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
This commit is contained in:
2026-04-19 20:59:33 -04:00
parent 57358797e1
commit 89060d7177
137 changed files with 320 additions and 595 deletions
+14
View File
@@ -28,6 +28,20 @@ enum GameState: String, Codable {
self == .future || self == .pre
}
/// Short tag for display in menu rows. Empty for future games the start
/// time already implies that state.
var shortTag: String {
switch self {
case .future: return ""
case .pre: return "PRE"
case .live: return "LIVE"
case .crit: return "CRIT"
case .over: return "OVER"
case .final_: return "FINAL"
case .official: return "OFF"
}
}
var pollingInterval: PollingInterval {
switch self {
case .future:
+6 -4
View File
@@ -82,19 +82,21 @@ struct Scoreboard: Codable {
}
/// Formatted menu title:
/// "NYR @ WAS 0: 2 9:30 PM" (finished/live padded score + time)
/// "DAL @ TOR 7:30 PM" (future no score gap)
/// "NYR @ WAS 0: 2 9:30 PM FINAL" (finished/live padded score + time + state tag)
/// "DAL @ TOR 7:30 PM" (future no score gap, no tag)
var menuTitle: String {
let state = parsedGameState
let matchup = "\(awayTeam.abbrev) @ \(homeTeam.abbrev)"
let tag = state.shortTag
let tagSuffix = tag.isEmpty ? "" : " \(tag)"
if state.isFuture {
return "\(matchup) \(startTimeET)"
return "\(matchup) \(startTimeET)\(tagSuffix)"
}
let aScore = String(format: "%2d", awayTeam.score ?? 0)
let hScore = String(format: "%-2d", homeTeam.score ?? 0)
return "\(matchup) \(aScore):\(hScore) \(startTimeET)"
return "\(matchup) \(aScore):\(hScore) \(startTimeET)\(tagSuffix)"
}
/// Sequential game number encoded in the last 4 digits of `id`.