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0N/A * particular file as subject to the "Classpath" exception as provided
2362N/A * by Oracle in the LICENSE file that accompanied this code.
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0N/A */
0N/A
0N/Apackage java.awt;
0N/A
0N/Aimport java.util.Map;
0N/Aimport java.util.Set;
0N/Aimport java.util.Collection;
0N/Aimport java.util.Collections;
0N/Aimport java.util.HashMap;
0N/Aimport java.util.Iterator;
0N/Aimport sun.awt.SunHints;
0N/Aimport java.lang.ref.WeakReference;
0N/A
0N/A/**
0N/A * The {@code RenderingHints} class defines and manages collections of
0N/A * keys and associated values which allow an application to provide input
0N/A * into the choice of algorithms used by other classes which perform
0N/A * rendering and image manipulation services.
0N/A * The {@link java.awt.Graphics2D} class, and classes that implement
0N/A * {@link java.awt.image.BufferedImageOp} and
0N/A * {@link java.awt.image.RasterOp} all provide methods to get and
0N/A * possibly to set individual or groups of {@code RenderingHints}
0N/A * keys and their associated values.
0N/A * When those implementations perform any rendering or image manipulation
0N/A * operations they should examine the values of any {@code RenderingHints}
0N/A * that were requested by the caller and tailor the algorithms used
0N/A * accordingly and to the best of their ability.
0N/A * <p>
0N/A * Note that since these keys and values are <i>hints</i>, there is
0N/A * no requirement that a given implementation supports all possible
0N/A * choices indicated below or that it can respond to requests to
0N/A * modify its choice of algorithm.
0N/A * The values of the various hint keys may also interact such that
0N/A * while all variants of a given key are supported in one situation,
0N/A * the implementation may be more restricted when the values associated
0N/A * with other keys are modified.
0N/A * For example, some implementations may be able to provide several
0N/A * types of dithering when the antialiasing hint is turned off, but
0N/A * have little control over dithering when antialiasing is on.
0N/A * The full set of supported keys and hints may also vary by destination
0N/A * since runtimes may use different underlying modules to render to
0N/A * the screen, or to {@link java.awt.image.BufferedImage} objects,
0N/A * or while printing.
0N/A * <p>
0N/A * Implementations are free to ignore the hints completely, but should
0N/A * try to use an implementation algorithm that is as close as possible
0N/A * to the request.
0N/A * If an implementation supports a given algorithm when any value is used
0N/A * for an associated hint key, then minimally it must do so when the
0N/A * value for that key is the exact value that specifies the algorithm.
0N/A * <p>
0N/A * The keys used to control the hints are all special values that
0N/A * subclass the associated {@link RenderingHints.Key} class.
0N/A * Many common hints are expressed below as static constants in this
0N/A * class, but the list is not meant to be exhaustive.
0N/A * Other hints may be created by other packages by defining new objects
0N/A * which subclass the {@code Key} class and defining the associated values.
0N/A */
0N/Apublic class RenderingHints
0N/A implements Map<Object,Object>, Cloneable
0N/A{
0N/A /**
0N/A * Defines the base type of all keys used along with the
0N/A * {@link RenderingHints} class to control various
0N/A * algorithm choices in the rendering and imaging pipelines.
0N/A * Instances of this class are immutable and unique which
0N/A * means that tests for matches can be made using the
0N/A * {@code ==} operator instead of the more expensive
0N/A * {@code equals()} method.
0N/A */
0N/A public abstract static class Key {
0N/A private static HashMap identitymap = new HashMap(17);
0N/A
0N/A private String getIdentity() {
0N/A // Note that the identity string is dependent on 3 variables:
0N/A // - the name of the subclass of Key
0N/A // - the identityHashCode of the subclass of Key
0N/A // - the integer key of the Key
0N/A // It is theoretically possible for 2 distinct keys to collide
0N/A // along all 3 of those attributes in the context of multiple
0N/A // class loaders, but that occurence will be extremely rare and
0N/A // we account for that possibility below in the recordIdentity
0N/A // method by slightly relaxing our uniqueness guarantees if we
0N/A // end up in that situation.
0N/A return getClass().getName()+"@"+
0N/A Integer.toHexString(System.identityHashCode(getClass()))+":"+
0N/A Integer.toHexString(privatekey);
0N/A }
0N/A
0N/A private synchronized static void recordIdentity(Key k) {
0N/A Object identity = k.getIdentity();
0N/A Object otherref = identitymap.get(identity);
0N/A if (otherref != null) {
0N/A Key otherkey = (Key) ((WeakReference) otherref).get();
0N/A if (otherkey != null && otherkey.getClass() == k.getClass()) {
0N/A throw new IllegalArgumentException(identity+
0N/A " already registered");
0N/A }
0N/A // Note that this system can fail in a mostly harmless
0N/A // way. If we end up generating the same identity
0N/A // String for 2 different classes (a very rare case)
0N/A // then we correctly avoid throwing the exception above,
0N/A // but we are about to drop through to a statement that
0N/A // will replace the entry for the old Key subclass with
0N/A // an entry for the new Key subclass. At that time the
0N/A // old subclass will be vulnerable to someone generating
0N/A // a duplicate Key instance for it. We could bail out
0N/A // of the method here and let the old identity keep its
0N/A // record in the map, but we are more likely to see a
0N/A // duplicate key go by for the new class than the old
0N/A // one since the new one is probably still in the
0N/A // initialization stage. In either case, the probability
0N/A // of loading 2 classes in the same VM with the same name
0N/A // and identityHashCode should be nearly impossible.
