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package java.awt;
import java.util.Map;
import java.util.Set;
import java.util.Collection;
import java.util.Collections;
import java.util.HashMap;
import java.util.Iterator;
import sun.awt.SunHints;
import java.lang.ref.WeakReference;
The RenderingHints
class defines and manages collections of keys and associated values which allow an application to provide input into the choice of algorithms used by other classes which perform rendering and image manipulation services. The Graphics2D
class, and classes that implement BufferedImageOp
and RasterOp
all provide methods to get and possibly to set individual or groups of RenderingHints
keys and their associated values. When those implementations perform any rendering or image manipulation operations they should examine the values of any RenderingHints
that were requested by the caller and tailor the algorithms used accordingly and to the best of their ability.
Note that since these keys and values are hints, there is no requirement that a given implementation supports all possible choices indicated below or that it can respond to requests to modify its choice of algorithm. The values of the various hint keys may also interact such that while all variants of a given key are supported in one situation, the implementation may be more restricted when the values associated with other keys are modified. For example, some implementations may be able to provide several types of dithering when the antialiasing hint is turned off, but have little control over dithering when antialiasing is on. The full set of supported keys and hints may also vary by destination since runtimes may use different underlying modules to render to the screen, or to BufferedImage
objects, or while printing.
Implementations are free to ignore the hints completely, but should
try to use an implementation algorithm that is as close as possible
to the request.
If an implementation supports a given algorithm when any value is used
for an associated hint key, then minimally it must do so when the
value for that key is the exact value that specifies the algorithm.
The keys used to control the hints are all special values that subclass the associated Key
class. Many common hints are expressed below as static constants in this class, but the list is not meant to be exhaustive. Other hints may be created by other packages by defining new objects which subclass the Key
class and defining the associated values.
/**
* The {@code RenderingHints} class defines and manages collections of
* keys and associated values which allow an application to provide input
* into the choice of algorithms used by other classes which perform
* rendering and image manipulation services.
* The {@link java.awt.Graphics2D} class, and classes that implement
* {@link java.awt.image.BufferedImageOp} and
* {@link java.awt.image.RasterOp} all provide methods to get and
* possibly to set individual or groups of {@code RenderingHints}
* keys and their associated values.
* When those implementations perform any rendering or image manipulation
* operations they should examine the values of any {@code RenderingHints}
* that were requested by the caller and tailor the algorithms used
* accordingly and to the best of their ability.
* <p>
* Note that since these keys and values are <i>hints</i>, there is
* no requirement that a given implementation supports all possible
* choices indicated below or that it can respond to requests to
* modify its choice of algorithm.
* The values of the various hint keys may also interact such that
* while all variants of a given key are supported in one situation,
* the implementation may be more restricted when the values associated
* with other keys are modified.
* For example, some implementations may be able to provide several
* types of dithering when the antialiasing hint is turned off, but
* have little control over dithering when antialiasing is on.
* The full set of supported keys and hints may also vary by destination
* since runtimes may use different underlying modules to render to
* the screen, or to {@link java.awt.image.BufferedImage} objects,
* or while printing.
* <p>
* Implementations are free to ignore the hints completely, but should
* try to use an implementation algorithm that is as close as possible
* to the request.
* If an implementation supports a given algorithm when any value is used
* for an associated hint key, then minimally it must do so when the
* value for that key is the exact value that specifies the algorithm.
* <p>
* The keys used to control the hints are all special values that
* subclass the associated {@link RenderingHints.Key} class.
* Many common hints are expressed below as static constants in this
* class, but the list is not meant to be exhaustive.
* Other hints may be created by other packages by defining new objects
* which subclass the {@code Key} class and defining the associated values.
*/
public class RenderingHints
implements Map<Object,Object>, Cloneable
{
Defines the base type of all keys used along with the RenderingHints
class to control various algorithm choices in the rendering and imaging pipelines. Instances of this class are immutable and unique which means that tests for matches can be made using the ==
operator instead of the more expensive equals()
method. /**
* Defines the base type of all keys used along with the
* {@link RenderingHints} class to control various
* algorithm choices in the rendering and imaging pipelines.
* Instances of this class are immutable and unique which
* means that tests for matches can be made using the
* {@code ==} operator instead of the more expensive
* {@code equals()} method.
*/
public abstract static class Key {
private static HashMap identitymap = new HashMap(17);
private String getIdentity() {
// Note that the identity string is dependent on 3 variables:
// - the name of the subclass of Key
// - the identityHashCode of the subclass of Key
// - the integer key of the Key
// It is theoretically possible for 2 distinct keys to collide
// along all 3 of those attributes in the context of multiple
// class loaders, but that occurence will be extremely rare and
// we account for that possibility below in the recordIdentity
// method by slightly relaxing our uniqueness guarantees if we
// end up in that situation.
return getClass().getName()+"@"+
Integer.toHexString(System.identityHashCode(getClass()))+":"+
Integer.toHexString(privatekey);
}
private synchronized static void recordIdentity(Key k) {
Object identity = k.getIdentity();
Object otherref = identitymap.get(identity);
if (otherref != null) {
Key otherkey = (Key) ((WeakReference) otherref).get();
if (otherkey != null && otherkey.getClass() == k.getClass()) {
throw new IllegalArgumentException(identity+
" already registered");
}
// Note that this system can fail in a mostly harmless
// way. If we end up generating the same identity
// String for 2 different classes (a very rare case)
// then we correctly avoid throwing the exception above,
// but we are about to drop through to a statement that
// will replace the entry for the old Key subclass with
// an entry for the new Key subclass. At that time the
// old subclass will be vulnerable to someone generating
// a duplicate Key instance for it. We could bail out
// of the method here and let the old identity keep its
// record in the map, but we are more likely to see a
// duplicate key go by for the new class than the old
// one since the new one is probably still in the
// initialization stage. In either case, the probability
// of loading 2 classes in the same VM with the same name
// and identityHashCode should be nearly impossible.
}
// Note: Use a weak reference to avoid holding on to extra
// objects and classes after they should be unloaded.
identitymap.put(identity, new WeakReference(k));
}
private int privatekey;
Construct a key using the indicated private key. Each
subclass of Key maintains its own unique domain of integer
keys. No two objects with the same integer key and of the
same specific subclass can be constructed. An exception
will be thrown if an attempt is made to construct another
object of a given class with the same integer key as a
pre-existing instance of that subclass of Key.
Params: - privatekey – the specified key
/**
* Construct a key using the indicated private key. Each
* subclass of Key maintains its own unique domain of integer
* keys. No two objects with the same integer key and of the
* same specific subclass can be constructed. An exception
* will be thrown if an attempt is made to construct another
* object of a given class with the same integer key as a
* pre-existing instance of that subclass of Key.
* @param privatekey the specified key
*/
protected Key(int privatekey) {
this.privatekey = privatekey;
recordIdentity(this);
}
Returns true if the specified object is a valid value
for this Key.
Params: - val – the
Object
to test for validity
Returns: true
if val
is valid;
false
otherwise.
/**
* Returns true if the specified object is a valid value
* for this Key.
* @param val the <code>Object</code> to test for validity
* @return <code>true</code> if <code>val</code> is valid;
* <code>false</code> otherwise.
*/
public abstract boolean isCompatibleValue(Object val);
Returns the private integer key that the subclass
instantiated this Key with.
Returns: the private integer key that the subclass
instantiated this Key with.
/**
* Returns the private integer key that the subclass
* instantiated this Key with.
* @return the private integer key that the subclass
* instantiated this Key with.
*/
protected final int intKey() {
return privatekey;
}
The hash code for all Key objects will be the same as the
system identity code of the object as defined by the
System.identityHashCode() method.
/**
* The hash code for all Key objects will be the same as the
* system identity code of the object as defined by the
* System.identityHashCode() method.
*/
public final int hashCode() {
return super.hashCode();
}
The equals method for all Key objects will return the same
result as the equality operator '=='.
/**
* The equals method for all Key objects will return the same
* result as the equality operator '=='.
*/
public final boolean equals(Object o) {
return this == o;
}
}
HashMap hintmap = new HashMap(7);
Antialiasing hint key. The ANTIALIASING
hint controls whether or not the geometry rendering methods of a Graphics2D
object will attempt to reduce aliasing artifacts along the edges of shapes.
A typical antialiasing algorithm works by blending the existing
colors of the pixels along the boundary of a shape with the
requested fill paint according to the estimated partial pixel
coverage of the shape.
The allowable values for this hint are
/**
* Antialiasing hint key.
* The {@code ANTIALIASING} hint controls whether or not the
* geometry rendering methods of a {@link Graphics2D} object
* will attempt to reduce aliasing artifacts along the edges
* of shapes.
* <p>
* A typical antialiasing algorithm works by blending the existing
* colors of the pixels along the boundary of a shape with the
* requested fill paint according to the estimated partial pixel
* coverage of the shape.
