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package sun.font;
import java.awt.Font;
import java.awt.font.GlyphVector;
import java.awt.font.FontRenderContext;
import sun.java2d.loops.FontInfo;
/*
* This class represents a list of actual renderable glyphs.
* It can be constructed from a number of text sources, representing
* the various ways in which a programmer can ask a Graphics2D object
* to render some text. Once constructed, it provides a way of iterating
* through the device metrics and graybits of the individual glyphs that
* need to be rendered to the screen.
*
* Note that this class holds pointers to native data which must be
* disposed. It is not marked as finalizable since it is intended
* to be very lightweight and finalization is a comparitively expensive
* procedure. The caller must specifically use try{} finally{} to
* manually ensure that the object is disposed after use, otherwise
* native data structures might be leaked.
*
* Here is a code sample for using this class:
*
* public void drawString(String str, FontInfo info, float x, float y) {
* GlyphList gl = GlyphList.getInstance();
* try {
* gl.setFromString(info, str, x, y);
* int strbounds[] = gl.getBounds();
* int numglyphs = gl.getNumGlyphs();
* for (int i = 0; i < numglyphs; i++) {
* gl.setGlyphIndex(i);
* int metrics[] = gl.getMetrics();
* byte bits[] = gl.getGrayBits();
* int glyphx = metrics[0];
* int glyphy = metrics[1];
* int glyphw = metrics[2];
* int glyphh = metrics[3];
* int off = 0;
* for (int j = 0; j < glyphh; j++) {
* for (int i = 0; i < glyphw; i++) {
* int dx = glyphx + i;
* int dy = glyphy + j;
* int alpha = bits[off++];
* drawPixel(alpha, dx, dy);
* }
* }
* }
* } finally {
* gl.dispose();
* }
* }
*/
public final class GlyphList {
private static final int MINGRAYLENGTH = 1024;
private static final int MAXGRAYLENGTH = 8192;
private static final int DEFAULT_LENGTH = 32;
int glyphindex;
int metrics[];
byte graybits[];
/* A reference to the strike is needed for the case when the GlyphList
* may be added to a queue for batch processing, (e.g. OpenGL) and we need
* to be completely certain that the strike is still valid when the glyphs
* images are later referenced. This does mean that if such code discards
* GlyphList and places only the data it contains on the queue, that the
* strike needs to be part of that data held by a strong reference.
* In the cases of drawString() and drawChars(), this is a single strike,
* although it may be a composite strike. In the case of
* drawGlyphVector() it may be a single strike, or a list of strikes.
*/
Object strikelist; // hold multiple strikes during rendering of complex gv
/* In normal usage, the same GlyphList will get recycled, so
* it makes sense to allocate arrays that will get reused along with
* it, rather than generating garbage. Garbage will be generated only
* in MP envts where multiple threads are executing. Throughput should
* still be higher in those cases.
*/
int len = 0;
int maxLen = 0;
int maxPosLen = 0;
int glyphData[];
char chData[];
long images[];
float positions[];
float x, y;
float gposx, gposy;
boolean usePositions;
/* lcdRGBOrder is used only by LCD text rendering. Its here because
* the Graphics may have a different hint value than the one used
* by a GlyphVector, so it has to be stored here - and is obtained
* from the right FontInfo. Another approach would have been to have
* install a separate pipe for that case but that's a lot of extra
* code when a simple boolean will suffice. The overhead to non-LCD
* text is a redundant boolean assign per call.
*/
boolean lcdRGBOrder;
/*
* lcdSubPixPos is used only by LCD text rendering. Its here because
* the Graphics may have a different hint value than the one used
* by a GlyphVector, so it has to be stored here - and is obtained
* from the right FontInfo. Its also needed by the code which
* calculates glyph positions which already needs to access this
* GlyphList and would otherwise need the FontInfo.
* This is true only if LCD text and fractional metrics hints
* are selected on the graphics.
* When this is true and the glyph positions as determined by the
* advances are non-integral, it requests adjustment of the positions.
* Setting this for surfaces which do not support it through accelerated
* loops may cause a slow-down as software loops are invoked instead.
*/
boolean lcdSubPixPos;
/* This scheme creates a singleton GlyphList which is checked out
* for use. Callers who find its checked out create one that after use
* is discarded. This means that in a MT-rendering environment,
* there's no need to synchronise except for that one instance.