0N/A }
0N/A // Note: Use a weak reference to avoid holding on to extra
0N/A // objects and classes after they should be unloaded.
0N/A identitymap.put(identity, new WeakReference(k));
0N/A }
0N/A
0N/A private int privatekey;
0N/A
0N/A /**
0N/A * Construct a key using the indicated private key. Each
0N/A * subclass of Key maintains its own unique domain of integer
0N/A * keys. No two objects with the same integer key and of the
0N/A * same specific subclass can be constructed. An exception
0N/A * will be thrown if an attempt is made to construct another
0N/A * object of a given class with the same integer key as a
0N/A * pre-existing instance of that subclass of Key.
0N/A * @param privatekey the specified key
0N/A */
0N/A protected Key(int privatekey) {
0N/A this.privatekey = privatekey;
0N/A recordIdentity(this);
0N/A }
0N/A
0N/A /**
0N/A * Returns true if the specified object is a valid value
0N/A * for this Key.
0N/A * @param val the <code>Object</code> to test for validity
0N/A * @return <code>true</code> if <code>val</code> is valid;
0N/A * <code>false</code> otherwise.
0N/A */
0N/A public abstract boolean isCompatibleValue(Object val);
0N/A
0N/A /**
0N/A * Returns the private integer key that the subclass
0N/A * instantiated this Key with.
0N/A * @return the private integer key that the subclass
0N/A * instantiated this Key with.
0N/A */
0N/A protected final int intKey() {
0N/A return privatekey;
0N/A }
0N/A
0N/A /**
0N/A * The hash code for all Key objects will be the same as the
0N/A * system identity code of the object as defined by the
0N/A * System.identityHashCode() method.
0N/A */
0N/A public final int hashCode() {
0N/A return super.hashCode();
0N/A }
0N/A
0N/A /**
0N/A * The equals method for all Key objects will return the same
0N/A * result as the equality operator '=='.
0N/A */
0N/A public final boolean equals(Object o) {
0N/A return this == o;
0N/A }
0N/A }
0N/A
0N/A HashMap hintmap = new HashMap(7);
0N/A
0N/A /**
0N/A * Antialiasing hint key.
0N/A * The {@code ANTIALIASING} hint controls whether or not the
0N/A * geometry rendering methods of a {@link Graphics2D} object
0N/A * will attempt to reduce aliasing artifacts along the edges
0N/A * of shapes.
0N/A * <p>
0N/A * A typical antialiasing algorithm works by blending the existing
0N/A * colors of the pixels along the boundary of a shape with the
0N/A * requested fill paint according to the estimated partial pixel
0N/A * coverage of the shape.
0N/A * <p>
0N/A * The allowable values for this hint are
0N/A * <ul>
0N/A * <li>{@link #VALUE_ANTIALIAS_ON}
0N/A * <li>{@link #VALUE_ANTIALIAS_OFF}
0N/A * <li>{@link #VALUE_ANTIALIAS_DEFAULT}
0N/A * </ul>
0N/A */
0N/A public static final Key KEY_ANTIALIASING =
0N/A SunHints.KEY_ANTIALIASING;
0N/A
0N/A /**
0N/A * Antialiasing hint value -- rendering is done with antialiasing.
0N/A * @see #KEY_ANTIALIASING
0N/A */
0N/A public static final Object VALUE_ANTIALIAS_ON =
0N/A SunHints.VALUE_ANTIALIAS_ON;
0N/A
0N/A /**
0N/A * Antialiasing hint value -- rendering is done without antialiasing.
0N/A * @see #KEY_ANTIALIASING
0N/A */
0N/A public static final Object VALUE_ANTIALIAS_OFF =
0N/A SunHints.VALUE_ANTIALIAS_OFF;
0N/A
0N/A /**
0N/A * Antialiasing hint value -- rendering is done with a default
0N/A * antialiasing mode chosen by the implementation.
0N/A * @see #KEY_ANTIALIASING
0N/A */
0N/A public static final Object VALUE_ANTIALIAS_DEFAULT =
0N/A SunHints.VALUE_ANTIALIAS_DEFAULT;
0N/A
0N/A /**
0N/A * Rendering hint key.
0N/A * The {@code RENDERING} hint is a general hint that provides
0N/A * a high level recommendation as to whether to bias algorithm
0N/A * choices more for speed or quality when evaluating tradeoffs.
0N/A * This hint could be consulted for any rendering or image
0N/A * manipulation operation, but decisions will usually honor
0N/A * other, more specific hints in preference to this hint.
0N/A * <p>
0N/A * The allowable values for this hint are
0N/A * <ul>
0N/A * <li>{@link #VALUE_RENDER_SPEED}
0N/A * <li>{@link #VALUE_RENDER_QUALITY}
0N/A * <li>{@link #VALUE_RENDER_DEFAULT}
0N/A * </ul>
0N/A */
0N/A public static final Key KEY_RENDERING =
0N/A SunHints.KEY_RENDERING;
0N/A
0N/A /**
0N/A * Rendering hint value -- rendering algorithms are chosen
0N/A * with a preference for output speed.