* <p>
* The allowable values for this hint are
* <ul>
* <li>{@link #VALUE_ANTIALIAS_ON}
* <li>{@link #VALUE_ANTIALIAS_OFF}
* <li>{@link #VALUE_ANTIALIAS_DEFAULT}
* </ul>
*/
public static final Key KEY_ANTIALIASING =
SunHints.KEY_ANTIALIASING;
Antialiasing hint value -- rendering is done with antialiasing.
See Also: - KEY_ANTIALIASING
/**
* Antialiasing hint value -- rendering is done with antialiasing.
* @see #KEY_ANTIALIASING
*/
public static final Object VALUE_ANTIALIAS_ON =
SunHints.VALUE_ANTIALIAS_ON;
Antialiasing hint value -- rendering is done without antialiasing.
See Also: - KEY_ANTIALIASING
/**
* Antialiasing hint value -- rendering is done without antialiasing.
* @see #KEY_ANTIALIASING
*/
public static final Object VALUE_ANTIALIAS_OFF =
SunHints.VALUE_ANTIALIAS_OFF;
Antialiasing hint value -- rendering is done with a default
antialiasing mode chosen by the implementation.
See Also: - KEY_ANTIALIASING
/**
* Antialiasing hint value -- rendering is done with a default
* antialiasing mode chosen by the implementation.
* @see #KEY_ANTIALIASING
*/
public static final Object VALUE_ANTIALIAS_DEFAULT =
SunHints.VALUE_ANTIALIAS_DEFAULT;
Rendering hint key. The RENDERING
hint is a general hint that provides a high level recommendation as to whether to bias algorithm choices more for speed or quality when evaluating tradeoffs. This hint could be consulted for any rendering or image manipulation operation, but decisions will usually honor other, more specific hints in preference to this hint.
The allowable values for this hint are
/**
* Rendering hint key.
* The {@code RENDERING} hint is a general hint that provides
* a high level recommendation as to whether to bias algorithm
* choices more for speed or quality when evaluating tradeoffs.
* This hint could be consulted for any rendering or image
* manipulation operation, but decisions will usually honor
* other, more specific hints in preference to this hint.
* <p>
* The allowable values for this hint are
* <ul>
* <li>{@link #VALUE_RENDER_SPEED}
* <li>{@link #VALUE_RENDER_QUALITY}
* <li>{@link #VALUE_RENDER_DEFAULT}
* </ul>
*/
public static final Key KEY_RENDERING =
SunHints.KEY_RENDERING;
Rendering hint value -- rendering algorithms are chosen
with a preference for output speed.
See Also: - KEY_RENDERING
/**
* Rendering hint value -- rendering algorithms are chosen
* with a preference for output speed.
* @see #KEY_RENDERING
*/
public static final Object VALUE_RENDER_SPEED =
SunHints.VALUE_RENDER_SPEED;
Rendering hint value -- rendering algorithms are chosen
with a preference for output quality.
See Also: - KEY_RENDERING
/**
* Rendering hint value -- rendering algorithms are chosen
* with a preference for output quality.
* @see #KEY_RENDERING
*/
public static final Object VALUE_RENDER_QUALITY =
SunHints.VALUE_RENDER_QUALITY;
Rendering hint value -- rendering algorithms are chosen
by the implementation for a good tradeoff of performance
vs. quality.
See Also: - KEY_RENDERING
/**
* Rendering hint value -- rendering algorithms are chosen
* by the implementation for a good tradeoff of performance
* vs. quality.
* @see #KEY_RENDERING
*/
public static final Object VALUE_RENDER_DEFAULT =
SunHints.VALUE_RENDER_DEFAULT;
Dithering hint key. The DITHERING
hint controls how closely to approximate a color when storing into a destination with limited color resolution. Some rendering destinations may support a limited number of color choices which may not be able to accurately represent the full spectrum of colors that can result during rendering operations. For such a destination the DITHERING
hint controls whether rendering is done with a flat solid fill of a single pixel value which is the closest supported color to what was requested, or whether shapes will be filled with a pattern of colors which combine to better approximate that color.
The allowable values for this hint are
/**
* Dithering hint key.
* The {@code DITHERING} hint controls how closely to approximate
* a color when storing into a destination with limited color
* resolution.
* <p>
* Some rendering destinations may support a limited number of
* color choices which may not be able to accurately represent
* the full spectrum of colors that can result during rendering
* operations.
* For such a destination the {@code DITHERING} hint controls
* whether rendering is done with a flat solid fill of a single
* pixel value which is the closest supported color to what was
* requested, or whether shapes will be filled with a pattern of
* colors which combine to better approximate that color.
* <p>
* The allowable values for this hint are
* <ul>
* <li>{@link #VALUE_DITHER_DISABLE}
* <li>{@link #VALUE_DITHER_ENABLE}
* <li>{@link #VALUE_DITHER_DEFAULT}
* </ul>
*/
public static final Key KEY_DITHERING =
SunHints.KEY_DITHERING;
Dithering hint value -- do not dither when rendering geometry.
See Also: - KEY_DITHERING
/**
* Dithering hint value -- do not dither when rendering geometry.
* @see #KEY_DITHERING
*/
public static final Object VALUE_DITHER_DISABLE =
SunHints.VALUE_DITHER_DISABLE;
Dithering hint value -- dither when rendering geometry, if needed.
See Also: - KEY_DITHERING
/**
* Dithering hint value -- dither when rendering geometry, if needed.
* @see #KEY_DITHERING
*/
public static final Object VALUE_DITHER_ENABLE =
SunHints.VALUE_DITHER_ENABLE;
Dithering hint value -- use a default for dithering chosen by
the implementation.
See Also: - KEY_DITHERING
/**
* Dithering hint value -- use a default for dithering chosen by
* the implementation.
* @see #KEY_DITHERING
*/
public static final Object VALUE_DITHER_DEFAULT =
SunHints.VALUE_DITHER_DEFAULT;
Text antialiasing hint key. The TEXT_ANTIALIASING
hint can control the use of antialiasing algorithms for text independently of the choice used for shape rendering. Often an application may want to use antialiasing for text only and not for other shapes. Additionally, the algorithms for reducing the aliasing artifacts for text are often more sophisticated than those that have been developed for general rendering so this hint key provides additional values which can control the choices of some of those text-specific algorithms. If left in the DEFAULT
state, this hint will generally defer to the value of the regular KEY_ANTIALIASING
hint key.
The allowable values for this hint are
/**
* Text antialiasing hint key.
* The {@code TEXT_ANTIALIASING} hint can control the use of
* antialiasing algorithms for text independently of the
* choice used for shape rendering.
* Often an application may want to use antialiasing for text
* only and not for other shapes.
* Additionally, the algorithms for reducing the aliasing
* artifacts for text are often more sophisticated than those
* that have been developed for general rendering so this
* hint key provides additional values which can control
* the choices of some of those text-specific algorithms.
* If left in the {@code DEFAULT} state, this hint will
* generally defer to the value of the regular
* {@link #KEY_ANTIALIASING} hint key.
* <p>
* The allowable values for this hint are
* <ul>
* <li>{@link #VALUE_TEXT_ANTIALIAS_ON}
* <li>{@link #VALUE_TEXT_ANTIALIAS_OFF}
* <li>{@link #VALUE_TEXT_ANTIALIAS_DEFAULT}
* <li>{@link #VALUE_TEXT_ANTIALIAS_GASP}
* <li>{@link #VALUE_TEXT_ANTIALIAS_LCD_HRGB}
* <li>{@link #VALUE_TEXT_ANTIALIAS_LCD_HBGR}
* <li>{@link #VALUE_TEXT_ANTIALIAS_LCD_VRGB}
* <li>{@link #VALUE_TEXT_ANTIALIAS_LCD_VBGR}
* </ul>
*/
public static final Key KEY_TEXT_ANTIALIASING =
SunHints.KEY_TEXT_ANTIALIASING;
Text antialiasing hint value -- text rendering is done with
some form of antialiasing.
See Also: - KEY_TEXT_ANTIALIASING
/**
* Text antialiasing hint value -- text rendering is done with
* some form of antialiasing.
* @see #KEY_TEXT_ANTIALIASING
*/
public static final Object VALUE_TEXT_ANTIALIAS_ON =
SunHints.VALUE_TEXT_ANTIALIAS_ON;
Text antialiasing hint value -- text rendering is done without
any form of antialiasing.
See Also: - KEY_TEXT_ANTIALIASING
/**
* Text antialiasing hint value -- text rendering is done without
* any form of antialiasing.
* @see #KEY_TEXT_ANTIALIASING
*/
public static final Object VALUE_TEXT_ANTIALIAS_OFF =
SunHints.VALUE_TEXT_ANTIALIAS_OFF;
Text antialiasing hint value -- text rendering is done according to the KEY_ANTIALIASING
hint or a default chosen by the implementation. See Also:
/**
* Text antialiasing hint value -- text rendering is done according
* to the {@link #KEY_ANTIALIASING} hint or a default chosen by the
* implementation.
