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RecipesCam/docker/frontend/src/ui/Histogram.tsx
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3dtours 03ec925aec The phone gets its picture back: a one-row icon toolbar, a histogram that shows the tones below the sky, and crop corners a thumb can actually grab
Three things were wrong on a 390px phone, and all three cost the photo its
screen. The toolbar's six labelled buttons wrapped to three lines (141px of an
844px screen, 17% of it) and now sit on one 30px row of icons; the histogram
read as an empty white plot; and a crop corner was a 9x16px target to a touch,
so a thumb a few pixels off it moved the frame instead of resizing it.

The toolbar keeps its labels in the DOM and only takes them out of the paint —
font-size 0 on the button, the glyph on ::before — so every button keeps the
accessible name it always had, and the two toggles still report their own
state. Verify: measured on a 390x844 viewport with a real P1010256.JPG, the row
is 30px tall, one row, buttons 34x30, `fontSize` 0px, the labels still in the
DOM as text, and hist-toggle still flips aria-pressed both ways.

The histogram was two separate faults, and the first one was invisible to the
DOM. Measured: after upload or after a close/reopen the plot is an empty frame
for ~100ms (4 paths land at 104ms / 126ms) — that is the mount, not a bug. But
the SVG then carried four full-length paths whose own map was flat: the lum
curve sat 0.9 of the panel high on ONE bin and every other bin measured 0.066
or less, so the photo read as a line along the floor. That is real: the
sampled frame has 34% of its pixels on bin 255, and under a linear scale a
blown sky owns the whole panel. The scale is log1p now — an empty bin still
sits exactly on the floor — and the bins go from 1 bin above half to 226.

The second fault was the paint: `.hist-ch` screens its three curves, which is
how light adds up on a dark panel, and it is measured against the backdrop —
so on the light theme (a white plot) it screened every channel straight to
white. Screen is now gated to `[data-theme='dark']`; measured on the light
theme, the plot went from 52 red / 39 green pixels to 931 / 1143 with the grey
fill under them.

The crop corner keeps its 16px square, which is the size a corner reads at,
and grows only its touch target: 44px centred on the node, so the outward half
is clipped by the photo's own layer and the target never overlaps the rect it
would otherwise hand the drag to. Measured: 23x44px reachable around each
node, and a drag from the bottom-right corner's centre still resizes (w 358 ->
297, h 201 -> 167) without moving the frame.

Verified: `npx tsc --noEmit` clean, `npm run build` clean, and every number
above read back off the built bundle in a 390x844 mobile context.

Co-authored-by: PenguinHarness <noreply@penguin.local>
2026-09-29 17:54:45 +07:00