0N/A * @see #KEY_RENDERING
0N/A */
0N/A public static final Object VALUE_RENDER_SPEED =
0N/A SunHints.VALUE_RENDER_SPEED;
0N/A
0N/A /**
0N/A * Rendering hint value -- rendering algorithms are chosen
0N/A * with a preference for output quality.
0N/A * @see #KEY_RENDERING
0N/A */
0N/A public static final Object VALUE_RENDER_QUALITY =
0N/A SunHints.VALUE_RENDER_QUALITY;
0N/A
0N/A /**
0N/A * Rendering hint value -- rendering algorithms are chosen
0N/A * by the implementation for a good tradeoff of performance
0N/A * vs. quality.
0N/A * @see #KEY_RENDERING
0N/A */
0N/A public static final Object VALUE_RENDER_DEFAULT =
0N/A SunHints.VALUE_RENDER_DEFAULT;
0N/A
0N/A /**
0N/A * Dithering hint key.
0N/A * The {@code DITHERING} hint controls how closely to approximate
0N/A * a color when storing into a destination with limited color
0N/A * resolution.
0N/A * <p>
0N/A * Some rendering destinations may support a limited number of
0N/A * color choices which may not be able to accurately represent
0N/A * the full spectrum of colors that can result during rendering
0N/A * operations.
0N/A * For such a destination the {@code DITHERING} hint controls
0N/A * whether rendering is done with a flat solid fill of a single
0N/A * pixel value which is the closest supported color to what was
0N/A * requested, or whether shapes will be filled with a pattern of
0N/A * colors which combine to better approximate that color.
0N/A * <p>
0N/A * The allowable values for this hint are
0N/A * <ul>
0N/A * <li>{@link #VALUE_DITHER_DISABLE}
0N/A * <li>{@link #VALUE_DITHER_ENABLE}
0N/A * <li>{@link #VALUE_DITHER_DEFAULT}
0N/A * </ul>
0N/A */
0N/A public static final Key KEY_DITHERING =
0N/A SunHints.KEY_DITHERING;
0N/A
0N/A /**
0N/A * Dithering hint value -- do not dither when rendering geometry.
0N/A * @see #KEY_DITHERING
0N/A */
0N/A public static final Object VALUE_DITHER_DISABLE =
0N/A SunHints.VALUE_DITHER_DISABLE;
0N/A
0N/A /**
0N/A * Dithering hint value -- dither when rendering geometry, if needed.
0N/A * @see #KEY_DITHERING
0N/A */
0N/A public static final Object VALUE_DITHER_ENABLE =
0N/A SunHints.VALUE_DITHER_ENABLE;
0N/A
0N/A /**
0N/A * Dithering hint value -- use a default for dithering chosen by
0N/A * the implementation.
0N/A * @see #KEY_DITHERING
0N/A */
0N/A public static final Object VALUE_DITHER_DEFAULT =
0N/A SunHints.VALUE_DITHER_DEFAULT;
0N/A
0N/A /**
0N/A * Text antialiasing hint key.
0N/A * The {@code TEXT_ANTIALIASING} hint can control the use of
0N/A * antialiasing algorithms for text independently of the
0N/A * choice used for shape rendering.
0N/A * Often an application may want to use antialiasing for text
0N/A * only and not for other shapes.
0N/A * Additionally, the algorithms for reducing the aliasing
0N/A * artifacts for text are often more sophisticated than those
0N/A * that have been developed for general rendering so this
0N/A * hint key provides additional values which can control
0N/A * the choices of some of those text-specific algorithms.
0N/A * If left in the {@code DEFAULT} state, this hint will
0N/A * generally defer to the value of the regular
0N/A * {@link #KEY_ANTIALIASING} hint key.
0N/A * <p>
0N/A * The allowable values for this hint are
0N/A * <ul>
0N/A * <li>{@link #VALUE_TEXT_ANTIALIAS_ON}
0N/A * <li>{@link #VALUE_TEXT_ANTIALIAS_OFF}
0N/A * <li>{@link #VALUE_TEXT_ANTIALIAS_DEFAULT}
0N/A * <li>{@link #VALUE_TEXT_ANTIALIAS_GASP}
0N/A * <li>{@link #VALUE_TEXT_ANTIALIAS_LCD_HRGB}
0N/A * <li>{@link #VALUE_TEXT_ANTIALIAS_LCD_HBGR}
0N/A * <li>{@link #VALUE_TEXT_ANTIALIAS_LCD_VRGB}
0N/A * <li>{@link #VALUE_TEXT_ANTIALIAS_LCD_VBGR}
0N/A * </ul>
0N/A */
0N/A public static final Key KEY_TEXT_ANTIALIASING =
0N/A SunHints.KEY_TEXT_ANTIALIASING;
0N/A
0N/A /**
0N/A * Text antialiasing hint value -- text rendering is done with
0N/A * some form of antialiasing.