* @see #KEY_TEXT_ANTIALIASING
*/
public static final Object VALUE_TEXT_ANTIALIAS_DEFAULT =
SunHints.VALUE_TEXT_ANTIALIAS_DEFAULT;
Text antialiasing hint value -- text rendering is requested to use information in the font resource which specifies for each point size whether to apply VALUE_TEXT_ANTIALIAS_ON
or VALUE_TEXT_ANTIALIAS_OFF
.
TrueType fonts typically provide this information in the 'gasp' table.
In the absence of this information, the behaviour for a particular
font and size is determined by implementation defaults.
Note:A font designer will typically carefully hint a font for the most common user interface point sizes. Consequently the 'gasp' table will likely specify to use only hinting at those sizes and not "smoothing". So in many cases the resulting text display is equivalent to VALUE_TEXT_ANTIALIAS_OFF
. This may be unexpected but is correct.
Logical fonts which are composed of multiple physical fonts will for
consistency will use the setting most appropriate for the overall
composite font.
See Also: Since: 1.6
/**
* Text antialiasing hint value -- text rendering is requested to
* use information in the font resource which specifies for each point
* size whether to apply {@link #VALUE_TEXT_ANTIALIAS_ON} or
* {@link #VALUE_TEXT_ANTIALIAS_OFF}.
* <p>
* TrueType fonts typically provide this information in the 'gasp' table.
* In the absence of this information, the behaviour for a particular
* font and size is determined by implementation defaults.
* <p>
* <i>Note:</i>A font designer will typically carefully hint a font for
* the most common user interface point sizes. Consequently the 'gasp'
* table will likely specify to use only hinting at those sizes and not
* "smoothing". So in many cases the resulting text display is
* equivalent to {@code VALUE_TEXT_ANTIALIAS_OFF}.
* This may be unexpected but is correct.
* <p>
* Logical fonts which are composed of multiple physical fonts will for
* consistency will use the setting most appropriate for the overall
* composite font.
*
* @see #KEY_TEXT_ANTIALIASING
* @since 1.6
*/
public static final Object VALUE_TEXT_ANTIALIAS_GASP =
SunHints.VALUE_TEXT_ANTIALIAS_GASP;
Text antialiasing hint value -- request that text be displayed
optimised for an LCD display with subpixels in order from display
left to right of R,G,B such that the horizontal subpixel resolution
is three times that of the full pixel horizontal resolution (HRGB).
This is the most common configuration.
Selecting this hint for displays with one of the other LCD subpixel
configurations will likely result in unfocused text.
Notes:
An implementation when choosing whether to apply any of the
LCD text hint values may take into account factors including requiring
color depth of the destination to be at least 15 bits per pixel
(ie 5 bits per color component),
characteristics of a font such as whether embedded bitmaps may
produce better results, or when displaying to a non-local networked
display device enabling it only if suitable protocols are available,
or ignoring the hint if performing very high resolution rendering
or the target device is not appropriate: eg when printing.
These hints can equally be applied when rendering to software images, but these images may not then be suitable for general export, as the text will have been rendered appropriately for a specific subpixel organisation. Also lossy images are not a good choice, nor image formats such as GIF which have limited colors. So unless the image is destined solely for rendering on a display device with the same configuration, some other text anti-aliasing hint such as VALUE_TEXT_ANTIALIAS_ON
may be a better choice.
Selecting a value which does not match the LCD display in use
will likely lead to a degradation in text quality.
On display devices (ie CRTs) which do not have the same characteristics
as LCD displays, the overall effect may appear similar to standard text
anti-aliasing, but the quality may be degraded by color distortion.
Analog connected LCD displays may also show little advantage over
standard text-antialiasing and be similar to CRTs.
In other words for the best results use an LCD display with a digital
display connector and specify the appropriate sub-pixel configuration.
See Also: Since: 1.6
/**
* Text antialiasing hint value -- request that text be displayed
* optimised for an LCD display with subpixels in order from display
* left to right of R,G,B such that the horizontal subpixel resolution
* is three times that of the full pixel horizontal resolution (HRGB).
* This is the most common configuration.
* Selecting this hint for displays with one of the other LCD subpixel
* configurations will likely result in unfocused text.
* <p>
* <i>Notes:</i><br>
* An implementation when choosing whether to apply any of the
* LCD text hint values may take into account factors including requiring
* color depth of the destination to be at least 15 bits per pixel
* (ie 5 bits per color component),
* characteristics of a font such as whether embedded bitmaps may
* produce better results, or when displaying to a non-local networked
* display device enabling it only if suitable protocols are available,
* or ignoring the hint if performing very high resolution rendering
* or the target device is not appropriate: eg when printing.
* <p>
* These hints can equally be applied when rendering to software images,
* but these images may not then be suitable for general export, as the
* text will have been rendered appropriately for a specific subpixel
* organisation. Also lossy images are not a good choice, nor image
* formats such as GIF which have limited colors.
* So unless the image is destined solely for rendering on a
* display device with the same configuration, some other text
* anti-aliasing hint such as
* {@link #VALUE_TEXT_ANTIALIAS_ON}
* may be a better choice.
* <p>Selecting a value which does not match the LCD display in use
* will likely lead to a degradation in text quality.
* On display devices (ie CRTs) which do not have the same characteristics
* as LCD displays, the overall effect may appear similar to standard text
* anti-aliasing, but the quality may be degraded by color distortion.
* Analog connected LCD displays may also show little advantage over
* standard text-antialiasing and be similar to CRTs.
* <p>
* In other words for the best results use an LCD display with a digital
* display connector and specify the appropriate sub-pixel configuration.
*
* @see #KEY_TEXT_ANTIALIASING
* @since 1.6
*/
public static final Object VALUE_TEXT_ANTIALIAS_LCD_HRGB =
SunHints.VALUE_TEXT_ANTIALIAS_LCD_HRGB;
Text antialiasing hint value -- request that text be displayed optimised for an LCD display with subpixels in order from display left to right of B,G,R such that the horizontal subpixel resolution is three times that of the full pixel horizontal resolution (HBGR). This is a much less common configuration than HRGB. Selecting this hint for displays with one of the other LCD subpixel configurations will likely result in unfocused text. See VALUE_TEXT_ANTIALIAS_LCD_HRGB
, for more information on when this hint is applied. See Also: Since: 1.6
/**
* Text antialiasing hint value -- request that text be displayed
* optimised for an LCD display with subpixels in order from display
* left to right of B,G,R such that the horizontal subpixel resolution
* is three times that of the full pixel horizontal resolution (HBGR).
* This is a much less common configuration than HRGB.
* Selecting this hint for displays with one of the other LCD subpixel
* configurations will likely result in unfocused text.
* See {@link #VALUE_TEXT_ANTIALIAS_LCD_HRGB},
* for more information on when this hint is applied.
*
* @see #KEY_TEXT_ANTIALIASING
* @since 1.6
*/
public static final Object VALUE_TEXT_ANTIALIAS_LCD_HBGR =
SunHints.VALUE_TEXT_ANTIALIAS_LCD_HBGR;
Text antialiasing hint value -- request that text be displayed optimised for an LCD display with subpixel organisation from display top to bottom of R,G,B such that the vertical subpixel resolution is three times that of the full pixel vertical resolution (VRGB). Vertical orientation is very uncommon and probably mainly useful for a physically rotated display. Selecting this hint for displays with one of the other LCD subpixel configurations will likely result in unfocused text. See VALUE_TEXT_ANTIALIAS_LCD_HRGB
, for more information on when this hint is applied. See Also: Since: 1.6
/**
* Text antialiasing hint value -- request that text be displayed
* optimised for an LCD display with subpixel organisation from display
* top to bottom of R,G,B such that the vertical subpixel resolution is
* three times that of the full pixel vertical resolution (VRGB).
* Vertical orientation is very uncommon and probably mainly useful
* for a physically rotated display.
* Selecting this hint for displays with one of the other LCD subpixel
* configurations will likely result in unfocused text.
* See {@link #VALUE_TEXT_ANTIALIAS_LCD_HRGB},
* for more information on when this hint is applied.
*
* @see #KEY_TEXT_ANTIALIASING
* @since 1.6
*/
public static final Object VALUE_TEXT_ANTIALIAS_LCD_VRGB =
SunHints.VALUE_TEXT_ANTIALIAS_LCD_VRGB;
Text antialiasing hint value -- request that text be displayed optimised for an LCD display with subpixel organisation from display top to bottom of B,G,R such that the vertical subpixel resolution is three times that of the full pixel vertical resolution (VBGR). Vertical orientation is very uncommon and probably mainly useful for a physically rotated display. Selecting this hint for displays with one of the other LCD subpixel configurations will likely result in unfocused text. See VALUE_TEXT_ANTIALIAS_LCD_HRGB
, for more information on when this hint is applied. See Also: Since: 1.6
/**
* Text antialiasing hint value -- request that text be displayed
* optimised for an LCD display with subpixel organisation from display
* top to bottom of B,G,R such that the vertical subpixel resolution is
* three times that of the full pixel vertical resolution (VBGR).
* Vertical orientation is very uncommon and probably mainly useful
* for a physically rotated display.
* Selecting this hint for displays with one of the other LCD subpixel
* configurations will likely result in unfocused text.