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import { useCallback, useEffect, useRef, useState } from 'react';
import { kelvinToRGB } from '../../shared/utils/colorUtils';
import { useI18n } from '../i18n/I18nProvider';
// The histogram overlay: a draggable frame over the photo, reading the render
// the user is actually looking at — so every knob shows up in it, exactly like
// the panel in Lightroom. No dependency: one downscaled canvas pass to bin the
// pixels, then four SVG paths.
const BINS = 256; // the whole 0..255 ramp, absolute black to absolute white
// The sample is downscaled before it is binned: a histogram is a distribution,
// not a measurement, and 320px of the render tells the same story as 3200.
const SAMPLE = 320;
const W = 256;
const H = 96;
export interface Histogram {
lum: number[];
r: number[];
g: number[];
b: number[];
}
// Bins `url` (a blob URL of the rendered preview) into 256 buckets per channel.
// `alive()` is checked after the await so a stale render cannot overwrite a
// newer one.
export async function readHistogram(url: string, alive: () => boolean): Promise<Histogram | null> {
const res = await fetch(url);
const bitmap = await createImageBitmap(await res.blob(), { resizeWidth: SAMPLE, resizeQuality: 'low' });
if (!alive()) {
bitmap.close();
return null;
}
const canvas = document.createElement('canvas');
canvas.width = bitmap.width;
canvas.height = bitmap.height;
const ctx = canvas.getContext('2d', { willReadFrequently: true });
if (!ctx) {
bitmap.close();
return null;
}
ctx.drawImage(bitmap, 0, 0);
bitmap.close();
const { data } = ctx.getImageData(0, 0, canvas.width, canvas.height);
const lum = new Array<number>(BINS).fill(0);
const r = new Array<number>(BINS).fill(0);
const g = new Array<number>(BINS).fill(0);
const b = new Array<number>(BINS).fill(0);
for (let i = 0; i < data.length; i += 4) {
r[data[i]]++;
g[data[i + 1]]++;
b[data[i + 2]]++;
// The shaders' own luma weights, so the grey curve matches what they see.
lum[(0.2126 * data[i] + 0.7152 * data[i + 1] + 0.0722 * data[i + 2] + 0.5) | 0]++;
}
return { lum, r, g, b };
}
// AUTO's reach, in stops — the same travel the EXPOSURE knob has (±10 units at
// 0.25 EV, see colorUtils.EV_PER_UNIT), so the knob can always express what the
// button decided instead of the number being clipped by the UI.
export const AUTO_EV_MAX = 2.5;
// Lightroom's Auto, as far as a browser can take it: the average luminance off
// the binned histogram, asked for the number of stops that puts it on the 0.48 a
// grey card lands at in a normal exposure. log2 of the ratio IS that number of
// stops, and the engine's EXPOSURE_SKSL takes exactly such an EV value — so this
// hands back stops, not a pixel gain.
//
// `lum` is readHistogram's 256 bins, so bin i sits at i/255 of the ramp. The
// guard keeps a black frame from dividing by zero (and from asking for infinity);
// the black frame then gets the full +2.5.
export function autoExposureStops(lum: number[]): number {
let sum = 0;
let weighted = 0;
for (let i = 0; i < lum.length; i++) {
sum += lum[i];
weighted += (i / (lum.length - 1)) * lum[i];
}
const avg = Math.max(0.001, sum > 0 ? weighted / sum : 0);
const stops = Math.log2(0.48 / avg);
return Math.max(-AUTO_EV_MAX, Math.min(AUTO_EV_MAX, stops));
}
// How far AUTO may push HIGHLIGHT and SHADOW, in the sliders' own units: half
// of the ±10 ruler, so the frame is corrected but a hand can still finish the
// move. The knob then reports the number AUTO chose, the way the EV knob does.
const AUTO_TONE_MAX = 5;
// The value `p` of the way up the binned ramp (0.99 for the top 1% of pixels):
// walk the cumulative count to the first bin that passes `p * total`, and report
// where that bin sits. Bin i holds every pixel worth exactly i, so it sits at
// i/(len-1) — the same 0..1 the exposure math uses. Nearest rank, not
// interpolated: a bin is 1/255 wide and the thresholds here are 0.1 apart.
export function lumaPercentile(lum: number[], p: number): number {
const total = lum.reduce((a, n) => a + n, 0);
if (total <= 0) return 0;
const target = p * total;