0N/A * @see #KEY_TEXT_ANTIALIASING
0N/A */
0N/A public static final Object VALUE_TEXT_ANTIALIAS_ON =
0N/A SunHints.VALUE_TEXT_ANTIALIAS_ON;
0N/A
0N/A /**
0N/A * Text antialiasing hint value -- text rendering is done without
0N/A * any form of antialiasing.
0N/A * @see #KEY_TEXT_ANTIALIASING
0N/A */
0N/A public static final Object VALUE_TEXT_ANTIALIAS_OFF =
0N/A SunHints.VALUE_TEXT_ANTIALIAS_OFF;
0N/A
0N/A /**
0N/A * Text antialiasing hint value -- text rendering is done according
0N/A * to the {@link #KEY_ANTIALIASING} hint or a default chosen by the
0N/A * implementation.
0N/A * @see #KEY_TEXT_ANTIALIASING
0N/A */
0N/A public static final Object VALUE_TEXT_ANTIALIAS_DEFAULT =
0N/A SunHints.VALUE_TEXT_ANTIALIAS_DEFAULT;
0N/A
0N/A /**
0N/A * Text antialiasing hint value -- text rendering is requested to
0N/A * use information in the font resource which specifies for each point
0N/A * size whether to apply {@link #VALUE_TEXT_ANTIALIAS_ON} or
0N/A * {@link #VALUE_TEXT_ANTIALIAS_OFF}.
0N/A * <p>
0N/A * TrueType fonts typically provide this information in the 'gasp' table.
0N/A * In the absence of this information, the behaviour for a particular
0N/A * font and size is determined by implementation defaults.
0N/A * <p>
0N/A * <i>Note:</i>A font designer will typically carefully hint a font for
0N/A * the most common user interface point sizes. Consequently the 'gasp'
0N/A * table will likely specify to use only hinting at those sizes and not
0N/A * "smoothing". So in many cases the resulting text display is
0N/A * equivalent to {@code VALUE_TEXT_ANTIALIAS_OFF}.
0N/A * This may be unexpected but is correct.
0N/A * <p>
0N/A * Logical fonts which are composed of multiple physical fonts will for
0N/A * consistency will use the setting most appropriate for the overall
0N/A * composite font.
0N/A *
0N/A * @see #KEY_TEXT_ANTIALIASING
0N/A * @since 1.6
0N/A */
0N/A public static final Object VALUE_TEXT_ANTIALIAS_GASP =
0N/A SunHints.VALUE_TEXT_ANTIALIAS_GASP;
0N/A
0N/A /**
0N/A * Text antialiasing hint value -- request that text be displayed
0N/A * optimised for an LCD display with subpixels in order from display
0N/A * left to right of R,G,B such that the horizontal subpixel resolution
0N/A * is three times that of the full pixel horizontal resolution (HRGB).
0N/A * This is the most common configuration.
0N/A * Selecting this hint for displays with one of the other LCD subpixel
0N/A * configurations will likely result in unfocused text.
0N/A * <p>
0N/A * <i>Notes:</i><br>
0N/A * An implementation when choosing whether to apply any of the
0N/A * LCD text hint values may take into account factors including requiring
0N/A * color depth of the destination to be at least 15 bits per pixel
0N/A * (ie 5 bits per color component),
0N/A * characteristics of a font such as whether embedded bitmaps may
0N/A * produce better results, or when displaying to a non-local networked
0N/A * display device enabling it only if suitable protocols are available,
0N/A * or ignoring the hint if performing very high resolution rendering
0N/A * or the target device is not appropriate: eg when printing.
0N/A * <p>
0N/A * These hints can equally be applied when rendering to software images,
0N/A * but these images may not then be suitable for general export, as the
0N/A * text will have been rendered appropriately for a specific subpixel
0N/A * organisation. Also lossy images are not a good choice, nor image
0N/A * formats such as GIF which have limited colors.
0N/A * So unless the image is destined solely for rendering on a
0N/A * display device with the same configuration, some other text
0N/A * anti-aliasing hint such as
0N/A * {@link #VALUE_TEXT_ANTIALIAS_ON}
0N/A * may be a better choice.
0N/A * <p>Selecting a value which does not match the LCD display in use
0N/A * will likely lead to a degradation in text quality.
0N/A * On display devices (ie CRTs) which do not have the same characteristics
0N/A * as LCD displays, the overall effect may appear similar to standard text
0N/A * anti-aliasing, but the quality may be degraded by color distortion.
0N/A * Analog connected LCD displays may also show little advantage over
0N/A * standard text-antialiasing and be similar to CRTs.
0N/A * <p>
0N/A * In other words for the best results use an LCD display with a digital
0N/A * display connector and specify the appropriate sub-pixel configuration.
0N/A *
0N/A * @see #KEY_TEXT_ANTIALIASING
0N/A * @since 1.6
0N/A */
0N/A public static final Object VALUE_TEXT_ANTIALIAS_LCD_HRGB =
0N/A SunHints.VALUE_TEXT_ANTIALIAS_LCD_HRGB;
0N/A
0N/A /**
0N/A * Text antialiasing hint value -- request that text be displayed
0N/A * optimised for an LCD display with subpixels in order from display
0N/A * left to right of B,G,R such that the horizontal subpixel resolution
0N/A * is three times that of the full pixel horizontal resolution (HBGR).