* See {@link #VALUE_TEXT_ANTIALIAS_LCD_HRGB},
* for more information on when this hint is applied.
*
* @see #KEY_TEXT_ANTIALIASING
* @since 1.6
*/
public static final Object VALUE_TEXT_ANTIALIAS_LCD_VBGR =
SunHints.VALUE_TEXT_ANTIALIAS_LCD_VBGR;
LCD text contrast rendering hint key.
The value is an Integer
object which is used as a text contrast adjustment when used in conjunction with an LCD text anti-aliasing hint such as VALUE_TEXT_ANTIALIAS_LCD_HRGB
.
- Values should be a positive integer in the range 100 to 250.
- A lower value (eg 100) corresponds to higher contrast text when
displaying dark text on a light background.
- A higher value (eg 200) corresponds to lower contrast text when
displaying dark text on a light background.
- A typical useful value is in the narrow range 140-180.
- If no value is specified, a system or implementation default value
will be applied.
The default value can be expected to be adequate for most purposes,
so clients should rarely need to specify a value for this hint unless
they have concrete information as to an appropriate value.
A higher value does not mean a higher contrast, in fact the opposite
is true.
The correction is applied in a similar manner to a gamma adjustment
for non-linear perceptual luminance response of display systems, but
does not indicate a full correction for this.
See Also: Since: 1.6
/**
* LCD text contrast rendering hint key.
* The value is an <code>Integer</code> object which is used as a text
* contrast adjustment when used in conjunction with an LCD text
* anti-aliasing hint such as
* {@link #VALUE_TEXT_ANTIALIAS_LCD_HRGB}.
* <ul>
* <li>Values should be a positive integer in the range 100 to 250.
* <li>A lower value (eg 100) corresponds to higher contrast text when
* displaying dark text on a light background.
* <li>A higher value (eg 200) corresponds to lower contrast text when
* displaying dark text on a light background.
* <li>A typical useful value is in the narrow range 140-180.
* <li>If no value is specified, a system or implementation default value
* will be applied.
* </ul>
* The default value can be expected to be adequate for most purposes,
* so clients should rarely need to specify a value for this hint unless
* they have concrete information as to an appropriate value.
* A higher value does not mean a higher contrast, in fact the opposite
* is true.
* The correction is applied in a similar manner to a gamma adjustment
* for non-linear perceptual luminance response of display systems, but
* does not indicate a full correction for this.
*
* @see #KEY_TEXT_ANTIALIASING
* @since 1.6
*/
public static final Key KEY_TEXT_LCD_CONTRAST =
SunHints.KEY_TEXT_ANTIALIAS_LCD_CONTRAST;
Font fractional metrics hint key. The FRACTIONALMETRICS
hint controls whether the positioning of individual character glyphs takes into account the sub-pixel accuracy of the scaled character advances of the font or whether such advance vectors are rounded to an integer number of whole device pixels. This hint only recommends how much accuracy should be used to position the glyphs and does not specify or recommend whether or not the actual rasterization or pixel bounds of the glyph should be modified to match.
Rendering text to a low resolution device like a screen will
necessarily involve a number of rounding operations as the
high quality and very precise definition of the shape and
metrics of the character glyphs must be matched to discrete
device pixels.
Ideally the positioning of glyphs during text layout would be
calculated by scaling the design metrics in the font according
to the point size, but then the scaled advance width will not
necessarily be an integer number of pixels.
If the glyphs are positioned with sub-pixel accuracy according
to these scaled design metrics then the rasterization would
ideally need to be adjusted for each possible sub-pixel origin.
Unfortunately, scaling each glyph customized to its exact
subpixel origin during text layout would be prohibitively
expensive so a simplified system based on integer device
positions is typically used to lay out the text.
The rasterization of the glyph and the scaled advance width
are both adjusted together to yield text that looks good at
device resolution and has consistent integer pixel distances
between glyphs that help the glyphs look uniformly and
consistently spaced and readable.
This process of rounding advance widths for rasterized glyphs
to integer distances means that the character density and the
overall length of a string of text will be different from the
theoretical design measurements due to the accumulation of
a series of small differences in the adjusted widths of
each glyph.
The specific differences will be different for each glyph,
some being wider and some being narrower than their theoretical
design measurements.
Thus the overall difference in character density and length
will vary by a number of factors including the font, the
specific device resolution being targeted, and the glyphs
chosen to represent the string being rendered.
As a result, rendering the same string at multiple device
resolutions can yield widely varying metrics for whole strings.
When FRACTIONALMETRICS
are enabled, the true font design metrics are scaled by the point size and used for layout with sub-pixel accuracy. The average density of glyphs and total length of a long string of characters will therefore more closely match the theoretical design of the font, but readability may be affected since individual pairs of characters may not always appear to be consistent distances apart depending on how the sub-pixel accumulation of the glyph origins meshes with the device pixel grid. Enabling this hint may be desirable when text layout is being performed that must be consistent across a wide variety of output resolutions. Specifically, this hint may be desirable in situations where the layout of text is being previewed on a low resolution device like a screen for output that will eventually be rendered on a high resolution printer or typesetting device.
When disabled, the scaled design metrics are rounded or adjusted
to integer distances for layout.
The distances between any specific pair of glyphs will be more
uniform on the device, but the density and total length of long
strings may no longer match the theoretical intentions of the
font designer.
Disabling this hint will typically produce more readable results
on low resolution devices like computer monitors.
The allowable values for this key are
/**
* Font fractional metrics hint key.
* The {@code FRACTIONALMETRICS} hint controls whether the positioning
* of individual character glyphs takes into account the sub-pixel
* accuracy of the scaled character advances of the font or whether
* such advance vectors are rounded to an integer number of whole
* device pixels.
* This hint only recommends how much accuracy should be used to
* position the glyphs and does not specify or recommend whether or
* not the actual rasterization or pixel bounds of the glyph should
* be modified to match.
* <p>
* Rendering text to a low resolution device like a screen will
* necessarily involve a number of rounding operations as the
* high quality and very precise definition of the shape and
* metrics of the character glyphs must be matched to discrete
* device pixels.
* Ideally the positioning of glyphs during text layout would be
* calculated by scaling the design metrics in the font according
* to the point size, but then the scaled advance width will not
* necessarily be an integer number of pixels.
* If the glyphs are positioned with sub-pixel accuracy according
* to these scaled design metrics then the rasterization would
* ideally need to be adjusted for each possible sub-pixel origin.
* <p>
* Unfortunately, scaling each glyph customized to its exact
* subpixel origin during text layout would be prohibitively
* expensive so a simplified system based on integer device
* positions is typically used to lay out the text.
* The rasterization of the glyph and the scaled advance width
* are both adjusted together to yield text that looks good at
* device resolution and has consistent integer pixel distances
* between glyphs that help the glyphs look uniformly and
* consistently spaced and readable.
* <p>
* This process of rounding advance widths for rasterized glyphs
* to integer distances means that the character density and the
* overall length of a string of text will be different from the
* theoretical design measurements due to the accumulation of
* a series of small differences in the adjusted widths of
* each glyph.
* The specific differences will be different for each glyph,
* some being wider and some being narrower than their theoretical
* design measurements.
* Thus the overall difference in character density and length
* will vary by a number of factors including the font, the
* specific device resolution being targeted, and the glyphs
* chosen to represent the string being rendered.
* As a result, rendering the same string at multiple device
* resolutions can yield widely varying metrics for whole strings.
* <p>
* When {@code FRACTIONALMETRICS} are enabled, the true font design
* metrics are scaled by the point size and used for layout with
* sub-pixel accuracy.
* The average density of glyphs and total length of a long
* string of characters will therefore more closely match the
* theoretical design of the font, but readability may be affected
* since individual pairs of characters may not always appear to
* be consistent distances apart depending on how the sub-pixel
* accumulation of the glyph origins meshes with the device pixel
* grid.
* Enabling this hint may be desirable when text layout is being
* performed that must be consistent across a wide variety of
* output resolutions.
* Specifically, this hint may be desirable in situations where
* the layout of text is being previewed on a low resolution
* device like a screen for output that will eventually be
* rendered on a high resolution printer or typesetting device.
* <p>
* When disabled, the scaled design metrics are rounded or adjusted
* to integer distances for layout.
* The distances between any specific pair of glyphs will be more
* uniform on the device, but the density and total length of long
* strings may no longer match the theoretical intentions of the
* font designer.
* Disabling this hint will typically produce more readable results
* on low resolution devices like computer monitors.
* <p>
* The allowable values for this key are
* <ul>
* <li>{@link #VALUE_FRACTIONALMETRICS_OFF}
* <li>{@link #VALUE_FRACTIONALMETRICS_ON}
* <li>{@link #VALUE_FRACTIONALMETRICS_DEFAULT}
* </ul>
*/
public static final Key KEY_FRACTIONALMETRICS =
SunHints.KEY_FRACTIONALMETRICS;
Font fractional metrics hint value -- character glyphs are
positioned with advance widths rounded to pixel boundaries.
