fix: rendering of avatar thumbnails

This commit is contained in:
Evan Carroll 2026-01-22 23:48:13 -06:00
parent a2a0fe5510
commit 23630b19b2
8 changed files with 931 additions and 24 deletions

View file

@ -7,7 +7,7 @@ use axum::Json;
use axum::extract::Path;
use chattyness_db::{
models::{AssignSlotRequest, AvatarWithPaths, ClearSlotRequest, RealmAvatar, ServerAvatar},
models::{AssignSlotRequest, AvatarWithPaths, ClearSlotRequest, RealmAvatarWithPaths, ServerAvatarWithPaths},
queries::{avatars, realm_avatars, realms, server_avatars},
};
use chattyness_error::AppError;
@ -135,33 +135,35 @@ pub async fn clear_slot(
// Avatar Store Endpoints
// =============================================================================
/// List public server avatars.
/// List public server avatars with resolved paths.
///
/// GET /api/server/avatars
///
/// Returns all public, active server avatars that users can select from.
/// Includes resolved asset paths for client-side rendering.
pub async fn list_server_avatars(
State(pool): State<PgPool>,
) -> Result<Json<Vec<ServerAvatar>>, AppError> {
let avatars = server_avatars::list_public_server_avatars(&pool).await?;
) -> Result<Json<Vec<ServerAvatarWithPaths>>, AppError> {
let avatars = server_avatars::list_public_server_avatars_with_paths(&pool).await?;
Ok(Json(avatars))
}
/// List public realm avatars.
/// List public realm avatars with resolved paths.
///
/// GET /api/realms/{slug}/avatars
///
/// Returns all public, active realm avatars for the specified realm.
/// Includes resolved asset paths for client-side rendering.
pub async fn list_realm_avatars(
State(pool): State<PgPool>,
Path(slug): Path<String>,
) -> Result<Json<Vec<RealmAvatar>>, AppError> {
) -> Result<Json<Vec<RealmAvatarWithPaths>>, AppError> {
// Get realm
let realm = realms::get_realm_by_slug(&pool, &slug)
.await?
.ok_or_else(|| AppError::NotFound(format!("Realm '{}' not found", slug)))?;
let avatars = realm_avatars::list_public_realm_avatars(&pool, realm.id).await?;
let avatars = realm_avatars::list_public_realm_avatars_with_paths(&pool, realm.id).await?;
Ok(Json(avatars))
}

View file

@ -3,6 +3,7 @@
pub mod avatar_canvas;
pub mod avatar_editor;
pub mod avatar_store;
pub mod avatar_thumbnail;
pub mod chat;
pub mod chat_types;
pub mod context_menu;
@ -30,6 +31,7 @@ pub mod ws_client;
pub use avatar_canvas::*;
pub use avatar_editor::*;
pub use avatar_store::*;
pub use avatar_thumbnail::*;
pub use chat::*;
pub use chat_types::*;
pub use context_menu::*;