0N/A * This is a much less common configuration than HRGB.
0N/A * Selecting this hint for displays with one of the other LCD subpixel
0N/A * configurations will likely result in unfocused text.
0N/A * See {@link #VALUE_TEXT_ANTIALIAS_LCD_HRGB},
0N/A * for more information on when this hint is applied.
0N/A *
0N/A * @see #KEY_TEXT_ANTIALIASING
0N/A * @since 1.6
0N/A */
0N/A public static final Object VALUE_TEXT_ANTIALIAS_LCD_HBGR =
0N/A SunHints.VALUE_TEXT_ANTIALIAS_LCD_HBGR;
0N/A
0N/A /**
0N/A * Text antialiasing hint value -- request that text be displayed
0N/A * optimised for an LCD display with subpixel organisation from display
0N/A * top to bottom of R,G,B such that the vertical subpixel resolution is
0N/A * three times that of the full pixel vertical resolution (VRGB).
0N/A * Vertical orientation is very uncommon and probably mainly useful
0N/A * for a physically rotated display.
0N/A * Selecting this hint for displays with one of the other LCD subpixel
0N/A * configurations will likely result in unfocused text.
0N/A * See {@link #VALUE_TEXT_ANTIALIAS_LCD_HRGB},
0N/A * for more information on when this hint is applied.
0N/A *
0N/A * @see #KEY_TEXT_ANTIALIASING
0N/A * @since 1.6
0N/A */
0N/A public static final Object VALUE_TEXT_ANTIALIAS_LCD_VRGB =
0N/A SunHints.VALUE_TEXT_ANTIALIAS_LCD_VRGB;
0N/A
0N/A /**
0N/A * Text antialiasing hint value -- request that text be displayed
0N/A * optimised for an LCD display with subpixel organisation from display
0N/A * top to bottom of B,G,R such that the vertical subpixel resolution is
0N/A * three times that of the full pixel vertical resolution (VBGR).
0N/A * Vertical orientation is very uncommon and probably mainly useful
0N/A * for a physically rotated display.
0N/A * Selecting this hint for displays with one of the other LCD subpixel
0N/A * configurations will likely result in unfocused text.
0N/A * See {@link #VALUE_TEXT_ANTIALIAS_LCD_HRGB},
0N/A * for more information on when this hint is applied.
0N/A *
0N/A * @see #KEY_TEXT_ANTIALIASING
0N/A * @since 1.6
0N/A */
0N/A public static final Object VALUE_TEXT_ANTIALIAS_LCD_VBGR =
0N/A SunHints.VALUE_TEXT_ANTIALIAS_LCD_VBGR;
0N/A
0N/A
0N/A /**
0N/A * LCD text contrast rendering hint key.
0N/A * The value is an <code>Integer</code> object which is used as a text
0N/A * contrast adjustment when used in conjunction with an LCD text
0N/A * anti-aliasing hint such as
0N/A * {@link #VALUE_TEXT_ANTIALIAS_LCD_HRGB}.
0N/A * <ul>
0N/A * <li>Values should be a positive integer in the range 100 to 250.
0N/A * <li>A lower value (eg 100) corresponds to higher contrast text when
0N/A * displaying dark text on a light background.
0N/A * <li>A higher value (eg 200) corresponds to lower contrast text when
0N/A * displaying dark text on a light background.
0N/A * <li>A typical useful value is in the narrow range 140-180.
0N/A * <li>If no value is specified, a system or implementation default value
0N/A * will be applied.
0N/A * </ul>
0N/A * The default value can be expected to be adequate for most purposes,
0N/A * so clients should rarely need to specify a value for this hint unless
0N/A * they have concrete information as to an appropriate value.
0N/A * A higher value does not mean a higher contrast, in fact the opposite
0N/A * is true.
0N/A * The correction is applied in a similar manner to a gamma adjustment
0N/A * for non-linear perceptual luminance response of display systems, but
0N/A * does not indicate a full correction for this.
0N/A *
0N/A * @see #KEY_TEXT_ANTIALIASING
0N/A * @since 1.6
0N/A */
0N/A public static final Key KEY_TEXT_LCD_CONTRAST =
0N/A SunHints.KEY_TEXT_ANTIALIAS_LCD_CONTRAST;
0N/A
0N/A /**
0N/A * Font fractional metrics hint key.
0N/A * The {@code FRACTIONALMETRICS} hint controls whether the positioning
0N/A * of individual character glyphs takes into account the sub-pixel
0N/A * accuracy of the scaled character advances of the font or whether
0N/A * such advance vectors are rounded to an integer number of whole
0N/A * device pixels.
0N/A * This hint only recommends how much accuracy should be used to
0N/A * position the glyphs and does not specify or recommend whether or
0N/A * not the actual rasterization or pixel bounds of the glyph should
0N/A * be modified to match.
0N/A * <p>
0N/A * Rendering text to a low resolution device like a screen will
0N/A * necessarily involve a number of rounding operations as the
0N/A * high quality and very precise definition of the shape and
0N/A * metrics of the character glyphs must be matched to discrete
0N/A * device pixels.