See Also: - KEY_FRACTIONALMETRICS
/**
* Font fractional metrics hint value -- character glyphs are
* positioned with advance widths rounded to pixel boundaries.
* @see #KEY_FRACTIONALMETRICS
*/
public static final Object VALUE_FRACTIONALMETRICS_OFF =
SunHints.VALUE_FRACTIONALMETRICS_OFF;
Font fractional metrics hint value -- character glyphs are
positioned with sub-pixel accuracy.
See Also: - KEY_FRACTIONALMETRICS
/**
* Font fractional metrics hint value -- character glyphs are
* positioned with sub-pixel accuracy.
* @see #KEY_FRACTIONALMETRICS
*/
public static final Object VALUE_FRACTIONALMETRICS_ON =
SunHints.VALUE_FRACTIONALMETRICS_ON;
Font fractional metrics hint value -- character glyphs are
positioned with accuracy chosen by the implementation.
See Also: - KEY_FRACTIONALMETRICS
/**
* Font fractional metrics hint value -- character glyphs are
* positioned with accuracy chosen by the implementation.
* @see #KEY_FRACTIONALMETRICS
*/
public static final Object VALUE_FRACTIONALMETRICS_DEFAULT =
SunHints.VALUE_FRACTIONALMETRICS_DEFAULT;
Interpolation hint key. The INTERPOLATION
hint controls how image pixels are filtered or resampled during an image rendering operation.
Implicitly images are defined to provide color samples at
integer coordinate locations.
When images are rendered upright with no scaling onto a
destination, the choice of which image pixels map to which
device pixels is obvious and the samples at the integer
coordinate locations in the image are transfered to the
pixels at the corresponding integer locations on the device
pixel grid one for one.
When images are rendered in a scaled, rotated, or otherwise
transformed coordinate system, then the mapping of device
pixel coordinates back to the image can raise the question
of what color sample to use for the continuous coordinates
that lie between the integer locations of the provided image
samples.
Interpolation algorithms define functions which provide a
color sample for any continuous coordinate in an image based
on the color samples at the surrounding integer coordinates.
The allowable values for this hint are
/**
* Interpolation hint key.
* The {@code INTERPOLATION} hint controls how image pixels are
* filtered or resampled during an image rendering operation.
* <p>
* Implicitly images are defined to provide color samples at
* integer coordinate locations.
* When images are rendered upright with no scaling onto a
* destination, the choice of which image pixels map to which
* device pixels is obvious and the samples at the integer
* coordinate locations in the image are transfered to the
* pixels at the corresponding integer locations on the device
* pixel grid one for one.
* When images are rendered in a scaled, rotated, or otherwise
* transformed coordinate system, then the mapping of device
* pixel coordinates back to the image can raise the question
* of what color sample to use for the continuous coordinates
* that lie between the integer locations of the provided image
* samples.
* Interpolation algorithms define functions which provide a
* color sample for any continuous coordinate in an image based
* on the color samples at the surrounding integer coordinates.
* <p>
* The allowable values for this hint are
* <ul>
* <li>{@link #VALUE_INTERPOLATION_NEAREST_NEIGHBOR}
* <li>{@link #VALUE_INTERPOLATION_BILINEAR}
* <li>{@link #VALUE_INTERPOLATION_BICUBIC}
* </ul>
*/
public static final Key KEY_INTERPOLATION =
SunHints.KEY_INTERPOLATION;
Interpolation hint value -- the color sample of the nearest
neighboring integer coordinate sample in the image is used.
Conceptually the image is viewed as a grid of unit-sized
square regions of color centered around the center of each
image pixel.
As the image is scaled up, it will look correspondingly blocky.
As the image is scaled down, the colors for source pixels will
be either used unmodified, or skipped entirely in the output
representation.
See Also: - KEY_INTERPOLATION
/**
* Interpolation hint value -- the color sample of the nearest
* neighboring integer coordinate sample in the image is used.
* Conceptually the image is viewed as a grid of unit-sized
* square regions of color centered around the center of each
* image pixel.
* <p>
* As the image is scaled up, it will look correspondingly blocky.
* As the image is scaled down, the colors for source pixels will
* be either used unmodified, or skipped entirely in the output
* representation.
*
* @see #KEY_INTERPOLATION
*/
public static final Object VALUE_INTERPOLATION_NEAREST_NEIGHBOR =
SunHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR;
Interpolation hint value -- the color samples of the 4 nearest
neighboring integer coordinate samples in the image are
interpolated linearly to produce a color sample.
Conceptually the image is viewed as a set of infinitely small
point color samples which have value only at the centers of
integer coordinate pixels and the space between those pixel
centers is filled with linear ramps of colors that connect
adjacent discrete samples in a straight line.
As the image is scaled up, there are no blocky edges between the colors in the image as there are with NEAREST_NEIGHBOR
, but the blending may show some subtle discontinuities along the horizontal and vertical edges that line up with the samples caused by a sudden change in the slope of the interpolation from one side of a sample to the other. As the image is scaled down, more image pixels have their color samples represented in the resulting output since each output pixel recieves color information from up to 4 image pixels.
See Also:
/**
* Interpolation hint value -- the color samples of the 4 nearest
* neighboring integer coordinate samples in the image are
* interpolated linearly to produce a color sample.
* Conceptually the image is viewed as a set of infinitely small
* point color samples which have value only at the centers of
* integer coordinate pixels and the space between those pixel
* centers is filled with linear ramps of colors that connect
* adjacent discrete samples in a straight line.
* <p>
* As the image is scaled up, there are no blocky edges between
* the colors in the image as there are with
* {@link #VALUE_INTERPOLATION_NEAREST_NEIGHBOR NEAREST_NEIGHBOR},
* but the blending may show some subtle discontinuities along the
* horizontal and vertical edges that line up with the samples
* caused by a sudden change in the slope of the interpolation
* from one side of a sample to the other.
* As the image is scaled down, more image pixels have their
* color samples represented in the resulting output since each
* output pixel recieves color information from up to 4 image
* pixels.
*
* @see #KEY_INTERPOLATION
*/
public static final Object VALUE_INTERPOLATION_BILINEAR =
SunHints.VALUE_INTERPOLATION_BILINEAR;
Interpolation hint value -- the color samples of 9 nearby integer coordinate samples in the image are interpolated using a cubic function in both X
and Y
to produce a color sample. Conceptually the view of the image is very similar to the view used in the BILINEAR
algorithm except that the ramps of colors that connect between the samples are curved and have better continuity of slope as they cross over between sample boundaries. As the image is scaled up, there are no blocky edges and the interpolation should appear smoother and with better depictions of any edges in the original image than with BILINEAR
. As the image is scaled down, even more of the original color samples from the original image will have their color information carried through and represented.
See Also:
/**
* Interpolation hint value -- the color samples of 9 nearby
* integer coordinate samples in the image are interpolated using
* a cubic function in both {@code X} and {@code Y} to produce
* a color sample.
* Conceptually the view of the image is very similar to the view
* used in the {@link #VALUE_INTERPOLATION_BILINEAR BILINEAR}
* algorithm except that the ramps of colors that connect between
* the samples are curved and have better continuity of slope
* as they cross over between sample boundaries.
* <p>
* As the image is scaled up, there are no blocky edges and the
* interpolation should appear smoother and with better depictions
* of any edges in the original image than with {@code BILINEAR}.
* As the image is scaled down, even more of the original color
* samples from the original image will have their color information
* carried through and represented.
*
* @see #KEY_INTERPOLATION
*/
public static final Object VALUE_INTERPOLATION_BICUBIC =
SunHints.VALUE_INTERPOLATION_BICUBIC;
Alpha interpolation hint key. The ALPHA_INTERPOLATION
hint is a general hint that provides a high level recommendation as to whether to bias alpha blending algorithm choices more for speed or quality when evaluating tradeoffs.
This hint could control the choice of alpha blending
calculations that sacrifice some precision to use fast
lookup tables or lower precision SIMD instructions.
This hint could also control whether or not the color
and alpha values are converted into a linear color space
during the calculations for a more linear visual effect
at the expense of additional per-pixel calculations.
The allowable values for this hint are
/**
* Alpha interpolation hint key.
* The {@code ALPHA_INTERPOLATION} hint is a general hint that
* provides a high level recommendation as to whether to bias
* alpha blending algorithm choices more for speed or quality
* when evaluating tradeoffs.
* <p>
* This hint could control the choice of alpha blending
* calculations that sacrifice some precision to use fast
* lookup tables or lower precision SIMD instructions.
* This hint could also control whether or not the color
* and alpha values are converted into a linear color space
* during the calculations for a more linear visual effect
* at the expense of additional per-pixel calculations.
* <p>
* The allowable values for this hint are
* <ul>
* <li>{@link #VALUE_ALPHA_INTERPOLATION_SPEED}
* <li>{@link #VALUE_ALPHA_INTERPOLATION_QUALITY}
* <li>{@link #VALUE_ALPHA_INTERPOLATION_DEFAULT}
* </ul>
*/
public static final Key KEY_ALPHA_INTERPOLATION =
SunHints.KEY_ALPHA_INTERPOLATION;
Alpha interpolation hint value -- alpha blending algorithms
are chosen with a preference for calculation speed.
