sized canvas as before.
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let outputSurface: SkSurface = surface;
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let stampCanvas = canvas;
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let stampW = width;
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@@ -306,13 +307,13 @@ export async function processAndExportPhoto(
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stampH = outH;
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framedWindow = win;
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} else if (frameId === 'wallframe') {
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// Export at the PNG's native resolution: the mat artwork stays crisp and
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// the photo crop inside the window is as large as the asset allows.
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// Export at the ROTATED frame's native size (the frame is the product, so
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// the file is exactly frame-sized — never the photo's own dimensions).
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const photoImg = surface.makeImageSnapshot();
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const pw = photoImg.width();
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const ph = photoImg.height();
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const outW = WALLFRAME_IMG_W;
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const outH = WALLFRAME_IMG_H;
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const outW = WALLFRAME_W; // 3117
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const outH = WALLFRAME_H; // 4000
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const cardSurface = createSurface(outW, outH);
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if (!cardSurface) {
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console.error('Failed to create wallframe surface');
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@@ -350,8 +351,13 @@ export async function processAndExportPhoto(
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plainPaint
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);
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// Artwork over the crop: its transparent window reveals the photo, the
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// mat covers the rest.
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// mat covers the rest. The source PNG is landscape — rotate it 90° CW
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// onto the portrait canvas (same affine as wallframeLayout.drawMatrix).
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cardCanvas.save();
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cardCanvas.translate(outW, 0);
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cardCanvas.rotate(90, 0, 0);
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cardCanvas.drawImage(wfImage, 0, 0, plainPaint);
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cardCanvas.restore();
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outputSurface = cardSurface;
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stampCanvas = cardCanvas;
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stampW = outW;
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+36
-22
@@ -32,28 +32,40 @@ export interface PolaroidLayout {
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}
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// Wall frame: the PNG artwork lives at the project root (wallframe.png,
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// 4000x3117 RGBA, transparent window 675..3322 x 675..2441). Only the geometry
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// lives here; the bitmap itself is drawn by the caller (Viewfinder overlay /
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// export engine). The window is FIXED 3:2 landscape, so the photo is
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// cover-cropped (center) into it — the mat of a real frame hides the print
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// edges. Fractions are relative to the full PNG.
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export const WALLFRAME_IMG_W = 4000;
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export const WALLFRAME_IMG_H = 3117;
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export const WALLFRAME = {
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winLeft: 675 / 4000, // 0.16875
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winTop: 675 / 3117, // ≈ 0.21655
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winW: 2648 / 4000, // 0.662
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winH: 1767 / 3117, // ≈ 0.56689
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// 4000x3117 RGBA, transparent window cols 675..3322 x rows 675..2441). Only the
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// geometry lives here; the bitmap itself is drawn by the caller. The phone is
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// portrait, so the app shows the artwork ROTATED 90° CW (original top edge →
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// right edge): a portrait frame whose transparent window is a fixed 2:3
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// vertical opening. The photo is cover-cropped (center) into that opening — the
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// mat of a real frame hides the print edges. WALLFRAME_W/H and WALLFRAME_WIN
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// are the rotated display orientation; the affine in wallframeLayout maps the
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// source PNG pixels onto the frame rect so the drawn opening and the photo
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// window always line up.
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export const WALLFRAME_PNG_W = 4000; // source PNG width
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export const WALLFRAME_PNG_H = 3117; // source PNG height
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export const WALLFRAME_W = 3117; // rotated display width (= PNG height)
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export const WALLFRAME_H = 4000; // rotated display height (= PNG width)
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// Transparent window as fractions of the rotated image, derived from the same
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// affine used to draw the bitmap: X = w - (y/3117)w, Y = (x/4000)h.
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export const WALLFRAME_WIN = {
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left: 676 / 3117, // ≈ 0.21688
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top: 675 / 4000, // 0.16875
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w: 1766 / 3117, // ≈ 0.56657
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h: 2647 / 4000, // 0.66175
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} as const;
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export interface WallframeLayout {
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frame: { x: number; y: number; w: number; h: number };
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window: { x: number; y: number; w: number; h: number };
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// Row-major Skia matrix that rotates the source PNG (WALLFRAME_PNG_W/H) 90° CW
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// into the frame rect. Feed it to <Group matrix> (viewfinder) or concat it on
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// the canvas (export) before drawing the bitmap.
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drawMatrix: number[];
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}
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// Geometry of the wall-frame PNG inside an arbitrary container. The PNG is
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// contain-fitted ('contain', centered, letterboxed) for the live viewfinder, or
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// stretched to fill exactly ('fill', export canvas already has PNG aspect).
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// Geometry of the ROTATED wall-frame inside an arbitrary container. The frame
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// is contain-fitted ('contain', centered, letterboxed) for the live viewfinder,
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// or fills the container exactly ('fill', export canvas already at frame size).
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export function wallframeLayout(
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contW: number,
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contH: number,
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@@ -65,20 +77,22 @@ export function wallframeLayout(
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frameW = contW;
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frameH = contH;
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} else {
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const s = Math.min(contW / WALLFRAME_IMG_W, contH / WALLFRAME_IMG_H);
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frameW = WALLFRAME_IMG_W * s;
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frameH = WALLFRAME_IMG_H * s;
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const s = Math.min(contW / WALLFRAME_W, contH / WALLFRAME_H);
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frameW = WALLFRAME_W * s;
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frameH = WALLFRAME_H * s;
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}
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const fx = (contW - frameW) / 2;
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const fy = (contH - frameH) / 2;
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const scale = frameW / WALLFRAME_W; // == frameH / WALLFRAME_H
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return {
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frame: { x: fx, y: fy, w: frameW, h: frameH },
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window: {
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x: fx + WALLFRAME.winLeft * frameW,
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y: fy + WALLFRAME.winTop * frameH,
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w: WALLFRAME.winW * frameW,
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h: WALLFRAME.winH * frameH,
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x: fx + WALLFRAME_WIN.left * frameW,
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y: fy + WALLFRAME_WIN.top * frameH,
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w: WALLFRAME_WIN.w * frameW,
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h: WALLFRAME_WIN.h * frameH,
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},
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drawMatrix: [0, -scale, fx + frameW, scale, 0, fy, 0, 0, 1],
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};
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}
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