0N/A * Ideally the positioning of glyphs during text layout would be
0N/A * calculated by scaling the design metrics in the font according
0N/A * to the point size, but then the scaled advance width will not
0N/A * necessarily be an integer number of pixels.
0N/A * If the glyphs are positioned with sub-pixel accuracy according
0N/A * to these scaled design metrics then the rasterization would
0N/A * ideally need to be adjusted for each possible sub-pixel origin.
0N/A * <p>
0N/A * Unfortunately, scaling each glyph customized to its exact
0N/A * subpixel origin during text layout would be prohibitively
0N/A * expensive so a simplified system based on integer device
0N/A * positions is typically used to lay out the text.
0N/A * The rasterization of the glyph and the scaled advance width
0N/A * are both adjusted together to yield text that looks good at
0N/A * device resolution and has consistent integer pixel distances
0N/A * between glyphs that help the glyphs look uniformly and
0N/A * consistently spaced and readable.
0N/A * <p>
0N/A * This process of rounding advance widths for rasterized glyphs
0N/A * to integer distances means that the character density and the
0N/A * overall length of a string of text will be different from the
0N/A * theoretical design measurements due to the accumulation of
0N/A * a series of small differences in the adjusted widths of
0N/A * each glyph.
0N/A * The specific differences will be different for each glyph,
0N/A * some being wider and some being narrower than their theoretical
0N/A * design measurements.
0N/A * Thus the overall difference in character density and length
0N/A * will vary by a number of factors including the font, the
0N/A * specific device resolution being targeted, and the glyphs
0N/A * chosen to represent the string being rendered.
0N/A * As a result, rendering the same string at multiple device
0N/A * resolutions can yield widely varying metrics for whole strings.
0N/A * <p>
0N/A * When {@code FRACTIONALMETRICS} are enabled, the true font design
0N/A * metrics are scaled by the point size and used for layout with
0N/A * sub-pixel accuracy.
0N/A * The average density of glyphs and total length of a long
0N/A * string of characters will therefore more closely match the
0N/A * theoretical design of the font, but readability may be affected
0N/A * since individual pairs of characters may not always appear to
0N/A * be consistent distances apart depending on how the sub-pixel
0N/A * accumulation of the glyph origins meshes with the device pixel
0N/A * grid.
0N/A * Enabling this hint may be desirable when text layout is being
0N/A * performed that must be consistent across a wide variety of
0N/A * output resolutions.
0N/A * Specifically, this hint may be desirable in situations where
0N/A * the layout of text is being previewed on a low resolution
0N/A * device like a screen for output that will eventually be
0N/A * rendered on a high resolution printer or typesetting device.
0N/A * <p>
0N/A * When disabled, the scaled design metrics are rounded or adjusted
0N/A * to integer distances for layout.
0N/A * The distances between any specific pair of glyphs will be more
0N/A * uniform on the device, but the density and total length of long
0N/A * strings may no longer match the theoretical intentions of the
0N/A * font designer.
0N/A * Disabling this hint will typically produce more readable results
0N/A * on low resolution devices like computer monitors.
0N/A * <p>
0N/A * The allowable values for this key are
0N/A * <ul>
0N/A * <li>{@link #VALUE_FRACTIONALMETRICS_OFF}
0N/A * <li>{@link #VALUE_FRACTIONALMETRICS_ON}
0N/A * <li>{@link #VALUE_FRACTIONALMETRICS_DEFAULT}
0N/A * </ul>
0N/A */
0N/A public static final Key KEY_FRACTIONALMETRICS =
0N/A SunHints.KEY_FRACTIONALMETRICS;
0N/A
0N/A /**
0N/A * Font fractional metrics hint value -- character glyphs are
0N/A * positioned with advance widths rounded to pixel boundaries.
0N/A * @see #KEY_FRACTIONALMETRICS
0N/A */
0N/A public static final Object VALUE_FRACTIONALMETRICS_OFF =
0N/A SunHints.VALUE_FRACTIONALMETRICS_OFF;
0N/A
0N/A /**
0N/A * Font fractional metrics hint value -- character glyphs are
0N/A * positioned with sub-pixel accuracy.
0N/A * @see #KEY_FRACTIONALMETRICS
0N/A */
0N/A public static final Object VALUE_FRACTIONALMETRICS_ON =
0N/A SunHints.VALUE_FRACTIONALMETRICS_ON;
0N/A
0N/A /**
0N/A * Font fractional metrics hint value -- character glyphs are
0N/A * positioned with accuracy chosen by the implementation.
0N/A * @see #KEY_FRACTIONALMETRICS
0N/A */
0N/A public static final Object VALUE_FRACTIONALMETRICS_DEFAULT =
0N/A SunHints.VALUE_FRACTIONALMETRICS_DEFAULT;
0N/A
0N/A /**
0N/A * Interpolation hint key.
0N/A * The {@code INTERPOLATION} hint controls how image pixels are
0N/A * filtered or resampled during an image rendering operation.
0N/A * <p>
0N/A * Implicitly images are defined to provide color samples at
0N/A * integer coordinate locations.