See Also: - KEY_ALPHA_INTERPOLATION
/**
* Alpha interpolation hint value -- alpha blending algorithms
* are chosen with a preference for calculation speed.
* @see #KEY_ALPHA_INTERPOLATION
*/
public static final Object VALUE_ALPHA_INTERPOLATION_SPEED =
SunHints.VALUE_ALPHA_INTERPOLATION_SPEED;
Alpha interpolation hint value -- alpha blending algorithms
are chosen with a preference for precision and visual quality.
See Also: - KEY_ALPHA_INTERPOLATION
/**
* Alpha interpolation hint value -- alpha blending algorithms
* are chosen with a preference for precision and visual quality.
* @see #KEY_ALPHA_INTERPOLATION
*/
public static final Object VALUE_ALPHA_INTERPOLATION_QUALITY =
SunHints.VALUE_ALPHA_INTERPOLATION_QUALITY;
Alpha interpolation hint value -- alpha blending algorithms
are chosen by the implementation for a good tradeoff of
performance vs. quality.
See Also: - KEY_ALPHA_INTERPOLATION
/**
* Alpha interpolation hint value -- alpha blending algorithms
* are chosen by the implementation for a good tradeoff of
* performance vs. quality.
* @see #KEY_ALPHA_INTERPOLATION
*/
public static final Object VALUE_ALPHA_INTERPOLATION_DEFAULT =
SunHints.VALUE_ALPHA_INTERPOLATION_DEFAULT;
Color rendering hint key. The COLOR_RENDERING
hint controls the accuracy of approximation and conversion when storing colors into a destination image or surface.
When a rendering or image manipulation operation produces
a color value that must be stored into a destination, it
must first convert that color into a form suitable for
storing into the destination image or surface.
Minimally, the color components must be converted to bit
representations and ordered in the correct order or an
index into a color lookup table must be chosen before
the data can be stored into the destination memory.
Without this minimal conversion, the data in the destination
would likely represent random, incorrect or possibly even
unsupported values.
Algorithms to quickly convert the results of rendering
operations into the color format of most common destinations
are well known and fairly optimal to execute.
Simply performing the most basic color format conversion to store colors into a destination can potentially ignore a difference in the calibration of the ColorSpace
of the source and destination or other factors such as the linearity of the gamma correction. Unless the source and destination ColorSpace
are identical, to correctly perform a rendering operation with the most care taken for the accuracy of the colors being represented, the source colors should be converted to a device independent ColorSpace
and the results then converted back to the destination ColorSpace
. Furthermore, if calculations such as the blending of multiple source colors are to be performed during the rendering operation, greater visual clarity can be achieved if the intermediate device independent ColorSpace
is chosen to have a linear relationship between the values being calculated and the perception of the human eye to the response curves of the output device.
The allowable values for this hint are
/**
* Color rendering hint key.
* The {@code COLOR_RENDERING} hint controls the accuracy of
* approximation and conversion when storing colors into a
* destination image or surface.
* <p>
* When a rendering or image manipulation operation produces
* a color value that must be stored into a destination, it
* must first convert that color into a form suitable for
* storing into the destination image or surface.
* Minimally, the color components must be converted to bit
* representations and ordered in the correct order or an
* index into a color lookup table must be chosen before
* the data can be stored into the destination memory.
* Without this minimal conversion, the data in the destination
* would likely represent random, incorrect or possibly even
* unsupported values.
* Algorithms to quickly convert the results of rendering
* operations into the color format of most common destinations
* are well known and fairly optimal to execute.
* <p>
* Simply performing the most basic color format conversion to
* store colors into a destination can potentially ignore a
* difference in the calibration of the
* {@link java.awt.color.ColorSpace}
* of the source and destination or other factors such as the
* linearity of the gamma correction.
* Unless the source and destination {@code ColorSpace} are
* identical, to correctly perform a rendering operation with
* the most care taken for the accuracy of the colors being
* represented, the source colors should be converted to a
* device independent {@code ColorSpace} and the results then
* converted back to the destination {@code ColorSpace}.
* Furthermore, if calculations such as the blending of multiple
* source colors are to be performed during the rendering
* operation, greater visual clarity can be achieved if the
* intermediate device independent {@code ColorSpace} is
* chosen to have a linear relationship between the values
* being calculated and the perception of the human eye to
* the response curves of the output device.
* <p>
* The allowable values for this hint are
* <ul>
* <li>{@link #VALUE_COLOR_RENDER_SPEED}
* <li>{@link #VALUE_COLOR_RENDER_QUALITY}
* <li>{@link #VALUE_COLOR_RENDER_DEFAULT}
* </ul>
*/
public static final Key KEY_COLOR_RENDERING =
SunHints.KEY_COLOR_RENDERING;
Color rendering hint value -- perform the fastest color
conversion to the format of the output device.
See Also: - KEY_COLOR_RENDERING
/**
* Color rendering hint value -- perform the fastest color
* conversion to the format of the output device.
* @see #KEY_COLOR_RENDERING
*/
public static final Object VALUE_COLOR_RENDER_SPEED =
SunHints.VALUE_COLOR_RENDER_SPEED;
Color rendering hint value -- perform the color conversion
calculations with the highest accuracy and visual quality.
See Also: - KEY_COLOR_RENDERING
/**
* Color rendering hint value -- perform the color conversion
* calculations with the highest accuracy and visual quality.
* @see #KEY_COLOR_RENDERING
*/
public static final Object VALUE_COLOR_RENDER_QUALITY =
SunHints.VALUE_COLOR_RENDER_QUALITY;
Color rendering hint value -- perform color conversion
calculations as chosen by the implementation to represent
the best available tradeoff between performance and
accuracy.
See Also: - KEY_COLOR_RENDERING
/**
* Color rendering hint value -- perform color conversion
* calculations as chosen by the implementation to represent
* the best available tradeoff between performance and
* accuracy.
* @see #KEY_COLOR_RENDERING
*/
public static final Object VALUE_COLOR_RENDER_DEFAULT =
SunHints.VALUE_COLOR_RENDER_DEFAULT;
Stroke normalization control hint key. The STROKE_CONTROL
hint controls whether a rendering implementation should or is allowed to modify the geometry of rendered shapes for various purposes.
Some implementations may be able to use an optimized platform
rendering library which may be faster than traditional software
rendering algorithms on a given platform, but which may also
not support floating point coordinates.
Some implementations may also have sophisticated algorithms
which perturb the coordinates of a path so that wide lines
appear more uniform in width and spacing.
If an implementation performs any type of modification or
"normalization" of a path, it should never move the coordinates
by more than half a pixel in any direction.
The allowable values for this hint are
Since: 1.3
/**
* Stroke normalization control hint key.
* The {@code STROKE_CONTROL} hint controls whether a rendering
* implementation should or is allowed to modify the geometry
* of rendered shapes for various purposes.
* <p>
* Some implementations may be able to use an optimized platform
* rendering library which may be faster than traditional software
* rendering algorithms on a given platform, but which may also
* not support floating point coordinates.
* Some implementations may also have sophisticated algorithms
* which perturb the coordinates of a path so that wide lines
* appear more uniform in width and spacing.
* <p>
* If an implementation performs any type of modification or
* "normalization" of a path, it should never move the coordinates
* by more than half a pixel in any direction.
* <p>
* The allowable values for this hint are
* <ul>
* <li>{@link #VALUE_STROKE_NORMALIZE}
* <li>{@link #VALUE_STROKE_PURE}
* <li>{@link #VALUE_STROKE_DEFAULT}
* </ul>
* @since 1.3
*/
public static final Key KEY_STROKE_CONTROL =
SunHints.KEY_STROKE_CONTROL;
Stroke normalization control hint value -- geometry may be
modified or left pure depending on the tradeoffs in a given
implementation.
Typically this setting allows an implementation to use a fast
integer coordinate based platform rendering library, but does
not specifically request normalization for uniformity or
aesthetics.
See Also: - KEY_STROKE_CONTROL
Since: 1.3
/**
* Stroke normalization control hint value -- geometry may be
* modified or left pure depending on the tradeoffs in a given
* implementation.
* Typically this setting allows an implementation to use a fast
* integer coordinate based platform rendering library, but does
* not specifically request normalization for uniformity or
* aesthetics.
*
* @see #KEY_STROKE_CONTROL
* @since 1.3
*/
public static final Object VALUE_STROKE_DEFAULT =
SunHints.VALUE_STROKE_DEFAULT;
Stroke normalization control hint value -- geometry should
be normalized to improve uniformity or spacing of lines and
overall aesthetics.
Note that different normalization algorithms may be more
successful than others for given input paths.
See Also: - KEY_STROKE_CONTROL
Since: 1.3
/**
* Stroke normalization control hint value -- geometry should
* be normalized to improve uniformity or spacing of lines and
* overall aesthetics.
* Note that different normalization algorithms may be more
* successful than others for given input paths.
