watermark pos bug
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@@ -153,9 +153,9 @@ async fn export_batch(images: Vec<ExportImageTask>, watermark: WatermarkSettings
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let mut base_img = dynamic_img.to_rgba8();
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let (width, height) = base_img.dimensions();
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// 1. Calculate Font Scale
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// watermark.scale is percentage of image height. e.g. 0.05
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let mut scale_px = height as f32 * watermark.scale as f32;
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// 1. Calculate Font Scale based on Min Dimension (Consistent relative size)
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let min_dim = width.min(height) as f32;
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let mut scale_px = min_dim * watermark.scale as f32;
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// 2. Measure Text
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let scaled_font = PxScale::from(scale_px);
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@@ -176,7 +176,7 @@ async fn export_batch(images: Vec<ExportImageTask>, watermark: WatermarkSettings
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} else {
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match calculate_zca_internal(&dynamic_img) {
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Ok(res) => (res.x, res.y),
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Err(_) => (0.5, 0.96),
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Err(_) => (0.5, 0.99),
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}
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};
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@@ -188,7 +188,7 @@ async fn export_batch(images: Vec<ExportImageTask>, watermark: WatermarkSettings
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let mut y = (center_y - (final_t_height as f64 / 2.0)) as i32;
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// 5. Boundary Clamping (Ensure text stays inside image with padding)
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let padding = (height as f64 * 0.01).max(5.0) as i32; // 1% padding
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let padding = (height as f64 * 0.005).max(2.0) as i32; // 0.5% padding, min 2px
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let max_x = (width as i32 - final_t_width as i32 - padding).max(padding);
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let max_y = (height as i32 - final_t_height as i32 - padding).max(padding);
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@@ -255,7 +255,7 @@ fn calculate_zca_internal(img: &image::DynamicImage) -> Result<ZcaResult, String
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let mut min_std_dev = f64::MAX;
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let mut best_zone = "Center";
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let mut best_pos = (0.5, 0.95);
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let mut best_pos = (0.5, 0.99);
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for (name, start_x, start_y) in zones.iter() {
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let mut luma_values = Vec::with_capacity((zone_width * zone_height) as usize);
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@@ -281,7 +281,9 @@ fn calculate_zca_internal(img: &image::DynamicImage) -> Result<ZcaResult, String
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min_std_dev = std_dev;
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best_zone = name;
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let center_x_px = *start_x as f64 + (zone_width as f64 / 2.0);
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let center_y_px = *start_y as f64 + (zone_height as f64 * 0.75);
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// Position closer to bottom
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// 0.8 + 0.2 * 0.95 = 0.99
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let center_y_px = *start_y as f64 + (zone_height as f64 * 0.95);
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best_pos = (center_x_px / width as f64, center_y_px / height as f64);
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}
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}
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