0N/A * When images are rendered upright with no scaling onto a
0N/A * destination, the choice of which image pixels map to which
0N/A * device pixels is obvious and the samples at the integer
0N/A * coordinate locations in the image are transfered to the
0N/A * pixels at the corresponding integer locations on the device
0N/A * pixel grid one for one.
0N/A * When images are rendered in a scaled, rotated, or otherwise
0N/A * transformed coordinate system, then the mapping of device
0N/A * pixel coordinates back to the image can raise the question
0N/A * of what color sample to use for the continuous coordinates
0N/A * that lie between the integer locations of the provided image
0N/A * samples.
0N/A * Interpolation algorithms define functions which provide a
0N/A * color sample for any continuous coordinate in an image based
0N/A * on the color samples at the surrounding integer coordinates.
0N/A * <p>
0N/A * The allowable values for this hint are
0N/A * <ul>
0N/A * <li>{@link #VALUE_INTERPOLATION_NEAREST_NEIGHBOR}
0N/A * <li>{@link #VALUE_INTERPOLATION_BILINEAR}
0N/A * <li>{@link #VALUE_INTERPOLATION_BICUBIC}
0N/A * </ul>
0N/A */
0N/A public static final Key KEY_INTERPOLATION =
0N/A SunHints.KEY_INTERPOLATION;
0N/A
0N/A /**
0N/A * Interpolation hint value -- the color sample of the nearest
0N/A * neighboring integer coordinate sample in the image is used.
0N/A * Conceptually the image is viewed as a grid of unit-sized
0N/A * square regions of color centered around the center of each
0N/A * image pixel.
0N/A * <p>
0N/A * As the image is scaled up, it will look correspondingly blocky.
0N/A * As the image is scaled down, the colors for source pixels will
0N/A * be either used unmodified, or skipped entirely in the output
0N/A * representation.
0N/A *
0N/A * @see #KEY_INTERPOLATION
0N/A */
0N/A public static final Object VALUE_INTERPOLATION_NEAREST_NEIGHBOR =
0N/A SunHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR;
0N/A
0N/A /**
0N/A * Interpolation hint value -- the color samples of the 4 nearest
0N/A * neighboring integer coordinate samples in the image are
0N/A * interpolated linearly to produce a color sample.
0N/A * Conceptually the image is viewed as a set of infinitely small
0N/A * point color samples which have value only at the centers of
0N/A * integer coordinate pixels and the space between those pixel
0N/A * centers is filled with linear ramps of colors that connect
0N/A * adjacent discrete samples in a straight line.
0N/A * <p>
0N/A * As the image is scaled up, there are no blocky edges between
0N/A * the colors in the image as there are with
0N/A * {@link #VALUE_INTERPOLATION_NEAREST_NEIGHBOR NEAREST_NEIGHBOR},
0N/A * but the blending may show some subtle discontinuities along the
0N/A * horizontal and vertical edges that line up with the samples
0N/A * caused by a sudden change in the slope of the interpolation
0N/A * from one side of a sample to the other.
0N/A * As the image is scaled down, more image pixels have their
0N/A * color samples represented in the resulting output since each
0N/A * output pixel recieves color information from up to 4 image
0N/A * pixels.
0N/A *
0N/A * @see #KEY_INTERPOLATION
0N/A */
0N/A public static final Object VALUE_INTERPOLATION_BILINEAR =
0N/A SunHints.VALUE_INTERPOLATION_BILINEAR;
0N/A
0N/A /**
0N/A * Interpolation hint value -- the color samples of 9 nearby
0N/A * integer coordinate samples in the image are interpolated using
0N/A * a cubic function in both {@code X} and {@code Y} to produce
0N/A * a color sample.
0N/A * Conceptually the view of the image is very similar to the view
0N/A * used in the {@link #VALUE_INTERPOLATION_BILINEAR BILINEAR}
0N/A * algorithm except that the ramps of colors that connect between
0N/A * the samples are curved and have better continuity of slope
0N/A * as they cross over between sample boundaries.
0N/A * <p>
0N/A * As the image is scaled up, there are no blocky edges and the
0N/A * interpolation should appear smoother and with better depictions
0N/A * of any edges in the original image than with {@code BILINEAR}.
0N/A * As the image is scaled down, even more of the original color
0N/A * samples from the original image will have their color information
0N/A * carried through and represented.
0N/A *
0N/A * @see #KEY_INTERPOLATION
0N/A */
0N/A public static final Object VALUE_INTERPOLATION_BICUBIC =
0N/A SunHints.VALUE_INTERPOLATION_BICUBIC;
0N/A
0N/A /**
0N/A * Alpha interpolation hint key.
0N/A * The {@code ALPHA_INTERPOLATION} hint is a general hint that
0N/A * provides a high level recommendation as to whether to bias
0N/A * alpha blending algorithm choices more for speed or quality
0N/A * when evaluating tradeoffs.
0N/A * <p>
0N/A * This hint could control the choice of alpha blending
0N/A * calculations that sacrifice some precision to use fast
0N/A * lookup tables or lower precision SIMD instructions.
0N/A * This hint could also control whether or not the color
0N/A * and alpha values are converted into a linear color space
0N/A * during the calculations for a more linear visual effect
0N/A * at the expense of additional per-pixel calculations.