*
* @see #KEY_STROKE_CONTROL
* @since 1.3
*/
public static final Object VALUE_STROKE_NORMALIZE =
SunHints.VALUE_STROKE_NORMALIZE;
Stroke normalization control hint value -- geometry should
be left unmodified and rendered with sub-pixel accuracy.
See Also: - KEY_STROKE_CONTROL
Since: 1.3
/**
* Stroke normalization control hint value -- geometry should
* be left unmodified and rendered with sub-pixel accuracy.
*
* @see #KEY_STROKE_CONTROL
* @since 1.3
*/
public static final Object VALUE_STROKE_PURE =
SunHints.VALUE_STROKE_PURE;
Constructs a new object with keys and values initialized
from the specified Map object which may be null.
Params: - init – a map of key/value pairs to initialize the hints
or null if the object should be empty
/**
* Constructs a new object with keys and values initialized
* from the specified Map object which may be null.
* @param init a map of key/value pairs to initialize the hints
* or null if the object should be empty
*/
public RenderingHints(Map<Key,?> init) {
if (init != null) {
hintmap.putAll(init);
}
}
Constructs a new object with the specified key/value pair.
Params: - key – the key of the particular hint property
- value – the value of the hint property specified with
key
/**
* Constructs a new object with the specified key/value pair.
* @param key the key of the particular hint property
* @param value the value of the hint property specified with
* <code>key</code>
*/
public RenderingHints(Key key, Object value) {
hintmap.put(key, value);
}
Returns the number of key-value mappings in this
RenderingHints
.
Returns: the number of key-value mappings in this
RenderingHints
.
/**
* Returns the number of key-value mappings in this
* <code>RenderingHints</code>.
*
* @return the number of key-value mappings in this
* <code>RenderingHints</code>.
*/
public int size() {
return hintmap.size();
}
Returns true
if this
RenderingHints
contains no key-value mappings.
Returns: true
if this
RenderingHints
contains no key-value mappings.
/**
* Returns <code>true</code> if this
* <code>RenderingHints</code> contains no key-value mappings.
*
* @return <code>true</code> if this
* <code>RenderingHints</code> contains no key-value mappings.
*/
public boolean isEmpty() {
return hintmap.isEmpty();
}
Returns true
if this RenderingHints
contains a mapping for the specified key.
Params: - key – key whose presence in this
RenderingHints
is to be tested.
Throws: -
ClassCastException
if the key can not
– be cast to RenderingHints.Key
Returns: true
if this RenderingHints
contains a mapping for the specified key.
/**
* Returns <code>true</code> if this <code>RenderingHints</code>
* contains a mapping for the specified key.
*
* @param key key whose presence in this
* <code>RenderingHints</code> is to be tested.
* @return <code>true</code> if this <code>RenderingHints</code>
* contains a mapping for the specified key.
* @exception <code>ClassCastException</code> if the key can not
* be cast to <code>RenderingHints.Key</code>
*/
public boolean containsKey(Object key) {
return hintmap.containsKey((Key) key);
}
Returns true if this RenderingHints maps one or more keys to the
specified value.
More formally, returns true
if and only
if this RenderingHints
contains at least one mapping to a value v
such that
(value==null ? v==null : value.equals(v))
.
This operation will probably require time linear in the
RenderingHints
size for most implementations
of RenderingHints
.
Params: - value – value whose presence in this
RenderingHints
is to be tested.
Returns: true
if this RenderingHints
maps one or more keys to the specified value.
/**
* Returns true if this RenderingHints maps one or more keys to the
* specified value.
* More formally, returns <code>true</code> if and only
* if this <code>RenderingHints</code>
* contains at least one mapping to a value <code>v</code> such that
* <pre>
* (value==null ? v==null : value.equals(v))
* </pre>.
* This operation will probably require time linear in the
* <code>RenderingHints</code> size for most implementations
* of <code>RenderingHints</code>.
*
* @param value value whose presence in this
* <code>RenderingHints</code> is to be tested.
* @return <code>true</code> if this <code>RenderingHints</code>
* maps one or more keys to the specified value.
*/
public boolean containsValue(Object value) {
return hintmap.containsValue(value);
}
Returns the value to which the specified key is mapped.
Params: - key – a rendering hint key
Throws: -
ClassCastException
if the key can not
– be cast to RenderingHints.Key
See Also: Returns: the value to which the key is mapped in this object or
null
if the key is not mapped to any value in
this object.
/**
* Returns the value to which the specified key is mapped.
* @param key a rendering hint key
* @return the value to which the key is mapped in this object or
* <code>null</code> if the key is not mapped to any value in
* this object.
* @exception <code>ClassCastException</code> if the key can not
* be cast to <code>RenderingHints.Key</code>
* @see #put(Object, Object)
*/
public Object get(Object key) {
return hintmap.get((Key) key);
}
Maps the specified key
to the specified
value
in this RenderingHints
object.
Neither the key nor the value can be null
.
The value can be retrieved by calling the get
method
with a key that is equal to the original key.
Params: - key – the rendering hint key.
- value – the rendering hint value.
Throws: -
NullPointerException
if the key is
– null
. -
ClassCastException
if the key can not
– be cast to RenderingHints.Key
-
IllegalArgumentException
if the
–
Key.isCompatibleValue()
method of the specified key returns false for the specified value
See Also: Returns: the previous value of the specified key in this object
or null
if it did not have one.
/**
* Maps the specified <code>key</code> to the specified
* <code>value</code> in this <code>RenderingHints</code> object.
* Neither the key nor the value can be <code>null</code>.
* The value can be retrieved by calling the <code>get</code> method
* with a key that is equal to the original key.
* @param key the rendering hint key.
* @param value the rendering hint value.
* @return the previous value of the specified key in this object
* or <code>null</code> if it did not have one.
* @exception <code>NullPointerException</code> if the key is
* <code>null</code>.
* @exception <code>ClassCastException</code> if the key can not
* be cast to <code>RenderingHints.Key</code>
* @exception <code>IllegalArgumentException</code> if the
* {@link Key#isCompatibleValue(java.lang.Object)
* Key.isCompatibleValue()}
* method of the specified key returns false for the
* specified value
* @see #get(Object)
*/
public Object put(Object key, Object value) {
if (!((Key) key).isCompatibleValue(value)) {
throw new IllegalArgumentException(value+
" incompatible with "+
key);
}
return hintmap.put((Key) key, value);
}
Adds all of the keys and corresponding values from the specified
RenderingHints
object to this
RenderingHints
object. Keys that are present in
this RenderingHints
object, but not in the specified
RenderingHints
object are not affected.
Params: - hints – the set of key/value pairs to be added to this
RenderingHints
object
/**
* Adds all of the keys and corresponding values from the specified
* <code>RenderingHints</code> object to this
* <code>RenderingHints</code> object. Keys that are present in
* this <code>RenderingHints</code> object, but not in the specified
* <code>RenderingHints</code> object are not affected.
* @param hints the set of key/value pairs to be added to this
* <code>RenderingHints</code> object
*/
public void add(RenderingHints hints) {
hintmap.putAll(hints.hintmap);
}
Clears this RenderingHints
object of all key/value
pairs.
/**
* Clears this <code>RenderingHints</code> object of all key/value
* pairs.
*/
public void clear() {
hintmap.clear();
}
Removes the key and its corresponding value from this
RenderingHints
object. This method does nothing if the
key is not in this RenderingHints
object.
Params: - key – the rendering hints key that needs to be removed
Throws: -
ClassCastException
if the key can not
– be cast to RenderingHints.Key
Returns: the value to which the key had previously been mapped in this
RenderingHints
object, or null
if the key did not have a mapping.
/**
* Removes the key and its corresponding value from this
* <code>RenderingHints</code> object. This method does nothing if the
* key is not in this <code>RenderingHints</code> object.
* @param key the rendering hints key that needs to be removed
* @exception <code>ClassCastException</code> if the key can not
* be cast to <code>RenderingHints.Key</code>
* @return the value to which the key had previously been mapped in this
* <code>RenderingHints</code> object, or <code>null</code>
* if the key did not have a mapping.
*/
public Object remove(Object key) {
return hintmap.remove((Key) key);
}
Copies all of the mappings from the specified Map
to this RenderingHints
. These mappings replace
any mappings that this RenderingHints
had for any
of the keys currently in the specified Map
.
Params: - m – the specified
Map
Throws: -
ClassCastException
class of a key or value
– in the specified Map
prevents it from being
stored in this RenderingHints
. -
IllegalArgumentException
some aspect
– of a key or value in the specified Map
prevents it from being stored in
this RenderingHints
.
/**
* Copies all of the mappings from the specified <code>Map</code>
* to this <code>RenderingHints</code>. These mappings replace
* any mappings that this <code>RenderingHints</code> had for any
* of the keys currently in the specified <code>Map</code>.
* @param m the specified <code>Map</code>
* @exception <code>ClassCastException</code> class of a key or value
* in the specified <code>Map</code> prevents it from being
* stored in this <code>RenderingHints</code>.
