watermark pos
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@@ -153,9 +153,8 @@ 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 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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// 1. Calculate Font Scale based on Image Height
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let mut scale_px = height as f32 * 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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@@ -176,24 +175,33 @@ 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, 0.99),
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Err(_) => (0.5, 0.97),
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}
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};
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// Calculate top-left coordinate for draw_text_mut
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// Calculate initial top-left based on center
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let center_x = width as f64 * pos_x_pct;
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let center_y = height as f64 * pos_y_pct;
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let mut x = (center_x - (final_t_width as f64 / 2.0)) as i32;
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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 * 0.005).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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// 5. Strict Boundary Clamping
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// We ensure the text box (final_t_width, final_t_height) is always inside (0, 0, width, height)
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let min_padding = 2; // Absolute minimum pixels from edge
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x = x.clamp(padding, max_x);
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y = y.clamp(padding, max_y);
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if x < min_padding { x = min_padding; }
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if y < min_padding { y = min_padding; }
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if x + final_t_width as i32 > width as i32 - min_padding {
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x = width as i32 - final_t_width as i32 - min_padding;
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}
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if y + final_t_height as i32 > height as i32 - min_padding {
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y = height as i32 - final_t_height as i32 - min_padding;
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}
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// Re-clamp just in case of very small images where text is larger than image
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x = x.max(0);
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y = y.max(0);
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// 6. Draw Stroke (Simple 4-direction offset for black outline)
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let stroke_color = image::Rgba([0, 0, 0, text_color[3]]);
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@@ -255,7 +263,7 @@ 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, 0.99);
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let mut best_pos = (0.5, 0.97);
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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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@@ -282,8 +290,8 @@ fn calculate_zca_internal(img: &image::DynamicImage) -> Result<ZcaResult, String
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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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// 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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// 0.8 + 0.2 * 0.85 = 0.97
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let center_y_px = *start_y as f64 + (zone_height as f64 * 0.85);
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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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