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public final class

CompositeStrike

extends FontStrike
/*
 * Copyright (c) 2003, 2005, Oracle and/or its affiliates. All rights reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Oracle designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
 * You should have received a copy of the GNU General Public License version
 * 2 along with this work; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
 * or visit www.oracle.com if you need additional information or have any
 * questions.
 */


package sun.font;

import java.awt.Font;
import java.awt.Rectangle;
import java.awt.geom.GeneralPath;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;

/*
 * performance:
 * it seems expensive that when using a composite font for
 * every char you have to find which "slot" can display it.
 * Just the fact that you need to check at all ..
 * A composite glyph code ducks this by encoding the slot into the
 * glyph code, but you still need to get from char to glyph code.
 */

public final class CompositeStrike extends FontStrike {

   
static final int SLOTMASK = 0xffffff;

   
private CompositeFont compFont;
   
private PhysicalStrike[] strikes;
   
int numGlyphs = 0;

   
CompositeStrike(CompositeFont font2D, FontStrikeDesc desc) {
       
this.compFont = font2D;
       
this.desc = desc;
       
this.disposer = new FontStrikeDisposer(compFont, desc);
       
if (desc.style != compFont.style) {
            algoStyle
= true;
           
if ((desc.style & Font.BOLD) == Font.BOLD &&
               
((compFont.style & Font.BOLD) == 0)) {
                boldness
= 1.33f;
           
}
           
if ((desc.style & Font.ITALIC) == Font.ITALIC &&
               
(compFont.style & Font.ITALIC) == 0) {
                italic
= 0.7f;
           
}
       
}
        strikes
= new PhysicalStrike[compFont.numSlots];
   
}

   
/* do I need this (see Strike::compositeStrikeForGlyph) */
   
PhysicalStrike getStrikeForGlyph(int glyphCode) {
       
return getStrikeForSlot(glyphCode >>> 24);
   
}

   
PhysicalStrike getStrikeForSlot(int slot) {

       
PhysicalStrike strike = strikes[slot];
       
if (strike == null) {
            strike
=
               
(PhysicalStrike)(compFont.getSlotFont(slot).getStrike(desc));

            strikes
[slot] = strike;
       
}
       
return strike;
   
}

   
public int getNumGlyphs() {
       
return compFont.getNumGlyphs();
   
}

   
StrikeMetrics getFontMetrics() {
       
if (strikeMetrics == null) {
           
StrikeMetrics compMetrics = new StrikeMetrics();
           
for (int s=0; s<compFont.numMetricsSlots; s++) {
                compMetrics
.merge(getStrikeForSlot(s).getFontMetrics());
           
}
            strikeMetrics
= compMetrics;
       
}
       
return strikeMetrics;
   
}


   
/* Performance tweak: Slot 0 can often return all the glyphs
     * Note slot zero doesn't need to be masked.
     * Could go a step further and support getting a run of glyphs.
     * This would help many locales a little.
     *
     * Note that if a client constructs an invalid a composite glyph that
     * references an invalid slot, that the behaviour is currently
     * that this slot index falls through to CompositeFont.getSlotFont(int)
     * which will substitute a default font, from which to obtain the
     * strike. If its an invalid glyph code for a valid slot, then the
     * physical font for that slot will substitute the missing glyph.
     */

   
void getGlyphImagePtrs(int[] glyphCodes, long[] images, int  len) {
       
PhysicalStrike strike = getStrikeForSlot(0);
       
int numptrs = strike.getSlot0GlyphImagePtrs(glyphCodes, images, len);
       
if (numptrs == len) {
           
return;
       
}
       
for (int i=numptrs; i< len; i++) {
            strike
= getStrikeForGlyph(glyphCodes[i]);
            images
[i] = strike.getGlyphImagePtr(glyphCodes[i] & SLOTMASK);
       
}
   
}


   
long getGlyphImagePtr(int glyphCode) {
       
PhysicalStrike strike = getStrikeForGlyph(glyphCode);
       
return strike.getGlyphImagePtr(glyphCode & SLOTMASK);
   
}

   
void getGlyphImageBounds(int glyphCode, Point2D.Float pt, Rectangle result) {
       
PhysicalStrike strike = getStrikeForGlyph(glyphCode);
        strike
.getGlyphImageBounds(glyphCode & SLOTMASK, pt, result);
   
}

   
Point2D.Float getGlyphMetrics(int glyphCode) {
       
PhysicalStrike strike = getStrikeForGlyph(glyphCode);
       
return strike.getGlyphMetrics(glyphCode & SLOTMASK);
   
}

   
Point2D.Float getCharMetrics(char ch) {
       
return getGlyphMetrics(compFont.getMapper().charToGlyph(ch));
   
}

   
float getGlyphAdvance(int glyphCode) {
       
PhysicalStrike strike = getStrikeForGlyph(glyphCode);
       
return strike.getGlyphAdvance(glyphCode & SLOTMASK);
   
}

   
/* REMIND where to cache?
     * The glyph advance is already cached by physical strikes and that's a lot
     * of the work.
     * Also FontDesignMetrics maintains a latin char advance cache, so don't
     * cache advances here as apps tend to hold onto metrics objects when
     * performance is sensitive to it. Revisit this assumption later.
     */

   
float getCodePointAdvance(int cp) {
       
return getGlyphAdvance(compFont.getMapper().charToGlyph(cp));
   
}

   
Rectangle2D.Float getGlyphOutlineBounds(int glyphCode) {
       
PhysicalStrike strike = getStrikeForGlyph(glyphCode);
       
return strike.getGlyphOutlineBounds(glyphCode & SLOTMASK);
   
}

   
GeneralPath getGlyphOutline(int glyphCode, float x, float y) {

       
PhysicalStrike strike = getStrikeForGlyph(glyphCode);
       
GeneralPath path = strike.getGlyphOutline(glyphCode & SLOTMASK, x, y);
       
if (path == null) {
           
return new GeneralPath();
       
} else {
           
return path;
       
}
   
}

   
/* The physical font slot for each glyph is encoded in the glyph ID
     * To be as efficient as possible we find a run of glyphs from the
     * same slot and create a temporary array of these glyphs decoded
     * to the slot. The slot font is then queried for the GeneralPath
     * for that run of glyphs. GeneralPaths from each run are appended
     * to create the shape for the whole glyph array.
     */

   
GeneralPath getGlyphVectorOutline(int[] glyphs, float x, float y) {
       
GeneralPath path = null;
       
GeneralPath gp;
       
int glyphIndex = 0;
       
int[] tmpGlyphs;

       
while (glyphIndex < glyphs.length) {
           
int start = glyphIndex;
           
int slot = glyphs[glyphIndex] >>> 24;
           
while (glyphIndex < glyphs.length &&
                   
(glyphs[glyphIndex+1] >>> 24) == slot) {
                glyphIndex
++;
           
}
           
int tmpLen = glyphIndex-start+1;
            tmpGlyphs
= new int[tmpLen];
           
for (int i=0;i<tmpLen;i++) {
                tmpGlyphs
[i] = glyphs[i] & SLOTMASK;
           
}
            gp
= getStrikeForSlot(slot).getGlyphVectorOutline(tmpGlyphs, x, y);
           
if (path == null) {
                path
= gp;
           
} else if (gp != null) {
                path
.append(gp, false);
           
}
       
}
       
if (path == null) {
           
return new GeneralPath();
       
} else {
           
return path;
       
}
   
}
}