let seen = 0;
for (let i = 0; i < lum.length; i++) {
seen += lum[i];
if (lum[i] > 0 && seen >= target) return i / (lum.length - 1);
}
return 1;
}
// AUTO's Highlight/Shadow, as Snapseed decides them: the ends are read at the
// top and bottom 1% rather than at the average, so a small blown window pulls
// the highlights down while the rest of the frame stays put. Only crossed
// thresholds move a knob — p99 above 0.9 asks for negative HIGHLIGHT (recover),
// p01 below 0.02 for positive SHADOW (open up) — and the ramp reaches
// AUTO_TONE_MAX at a frame that is entirely clipped or entirely black.
//
// ponytail: one linear ramp per end, no scene analysis. Add a curve (or weight
// by how much of the frame is clipped) when AUTO starts overshooting on scenes
// with a genuine specular.
export function autoTone(lum: number[]): { highlight: number; shadow: number } {
// Nothing sampled at all (an empty canvas) reads as a frame on the floor,
// which would open the shadows the whole way; leave the knobs where they are.
if (!lum.some((n) => n > 0)) return { highlight: 0, shadow: 0 };
const p99 = lumaPercentile(lum, 0.99);
const p01 = lumaPercentile(lum, 0.01);
const highlight = p99 > 0.9 ? -Math.round(((p99 - 0.9) / 0.1) * AUTO_TONE_MAX) : 0;
const shadow = p01 < 0.02 ? Math.round(((0.02 - p01) / 0.02) * AUTO_TONE_MAX) : 0;
return { highlight, shadow };
}
// AUTO's White Balance, gray-world with green as the anchor: the gain that puts
// the three channel means on top of each other is G/avgR and G/avgB. Those are
// multipliers on LINEAR light (shared/utils/colorUtils takes its ratios there),
// so the sRGB means off the bins are linearised first.
export function autoWhiteBalance(
r: number[],
g: number[],
b: number[],
): { temperature: number; tint: number } {
const mean = (bins: number[]) => {
let sum = 0;
let weighted = 0;
for (let i = 0; i < bins.length; i++) {
sum += bins[i];
weighted += (i / (bins.length - 1)) * bins[i];
}
const srgb = sum > 0 ? weighted / sum : 0;
return srgb <= 0.04045 ? srgb / 12.92 : Math.pow((srgb + 0.055) / 1.055, 2.4);
};
const R = mean(r);
const G = mean(g);
const B = mean(b);
// A frame with a dead channel has no cast to read — leave the ruler alone.
if (R <= 0 || G <= 0 || B <= 0) return { temperature: 5500, tint: 0 };
// The pair of gains the frame is asking for, against G.
const wantR = G / R;
const wantB = G / B;
// TEMPERATURE and TINT are the two knobs that BE this gain: scanning what the
// engine would apply (kelvinToRGB, tint's ±0.08 on the green↔magenta axis)
// and keeping the closest pair needs no inverse — and cannot drift from the
// render, because it asks the renderer's own function. 76 x 21 pairs is a
// tenth of a millisecond. Luma normalisation is skipped: it scales all three
// channels alike, so it cancels in the ratios being matched.
let best = { temperature: 5500, tint: 0 };
let bestErr = Infinity;
for (let k = 2500; k <= 10000; k += 100) {
const gain = kelvinToRGB(k);
for (let tint = -10; tint <= 10; tint++) {
const magenta = (tint / 10) * 0.08;
const gr = (gain.r * (1 + magenta)) / (gain.g * (1 - magenta));
const gb = (gain.b * (1 + magenta)) / (gain.g * (1 - magenta));
const err = (gr - wantR) ** 2 + (gb - wantB) ** 2;
if (err < bestErr) {
bestErr = err;
best = { temperature: k, tint };
}
}
}
return best;
}
// One channel across the full width of the ramp. `close` also draws the floor,
// which is only wanted for the filled luminance curve.
//
// The height is log, not linear: a blown sky can put a third of a frame in one
// bin (measured on a real P1010256.JPG: 34% of pixels at bin 255), and under a
// linear scale that one bar owns 91% of the panel and every tone below it —
// the whole photo — reads as a flat line along the floor. log1p keeps an empty
// bin exactly on the floor while the tail stays readable.
function curve(bins: number[], max: number, close: boolean): string {
const step = W / (BINS - 1);
const top = Math.log1p(max);
let d = '';
for (let i = 0; i < BINS; i++) {
d += `${i ? 'L' : 'M'}${(i * step).toFixed(1)} ${(H - (Math.log1p(bins[i]) / top) * H).toFixed(1)} `;
}