View file

@ -5,8 +5,9 @@
use leptos::prelude::*;
use uuid::Uuid;
use chattyness_db::models::{RealmAvatar, ServerAvatar};
use chattyness_db::models::{RealmAvatarWithPaths, ServerAvatarWithPaths};
use super::avatar_thumbnail::AvatarThumbnail;
use super::modals::{GuestLockedOverlay, Modal};
use super::tabs::{Tab, TabBar};
@ -40,13 +41,13 @@ pub fn AvatarStorePopup(
let (active_tab, set_active_tab) = signal("server");
// Server avatars state
let (server_avatars, set_server_avatars) = signal(Vec::<ServerAvatar>::new());
let (server_avatars, set_server_avatars) = signal(Vec::<ServerAvatarWithPaths>::new());
let (server_loading, set_server_loading) = signal(false);
let (server_error, set_server_error) = signal(Option::<String>::None);
let (selected_server_avatar, set_selected_server_avatar) = signal(Option::<Uuid>::None);
// Realm avatars state
let (realm_avatars, set_realm_avatars) = signal(Vec::<RealmAvatar>::new());
let (realm_avatars, set_realm_avatars) = signal(Vec::<RealmAvatarWithPaths>::new());
let (realm_loading, set_realm_loading) = signal(false);
let (realm_error, set_realm_error) = signal(Option::<String>::None);
let (selected_realm_avatar, set_selected_realm_avatar) = signal(Option::<Uuid>::None);
@ -88,7 +89,7 @@ pub fn AvatarStorePopup(
let response = Request::get("/api/server/avatars").send().await;
match response {
Ok(resp) if resp.ok() => {
if let Ok(data) = resp.json::<Vec<ServerAvatar>>().await {
if let Ok(data) = resp.json::<Vec<ServerAvatarWithPaths>>().await {
set_server_avatars.set(data);
set_server_loaded.set(true);
} else {
@ -136,7 +137,7 @@ pub fn AvatarStorePopup(
.await;
match response {
Ok(resp) if resp.ok() => {
if let Ok(data) = resp.json::<Vec<RealmAvatar>>().await {
if let Ok(data) = resp.json::<Vec<RealmAvatarWithPaths>>().await {
set_realm_avatars.set(data);
set_realm_loaded.set(true);
} else {
@ -298,7 +299,10 @@ pub fn AvatarStorePopup(
id: a.id,
name: a.name,
description: a.description,
thumbnail_path: a.thumbnail_path,
skin_layer: a.skin_layer,
clothes_layer: a.clothes_layer,
accessories_layer: a.accessories_layer,
emotion_layer: a.emotion_layer,
}).collect())
loading=server_loading
error=server_error
@ -321,7 +325,10 @@ pub fn AvatarStorePopup(
id: a.id,
name: a.name,
description: a.description,
thumbnail_path: a.thumbnail_path,
skin_layer: a.skin_layer,
clothes_layer: a.clothes_layer,
accessories_layer: a.accessories_layer,
emotion_layer: a.emotion_layer,
}).collect())
loading=realm_loading
error=realm_error
@ -347,13 +354,20 @@ pub fn AvatarStorePopup(
}
}
/// Simplified avatar info for the grid.
/// Simplified avatar info for the grid with resolved paths for rendering.
#[derive(Clone)]
struct AvatarInfo {
id: Uuid,
name: String,
description: Option<String>,
thumbnail_path: Option<String>,
/// Asset paths for skin layer positions 0-8
skin_layer: [Option<String>; 9],
/// Asset paths for clothes layer positions 0-8
clothes_layer: [Option<String>; 9],
/// Asset paths for accessories layer positions 0-8
accessories_layer: [Option<String>; 9],
/// Asset paths for emotion layer positions 0-8
emotion_layer: [Option<String>; 9],
}
/// Avatars tab content with selection functionality.
@ -415,15 +429,30 @@ fn AvatarsTab(
let avatar_id = avatar.id;
let avatar_name = avatar.name.clone();
let is_selected = move || selected_id.get() == Some(avatar_id);
let thumbnail_url = avatar.thumbnail_path.clone()
.map(|p| format!("/assets/{}", p))
.unwrap_or_else(|| "/static/placeholder-avatar.svg".to_string());
// Create signals for the layer data
let skin_layer = Signal::derive({
let layers = avatar.skin_layer.clone();
move || layers.clone()
});
let clothes_layer = Signal::derive({
let layers = avatar.clothes_layer.clone();
move || layers.clone()
});
let accessories_layer = Signal::derive({
let layers = avatar.accessories_layer.clone();
move || layers.clone()
});
let emotion_layer = Signal::derive({
let layers = avatar.emotion_layer.clone();
move || layers.clone()
});
view! {
<button
type="button"
class=move || format!(
"aspect-square rounded-lg border-2 transition-all p-2 focus:outline-none focus:ring-2 focus:ring-blue-500 {}",
"aspect-square rounded-lg border-2 transition-all p-1 focus:outline-none focus:ring-2 focus:ring-blue-500 {}",
if is_selected() {
"border-blue-500 bg-blue-900/30"
} else {
@ -437,10 +466,12 @@ fn AvatarsTab(
aria-selected=is_selected
aria-label=avatar_name
>
<img
src=thumbnail_url
alt=""
class="w-full h-full object-contain rounded"
<AvatarThumbnail
skin_layer=skin_layer
clothes_layer=clothes_layer
accessories_layer=accessories_layer
emotion_layer=emotion_layer
size=72
/>
</button>
}