* Fewer threads will then need to synchronise, perhaps helping
* throughput on a MP system. If for some reason the reusable
* GlyphList is checked out for a long time (or never returned?) then
* we would end up always creating new ones. That situation should not
* occur and if if did, it would just lead to some extra garbage being
* created.
*/
private static GlyphList reusableGL = new GlyphList();
private static boolean inUse;
void ensureCapacity(int len) {
/* Note len must not be -ve! only setFromChars should be capable
* of passing down a -ve len, and this guards against it.
*/
if (len < 0) {
len = 0;
}
if (usePositions && len > maxPosLen) {
positions = new float[len * 2 + 2];
maxPosLen = len;
}
if (maxLen == 0 || len > maxLen) {
glyphData = new int[len];
chData = new char[len];
images = new long[len];
maxLen = len;
}
}
private GlyphList() {
// ensureCapacity(DEFAULT_LENGTH);
}
// private GlyphList(int arraylen) {
// ensureCapacity(arraylen);
// }
public static GlyphList getInstance() {
/* The following heuristic is that if the reusable instance is
* in use, it probably still will be in a micro-second, so avoid
* synchronising on the class and just allocate a new instance.
* The cost is one extra boolean test for the normal case, and some
* small number of cases where we allocate an extra object when
* in fact the reusable one would be freed very soon.
*/
if (inUse) {
return new GlyphList();
} else {
synchronized(GlyphList.class) {
if (inUse) {
return new GlyphList();
} else {
inUse = true;
return reusableGL;
}
}
}
}
/* In some cases the caller may be able to estimate the size of
* array needed, and it will usually be long enough. This avoids
* the unnecessary reallocation that occurs if our default
* values are too small. This is useful because this object
* will be discarded so the re-allocation overhead is high.
*/
// public static GlyphList getInstance(int sz) {
// if (inUse) {
// return new GlyphList(sz);
// } else {
// synchronized(GlyphList.class) {
// if (inUse) {
// return new GlyphList();
// } else {
// inUse = true;
// return reusableGL;
// }
// }
// }
// }
/* GlyphList is in an invalid state until setFrom* method is called.
* After obtaining a new GlyphList it is the caller's responsibility
* that one of these methods is executed before handing off the
* GlyphList
*/
public boolean setFromString(FontInfo info, String str, float x, float y) {
this.x = x;
this.y = y;
this.strikelist = info.fontStrike;
this.lcdRGBOrder = info.lcdRGBOrder;
this.lcdSubPixPos = info.lcdSubPixPos;
len = str.length();
ensureCapacity(len);
str.getChars(0, len, chData, 0);
return mapChars(info, len);
}
public boolean setFromChars(FontInfo info, char[] chars, int off, int alen,
float x, float y) {
this.x = x;
this.y = y;
this.strikelist = info.fontStrike;
this.lcdRGBOrder = info.lcdRGBOrder;
this.lcdSubPixPos = info.lcdSubPixPos;
len = alen;
if (alen < 0) {
len = 0;
} else {
len = alen;
}
ensureCapacity(len);
System.arraycopy(chars, off, chData, 0, len);
return mapChars(info, len);
}
private final boolean mapChars(FontInfo info, int len) {
/* REMIND.Is it worthwhile for the iteration to convert
* chars to glyph ids to directly map to images?
*/
if (info.font2D.getMapper().charsToGlyphsNS(len, chData, glyphData)) {
return false;
}
info.fontStrike.getGlyphImagePtrs(glyphData, images, len);
glyphindex = -1;
return true;
}
public void setFromGlyphVector(FontInfo info, GlyphVector gv,
float x, float y) {
this.x = x;
this.y = y;
this.lcdRGBOrder = info.lcdRGBOrder;
this.lcdSubPixPos = info.lcdSubPixPos;
/* A GV may be rendered in different Graphics. It is possible it is
* used for one case where LCD text is available, and another where
* it is not. Pass in the "info". to ensure get a suitable one.
*/
StandardGlyphVector sgv = StandardGlyphVector.getStandardGV(gv, info);
// call before ensureCapacity :-
usePositions = sgv.needsPositions(info.devTx);
len = sgv.getNumGlyphs();
ensureCapacity(len);
strikelist = sgv.setupGlyphImages(images,
usePositions ? positions : null,
info.devTx);
glyphindex = -1;
}
public int[] getBounds() {
/* We co-opt the 5 element array that holds per glyph metrics in order
* to return the bounds. So a caller must copy the data out of the
* array before calling any other methods on this GlyphList
*/
if (glyphindex >= 0) {
throw new InternalError("calling getBounds after setGlyphIndex");
}
if (metrics == null) {
metrics = new int[5];
}
/* gposx and gposy are used to accumulate the advance.
