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/* * 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;        }    }}