View file

@ -0,0 +1,145 @@
//! Avatar thumbnail component for rendering avatar previews.
//!
//! A simplified canvas-based component for rendering avatars in the
//! avatar store grid. Uses the same layer compositing as the main
//! avatar renderer but at thumbnail size.
use leptos::prelude::*;
use leptos::web_sys;
/// Avatar thumbnail component for the avatar store.
///
/// Renders a small preview of an avatar using canvas compositing.
/// Takes layer paths directly as props.
///
/// Props:
/// - `skin_layer`: Asset paths for skin layer positions 0-8
/// - `clothes_layer`: Asset paths for clothes layer positions 0-8
/// - `accessories_layer`: Asset paths for accessories layer positions 0-8
/// - `emotion_layer`: Asset paths for emotion layer positions 0-8
/// - `size`: Optional canvas size in pixels (default: 80)
#[component]
pub fn AvatarThumbnail(
#[prop(into)] skin_layer: Signal<[Option<String>; 9]>,
#[prop(into)] clothes_layer: Signal<[Option<String>; 9]>,
#[prop(into)] accessories_layer: Signal<[Option<String>; 9]>,
#[prop(into)] emotion_layer: Signal<[Option<String>; 9]>,
#[prop(default = 80)] size: u32,
) -> impl IntoView {
let canvas_ref = NodeRef::<leptos::html::Canvas>::new();
let cell_size = size / 3;
#[cfg(feature = "hydrate")]
{
use std::cell::RefCell;
use std::collections::HashMap;
use std::rc::Rc;
use wasm_bindgen::JsCast;
use wasm_bindgen::closure::Closure;
use crate::utils::normalize_asset_path;
// Image cache for this thumbnail
let image_cache: Rc<RefCell<HashMap<String, web_sys::HtmlImageElement>>> =
Rc::new(RefCell::new(HashMap::new()));
// Redraw trigger - incremented when images load
let (redraw_trigger, set_redraw_trigger) = signal(0u32);
Effect::new(move |_| {
// Subscribe to redraw trigger
let _ = redraw_trigger.get();
let Some(canvas) = canvas_ref.get() else {
return;
};
let skin = skin_layer.get();
let clothes = clothes_layer.get();
let accessories = accessories_layer.get();
let emotion = emotion_layer.get();
let canvas_el: &web_sys::HtmlCanvasElement = &canvas;
canvas_el.set_width(size);
canvas_el.set_height(size);
let Ok(Some(ctx)) = canvas_el.get_context("2d") else {
return;
};
let ctx: web_sys::CanvasRenderingContext2d = ctx.dyn_into().unwrap();
// Clear canvas
ctx.clear_rect(0.0, 0.0, size as f64, size as f64);
// Draw background
ctx.set_fill_style_str("#374151");
ctx.fill_rect(0.0, 0.0, size as f64, size as f64);
// Helper to load and draw an image at a grid position
let draw_at_position =
|path: &str,
pos: usize,
cache: &Rc<RefCell<HashMap<String, web_sys::HtmlImageElement>>>,
ctx: &web_sys::CanvasRenderingContext2d| {
let normalized_path = normalize_asset_path(path);
let mut cache_borrow = cache.borrow_mut();
let row = pos / 3;
let col = pos % 3;
let x = (col * cell_size as usize) as f64;
let y = (row * cell_size as usize) as f64;
let sz = cell_size as f64;
if let Some(img) = cache_borrow.get(&normalized_path) {
if img.complete() && img.natural_width() > 0 {
let _ = ctx.draw_image_with_html_image_element_and_dw_and_dh(
img, x, y, sz, sz,
);
}
} else {
let img = web_sys::HtmlImageElement::new().unwrap();
let trigger = set_redraw_trigger;
let onload = Closure::once(Box::new(move || {
trigger.update(|v| *v += 1);
}) as Box<dyn FnOnce()>);
img.set_onload(Some(onload.as_ref().unchecked_ref()));
onload.forget();
img.set_src(&normalized_path);
cache_borrow.insert(normalized_path, img);
}
};
// Draw layers in order: skin -> clothes -> accessories -> emotion
for (pos, path) in skin.iter().enumerate() {
if let Some(p) = path {
draw_at_position(p, pos, &image_cache, &ctx);
}
}
for (pos, path) in clothes.iter().enumerate() {
if let Some(p) = path {
draw_at_position(p, pos, &image_cache, &ctx);
}
}
for (pos, path) in accessories.iter().enumerate() {
if let Some(p) = path {
draw_at_position(p, pos, &image_cache, &ctx);
}
}
for (pos, path) in emotion.iter().enumerate() {
if let Some(p) = path {
draw_at_position(p, pos, &image_cache, &ctx);
}
}
});
}
view! {
<canvas
node_ref=canvas_ref
style=format!("width: {}px; height: {}px;", size, size)
class="rounded"
/>
}
}