return close ? `${d}L${W} ${H} L0 ${H} Z` : d;
}
export function Histogram({ url, onClose }: { url: string; onClose: () => void }) {
const { t } = useI18n();
const [data, setData] = useState<Histogram | null>(null);
const [pos, setPos] = useState<{ x: number; y: number }>({ x: 12, y: 12 });
const [dragging, setDragging] = useState(false);
const boxRef = useRef<HTMLDivElement>(null);
const dragRef = useRef<{ px: number; py: number; x: number; y: number } | null>(null);
// Re-read on every repaint of the render.
useEffect(() => {
let live = true;
readHistogram(url, () => live)
.then((h) => {
if (live && h) setData(h);
})
.catch(() => undefined);
return () => {
live = false;
};
}, [url]);
// The frame lives inside the photo's own box, so the drag maths is in that
// box's coordinates and needs no reference to the stage.
const clamp = useCallback((x: number, y: number) => {
const wrap = boxRef.current?.parentElement;
const box = boxRef.current;
if (!wrap || !box) return { x, y };
const b = wrap.getBoundingClientRect();
const m = box.getBoundingClientRect();
const hi = (outer: number, inner: number) => Math.max(8, outer - inner - 8);
return { x: Math.min(Math.max(8, x), hi(b.width, m.width)), y: Math.min(Math.max(8, y), hi(b.height, m.height)) };
}, []);
// The photo's own box is what the frame is parked against, and it shrinks
// when a column opens beside the stage — not only when the window does. So
// the frame watches that box, not the window, and is pulled back inside it.
useEffect(() => {
const onResize = () => setPos((p) => (p ? clamp(p.x, p.y) : p));
window.addEventListener('resize', onResize);
const wrap = boxRef.current?.parentElement;
const ro = wrap ? new ResizeObserver(onResize) : null;
ro?.observe(wrap as Element);
return () => {
window.removeEventListener('resize', onResize);
ro?.disconnect();
};
}, [clamp]);
const start = (e: React.PointerEvent<HTMLDivElement>) => {
if (e.button !== 0) return;
e.preventDefault();
e.stopPropagation();
e.currentTarget.setPointerCapture(e.pointerId);
dragRef.current = { px: e.clientX, py: e.clientY, x: pos?.x ?? 0, y: pos?.y ?? 0 };
setDragging(true);
};
const move = (e: React.PointerEvent<HTMLDivElement>) => {
const d = dragRef.current;
if (!d) return;
e.preventDefault();
setPos(clamp(d.x + (e.clientX - d.px), d.y + (e.clientY - d.py)));
};
const end = (e: React.PointerEvent<HTMLDivElement>) => {
if (!dragRef.current) return;
dragRef.current = null;
setDragging(false);
if (e.currentTarget.hasPointerCapture?.(e.pointerId)) e.currentTarget.releasePointerCapture(e.pointerId);
};
// One scale for all four curves, so their heights are comparable — the log
// scale curve() draws on, so a blown sky cannot squash the rest.
const max = Math.max(1, ...(data ? [...data.lum, ...data.r, ...data.g, ...data.b] : [1]));
// The shape is parked in the photo's top-left corner as soon as it appears —
// that is where the eye already is when a frame lands — and the user drags it
// wherever they want it from there.
return (
<div
className={`hist${dragging ? ' dragging' : ''}`}
data-key="histogram"
ref={boxRef}
style={{ left: pos.x, top: pos.y }}
>
<div
className="hist-head"
data-key="histogram-drag"
title={t('hist.drag')}
onPointerDown={start}
onPointerMove={move}
onPointerUp={end}
onPointerCancel={end}
>
<span className="hist-title">{t('hist.title')}</span>
<button type="button" className="hist-close" data-key="histogram-close" aria-label={t('hist.hide')} onClick={onClose}>
×
</button>
</div>
{data ? (
<svg className="hist-plot" data-key="histogram-plot" viewBox={`0 0 ${W} ${H}`} preserveAspectRatio="none" role="img">
<path className="hist-lum" data-key="histogram-lum" d={curve(data.lum, max, true)} />
<path className="hist-ch hist-r" data-key="histogram-r" d={curve(data.r, max, false)} />
<path className="hist-ch hist-g" data-key="histogram-g" d={curve(data.g, max, false)} />
<path className="hist-ch hist-b" data-key="histogram-b" d={curve(data.b, max, false)} />
</svg>
) : (
<div className="hist-plot" data-key="histogram-plot" />
)}
<div className="hist-axis">
<span>0</span>
<span>255</span>
</div>
</div>
);
}