added specific resolution output for rasterized image formats

This commit is contained in:
grimsace
2026-03-06 14:46:32 -06:00
parent cecfd754f8
commit bfcc99245a
2 changed files with 107 additions and 4 deletions
+40 -4
View File
@@ -2,7 +2,7 @@ use std::collections::HashSet;
use std::fmt::Write as _;
use std::path::PathBuf;
use image::{DynamicImage, ImageFormat, RgbaImage};
use image::{DynamicImage, ImageFormat, RgbaImage, imageops::FilterType};
use rfd::FileDialog;
use tiny_skia::{FillRule, Paint, PathBuilder, Pixmap, Rect, Stroke, StrokeDash, Transform};
@@ -105,9 +105,7 @@ pub fn export_with_dialog(
}
ExportFormat::Png | ExportFormat::Jpeg | ExportFormat::Webp => {
let pixmap = render_pixmap(layout, settings)?;
let rgba = RgbaImage::from_raw(pixmap.width(), pixmap.height(), pixmap.data().to_vec())
.ok_or_else(|| "Failed to build image buffer".to_string())?;
let img = DynamicImage::ImageRgba8(rgba);
let img = raster_image_from_pixmap(&pixmap, settings)?;
let format = match settings.export_format {
ExportFormat::Png => ImageFormat::Png,
ExportFormat::Jpeg => ImageFormat::Jpeg,
@@ -216,6 +214,44 @@ fn render_pixmap(layout: &DungeonLayout, settings: &UiSettings) -> Result<Pixmap
Ok(pixmap)
}
fn raster_image_from_pixmap(
pixmap: &Pixmap,
settings: &UiSettings,
) -> Result<DynamicImage, String> {
let rgba = RgbaImage::from_raw(pixmap.width(), pixmap.height(), pixmap.data().to_vec())
.ok_or_else(|| "Failed to build image buffer".to_string())?;
let mut img = DynamicImage::ImageRgba8(rgba);
let target = raster_target_size(settings);
if img.width() != target.0 || img.height() != target.1 {
img = img.resize_exact(target.0, target.1, FilterType::Lanczos3);
}
Ok(img)
}
fn raster_target_size(settings: &UiSettings) -> (u32, u32) {
let mut width = settings.export_width.clamp(1, 10_000);
let mut height = settings.export_height.clamp(1, 10_000);
if !settings.allow_export_aspect_change {
let cols = settings.cols.max(1) as f32;
let rows = settings.rows.max(1) as f32;
let ratio = cols / rows;
height = ((width as f32) / ratio).round() as u32;
height = height.clamp(1, 10_000);
}
if width == 0 {
width = 1;
}
if height == 0 {
height = 1;
}
(width, height)
}
fn build_svg(layout: &DungeonLayout, settings: &UiSettings) -> String {
let g = ExportGeometry::new(settings.cols, settings.rows);
let wall_w = (g.cell / 5.0).max(1.0);