* @exception <code>IllegalArgumentException</code> some aspect
* of a key or value in the specified <code>Map</code>
* prevents it from being stored in
* this <code>RenderingHints</code>.
*/
public void putAll(Map<?,?> m) {
// ## javac bug?
//if (m instanceof RenderingHints) {
if (RenderingHints.class.isInstance(m)) {
//hintmap.putAll(((RenderingHints) m).hintmap);
for (Map.Entry<?,?> entry : m.entrySet())
hintmap.put(entry.getKey(), entry.getValue());
} else {
// Funnel each key/value pair through our protected put method
for (Map.Entry<?,?> entry : m.entrySet())
put(entry.getKey(), entry.getValue());
}
}
Returns a Set
view of the Keys contained in this
RenderingHints
. The Set is backed by the
RenderingHints
, so changes to the
RenderingHints
are reflected in the Set
,
and vice-versa. If the RenderingHints
is modified
while an iteration over the Set
is in progress,
the results of the iteration are undefined. The Set
supports element removal, which removes the corresponding
mapping from the RenderingHints
, via the
Iterator.remove
, Set.remove
,
removeAll
retainAll
, and
clear
operations. It does not support
the add
or addAll
operations.
Returns: a Set
view of the keys contained
in this RenderingHints
.
/**
* Returns a <code>Set</code> view of the Keys contained in this
* <code>RenderingHints</code>. The Set is backed by the
* <code>RenderingHints</code>, so changes to the
* <code>RenderingHints</code> are reflected in the <code>Set</code>,
* and vice-versa. If the <code>RenderingHints</code> is modified
* while an iteration over the <code>Set</code> is in progress,
* the results of the iteration are undefined. The <code>Set</code>
* supports element removal, which removes the corresponding
* mapping from the <code>RenderingHints</code>, via the
* <code>Iterator.remove</code>, <code>Set.remove</code>,
* <code>removeAll</code> <code>retainAll</code>, and
* <code>clear</code> operations. It does not support
* the <code>add</code> or <code>addAll</code> operations.
*
* @return a <code>Set</code> view of the keys contained
* in this <code>RenderingHints</code>.
*/
public Set<Object> keySet() {
return hintmap.keySet();
}
Returns a Collection
view of the values
contained in this RenderinHints
.
The Collection
is backed by the
RenderingHints
, so changes to
the RenderingHints
are reflected in
the Collection
, and vice-versa.
If the RenderingHints
is modified while
an iteration over the Collection
is
in progress, the results of the iteration are undefined.
The Collection
supports element removal,
which removes the corresponding mapping from the
RenderingHints
, via the
Iterator.remove
,
Collection.remove
, removeAll
,
retainAll
and clear
operations.
It does not support the add
or
addAll
operations.
Returns: a Collection
view of the values
contained in this RenderingHints
.
/**
* Returns a <code>Collection</code> view of the values
* contained in this <code>RenderinHints</code>.
* The <code>Collection</code> is backed by the
* <code>RenderingHints</code>, so changes to
* the <code>RenderingHints</code> are reflected in
* the <code>Collection</code>, and vice-versa.
* If the <code>RenderingHints</code> is modified while
* an iteration over the <code>Collection</code> is
* in progress, the results of the iteration are undefined.
* The <code>Collection</code> supports element removal,
* which removes the corresponding mapping from the
* <code>RenderingHints</code>, via the
* <code>Iterator.remove</code>,
* <code>Collection.remove</code>, <code>removeAll</code>,
* <code>retainAll</code> and <code>clear</code> operations.
* It does not support the <code>add</code> or
* <code>addAll</code> operations.
*
* @return a <code>Collection</code> view of the values
* contained in this <code>RenderingHints</code>.
*/
public Collection<Object> values() {
return hintmap.values();
}
Returns a Set
view of the mappings contained
in this RenderingHints
. Each element in the
returned Set
is a Map.Entry
.
The Set
is backed by the RenderingHints
,
so changes to the RenderingHints
are reflected
in the Set
, and vice-versa. If the
RenderingHints
is modified while
while an iteration over the Set
is in progress,
the results of the iteration are undefined.
The entrySet returned from a RenderingHints
object
is not modifiable.
Returns: a Set
view of the mappings contained in
this RenderingHints
.
/**
* Returns a <code>Set</code> view of the mappings contained
* in this <code>RenderingHints</code>. Each element in the
* returned <code>Set</code> is a <code>Map.Entry</code>.
* The <code>Set</code> is backed by the <code>RenderingHints</code>,
* so changes to the <code>RenderingHints</code> are reflected
* in the <code>Set</code>, and vice-versa. If the
* <code>RenderingHints</code> is modified while
* while an iteration over the <code>Set</code> is in progress,
* the results of the iteration are undefined.
* <p>
* The entrySet returned from a <code>RenderingHints</code> object
* is not modifiable.
*
* @return a <code>Set</code> view of the mappings contained in
* this <code>RenderingHints</code>.
*/
public Set<Map.Entry<Object,Object>> entrySet() {
return Collections.unmodifiableMap(hintmap).entrySet();
}
Compares the specified Object
with this
RenderingHints
for equality.
Returns true
if the specified object is also a
Map
and the two Map
objects represent
the same mappings. More formally, two Map
objects
t1
and t2
represent the same mappings
if t1.keySet().equals(t2.keySet())
and for every
key k
in t1.keySet()
,
(t1.get(k)==null ? t2.get(k)==null : t1.get(k).equals(t2.get(k)))
.
This ensures that the equals
method works properly across
different implementations of the Map
interface.
Params: - o –
Object
to be compared for equality with
this RenderingHints
.
Returns: true
if the specified Object
is equal to this RenderingHints
.
/**
* Compares the specified <code>Object</code> with this
* <code>RenderingHints</code> for equality.
* Returns <code>true</code> if the specified object is also a
* <code>Map</code> and the two <code>Map</code> objects represent
* the same mappings. More formally, two <code>Map</code> objects
* <code>t1</code> and <code>t2</code> represent the same mappings
* if <code>t1.keySet().equals(t2.keySet())</code> and for every
* key <code>k</code> in <code>t1.keySet()</code>,
* <pre>
* (t1.get(k)==null ? t2.get(k)==null : t1.get(k).equals(t2.get(k)))
* </pre>.
* This ensures that the <code>equals</code> method works properly across
* different implementations of the <code>Map</code> interface.
*
* @param o <code>Object</code> to be compared for equality with
* this <code>RenderingHints</code>.
* @return <code>true</code> if the specified <code>Object</code>
* is equal to this <code>RenderingHints</code>.
*/
public boolean equals(Object o) {
if (o instanceof RenderingHints) {
return hintmap.equals(((RenderingHints) o).hintmap);
} else if (o instanceof Map) {
return hintmap.equals(o);
}
return false;
}
Returns the hash code value for this RenderingHints
.
The hash code of a RenderingHints
is defined to be
the sum of the hashCodes of each Entry
in the
RenderingHints
object's entrySet view. This ensures that
t1.equals(t2)
implies that
t1.hashCode()==t2.hashCode()
for any two Map
objects t1
and t2
, as required by the general
contract of Object.hashCode
.
See Also: Returns: the hash code value for this RenderingHints
.
/**
* Returns the hash code value for this <code>RenderingHints</code>.
* The hash code of a <code>RenderingHints</code> is defined to be
* the sum of the hashCodes of each <code>Entry</code> in the
* <code>RenderingHints</code> object's entrySet view. This ensures that
* <code>t1.equals(t2)</code> implies that
* <code>t1.hashCode()==t2.hashCode()</code> for any two <code>Map</code>
* objects <code>t1</code> and <code>t2</code>, as required by the general
* contract of <code>Object.hashCode</code>.
*
* @return the hash code value for this <code>RenderingHints</code>.
* @see java.util.Map.Entry#hashCode()
* @see Object#hashCode()
* @see Object#equals(Object)
* @see #equals(Object)
*/
public int hashCode() {
return hintmap.hashCode();
}
Creates a clone of this RenderingHints
object
that has the same contents as this RenderingHints
object.
Returns: a clone of this instance.
/**
* Creates a clone of this <code>RenderingHints</code> object
* that has the same contents as this <code>RenderingHints</code>
* object.
* @return a clone of this instance.
*/
public Object clone() {
RenderingHints rh;
try {
rh = (RenderingHints) super.clone();
if (hintmap != null) {
rh.hintmap = (HashMap) hintmap.clone();
}
} catch (CloneNotSupportedException e) {
// this shouldn't happen, since we are Cloneable
throw new InternalError();
}
return rh;
}
Returns a rather long string representation of the hashmap
which contains the mappings of keys to values for this
RenderingHints
object.
Returns: a string representation of this object.
/**
* Returns a rather long string representation of the hashmap
* which contains the mappings of keys to values for this
* <code>RenderingHints</code> object.
* @return a string representation of this object.
*/
public String toString() {
if (hintmap == null) {
return getClass().getName() + "@" +
Integer.toHexString(hashCode()) +
" (0 hints)";
}
return hintmap.toString();
}
}