* Add 0.5f for consistent rounding to pixel position. */
gposx = x + 0.5f;
gposy = y + 0.5f;
fillBounds(metrics);
return metrics;
}
/* This method now assumes "state", so must be called 0->len
* The metrics it returns are accumulated on the fly
* So it could be renamed "nextGlyph()".
* Note that a laid out GlyphVector which has assigned glyph positions
* doesn't have this stricture..
*/
public void setGlyphIndex(int i) {
glyphindex = i;
float gx =
StrikeCache.unsafe.getFloat(images[i]+StrikeCache.topLeftXOffset);
float gy =
StrikeCache.unsafe.getFloat(images[i]+StrikeCache.topLeftYOffset);
if (usePositions) {
metrics[0] = (int)Math.floor(positions[(i<<1)] + gposx + gx);
metrics[1] = (int)Math.floor(positions[(i<<1)+1] + gposy + gy);
} else {
metrics[0] = (int)Math.floor(gposx + gx);
metrics[1] = (int)Math.floor(gposy + gy);
/* gposx and gposy are used to accumulate the advance */
gposx += StrikeCache.unsafe.getFloat
(images[i]+StrikeCache.xAdvanceOffset);
gposy += StrikeCache.unsafe.getFloat
(images[i]+StrikeCache.yAdvanceOffset);
}
metrics[2] =
StrikeCache.unsafe.getChar(images[i]+StrikeCache.widthOffset);
metrics[3] =
StrikeCache.unsafe.getChar(images[i]+StrikeCache.heightOffset);
metrics[4] =
StrikeCache.unsafe.getChar(images[i]+StrikeCache.rowBytesOffset);
}
public int[] getMetrics() {
return metrics;
}
public byte[] getGrayBits() {
int len = metrics[4] * metrics[3];
if (graybits == null) {
graybits = new byte[Math.max(len, MINGRAYLENGTH)];
} else {
if (len > graybits.length) {
graybits = new byte[len];
}
}
long pixelDataAddress =
StrikeCache.unsafe.getAddress(images[glyphindex] +
StrikeCache.pixelDataOffset);
if (pixelDataAddress == 0L) {
return graybits;
}
/* unsafe is supposed to be fast, but I doubt if this loop can beat
* a native call which does a getPrimitiveArrayCritical and a
* memcpy for the typical amount of image data (30-150 bytes)
* Consider a native method if there is a performance problem (which
* I haven't seen so far).
*/
for (int i=0; i<len; i++) {
graybits[i] = StrikeCache.unsafe.getByte(pixelDataAddress+i);
}
return graybits;
}
public long[] getImages() {
return images;
}
public boolean usePositions() {
return usePositions;
}
public float[] getPositions() {
return positions;
}
public float getX() {
return x;
}
public float getY() {
return y;
}
public Object getStrike() {
return strikelist;
}
public boolean isSubPixPos() {
return lcdSubPixPos;
}
public boolean isRGBOrder() {
return lcdRGBOrder;
}
/* There's a reference equality test overhead here, but it allows us
* to avoid synchronizing for GL's that will just be GC'd. This
* helps MP throughput.
*/
public void dispose() {
if (this == reusableGL) {
if (graybits != null && graybits.length > MAXGRAYLENGTH) {
graybits = null;
}
usePositions = false;
strikelist = null; // remove reference to the strike list
inUse = false;
}
}
/* The value here is for use by the rendering engine as it reflects
* the number of glyphs in the array to be blitted. Surrogates pairs
* may have two slots (the second of these being a dummy entry of the
* invisible glyph), whereas an application client would expect only
* one glyph. In other words don't propagate this value up to client code.
*
* {dlf} an application client should have _no_ expectations about the
* number of glyphs per char. This ultimately depends on the font
* technology and layout process used, which in general clients will
* know nothing about.
*/
public int getNumGlyphs() {
return len;
}
/* We re-do all this work as we iterate through the glyphs
* but it seems unavoidable without re-working the Java TextRenderers.
*/
private void fillBounds(int[] bounds) {
/* Faster to access local variables in the for loop? */
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