Rebake team logos at 72×72 for crisp notification thumbnails
The notification thumbnail's native display size is ~48 physical pixels (measured empirically with a size-ladder test attached via the dev menu). Shipping logos at 512×342 forced macOS to downsample ~10×, which is what was producing the blurry/aliased team logos in banner thumbnails. - Pre-render logos at 72×72 (1.5× over native; stays sharp, gives a little extra detail for retina displays without triggering aliasing) - Trim transparent margins before fitting: NHL brand SVGs pad their viewBox generously, so the actual logo was only ~60% of the bundled image. square_logo.swift now scans the alpha channel, crops to the tight bounding box, then fits aspect-preserved into the 72×72 canvas. - Drop the 32 unused TeamLogo_*.imageset asset-catalog entries (dead code since the team-filter feature was removed); notifications load PNGs from the filesystem bundle subdir - Move TeamLogos/ → Resources/TeamLogos/ and update project.yml source paths; excludes: on the recursive scan prevents duplicate flat copies that were bloating the bundle - Simplify NotificationManager: drop SVG fallback (macOS doesn't accept SVG attachments) and content-hash identifier experiments; back to the minimal working config - Dev menu: add "Thumbnail Size Test" which fires a ladder of 10 test notifications (16…128px) for future sizing verification - Fire a test game-start notification on startup in DEBUG builds so the dev loop doesn't require clicking through the menu after each launch - Scripts/square_logo.swift: alpha-bbox trim + aspect-preserved fit
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@@ -28,6 +28,20 @@ enum GameState: String, Codable {
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self == .future || self == .pre
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}
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/// Short tag for display in menu rows. Empty for future games — the start
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/// time already implies that state.
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var shortTag: String {
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switch self {
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case .future: return ""
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case .pre: return "PRE"
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case .live: return "LIVE"
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case .crit: return "CRIT"
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case .over: return "OVER"
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case .final_: return "FINAL"
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case .official: return "OFF"
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}
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}
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var pollingInterval: PollingInterval {
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switch self {
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case .future:
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@@ -82,19 +82,21 @@ struct Scoreboard: Codable {
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}
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/// Formatted menu title:
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/// "NYR @ WAS 0: 2 9:30 PM" (finished/live — padded score + time)
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/// "DAL @ TOR 7:30 PM" (future — no score gap)
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/// "NYR @ WAS 0: 2 9:30 PM FINAL" (finished/live — padded score + time + state tag)
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/// "DAL @ TOR 7:30 PM" (future — no score gap, no tag)
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var menuTitle: String {
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let state = parsedGameState
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let matchup = "\(awayTeam.abbrev) @ \(homeTeam.abbrev)"
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let tag = state.shortTag
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let tagSuffix = tag.isEmpty ? "" : " \(tag)"
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if state.isFuture {
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return "\(matchup) \(startTimeET)"
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return "\(matchup) \(startTimeET)\(tagSuffix)"
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}
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let aScore = String(format: "%2d", awayTeam.score ?? 0)
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let hScore = String(format: "%-2d", homeTeam.score ?? 0)
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return "\(matchup) \(aScore):\(hScore) \(startTimeET)"
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return "\(matchup) \(aScore):\(hScore) \(startTimeET)\(tagSuffix)"
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}
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/// Sequential game number encoded in the last 4 digits of `id`.
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