0N/A * <p>
0N/A * The allowable values for this hint are
0N/A * <ul>
0N/A * <li>{@link #VALUE_ALPHA_INTERPOLATION_SPEED}
0N/A * <li>{@link #VALUE_ALPHA_INTERPOLATION_QUALITY}
0N/A * <li>{@link #VALUE_ALPHA_INTERPOLATION_DEFAULT}
0N/A * </ul>
0N/A */
0N/A public static final Key KEY_ALPHA_INTERPOLATION =
0N/A SunHints.KEY_ALPHA_INTERPOLATION;
0N/A
0N/A /**
0N/A * Alpha interpolation hint value -- alpha blending algorithms
0N/A * are chosen with a preference for calculation speed.
0N/A * @see #KEY_ALPHA_INTERPOLATION
0N/A */
0N/A public static final Object VALUE_ALPHA_INTERPOLATION_SPEED =
0N/A SunHints.VALUE_ALPHA_INTERPOLATION_SPEED;
0N/A
0N/A /**
0N/A * Alpha interpolation hint value -- alpha blending algorithms
0N/A * are chosen with a preference for precision and visual quality.
0N/A * @see #KEY_ALPHA_INTERPOLATION
0N/A */
0N/A public static final Object VALUE_ALPHA_INTERPOLATION_QUALITY =
0N/A SunHints.VALUE_ALPHA_INTERPOLATION_QUALITY;
0N/A
0N/A /**
0N/A * Alpha interpolation hint value -- alpha blending algorithms
0N/A * are chosen by the implementation for a good tradeoff of
0N/A * performance vs. quality.
0N/A * @see #KEY_ALPHA_INTERPOLATION
0N/A */
0N/A public static final Object VALUE_ALPHA_INTERPOLATION_DEFAULT =
0N/A SunHints.VALUE_ALPHA_INTERPOLATION_DEFAULT;
0N/A
0N/A /**
0N/A * Color rendering hint key.
0N/A * The {@code COLOR_RENDERING} hint controls the accuracy of
0N/A * approximation and conversion when storing colors into a
0N/A * destination image or surface.
0N/A * <p>
0N/A * When a rendering or image manipulation operation produces
0N/A * a color value that must be stored into a destination, it
0N/A * must first convert that color into a form suitable for
0N/A * storing into the destination image or surface.
0N/A * Minimally, the color components must be converted to bit
0N/A * representations and ordered in the correct order or an
0N/A * index into a color lookup table must be chosen before
0N/A * the data can be stored into the destination memory.
0N/A * Without this minimal conversion, the data in the destination
0N/A * would likely represent random, incorrect or possibly even
0N/A * unsupported values.
0N/A * Algorithms to quickly convert the results of rendering
0N/A * operations into the color format of most common destinations
0N/A * are well known and fairly optimal to execute.
0N/A * <p>
0N/A * Simply performing the most basic color format conversion to
0N/A * store colors into a destination can potentially ignore a
0N/A * difference in the calibration of the
0N/A * {@link java.awt.color.ColorSpace}
0N/A * of the source and destination or other factors such as the
0N/A * linearity of the gamma correction.
0N/A * Unless the source and destination {@code ColorSpace} are
0N/A * identical, to correctly perform a rendering operation with
0N/A * the most care taken for the accuracy of the colors being
0N/A * represented, the source colors should be converted to a
0N/A * device independent {@code ColorSpace} and the results then
0N/A * converted back to the destination {@code ColorSpace}.
0N/A * Furthermore, if calculations such as the blending of multiple
0N/A * source colors are to be performed during the rendering
0N/A * operation, greater visual clarity can be achieved if the
0N/A * intermediate device independent {@code ColorSpace} is
0N/A * chosen to have a linear relationship between the values
0N/A * being calculated and the perception of the human eye to
0N/A * the response curves of the output device.
0N/A * <p>
0N/A * The allowable values for this hint are
0N/A * <ul>
0N/A * <li>{@link #VALUE_COLOR_RENDER_SPEED}
0N/A * <li>{@link #VALUE_COLOR_RENDER_QUALITY}
0N/A * <li>{@link #VALUE_COLOR_RENDER_DEFAULT}
0N/A * </ul>
0N/A */
0N/A public static final Key KEY_COLOR_RENDERING =
0N/A SunHints.KEY_COLOR_RENDERING;
0N/A
0N/A /**
0N/A * Color rendering hint value -- perform the fastest color
0N/A * conversion to the format of the output device.
0N/A * @see #KEY_COLOR_RENDERING
0N/A */
0N/A public static final Object VALUE_COLOR_RENDER_SPEED =
0N/A SunHints.VALUE_COLOR_RENDER_SPEED;
0N/A
0N/A /**
0N/A * Color rendering hint value -- perform the color conversion
0N/A * calculations with the highest accuracy and visual quality.
0N/A * @see #KEY_COLOR_RENDERING
0N/A */
0N/A public static final Object VALUE_COLOR_RENDER_QUALITY =
0N/A SunHints.VALUE_COLOR_RENDER_QUALITY;
0N/A
0N/A /**
0N/A * Color rendering hint value -- perform color conversion
0N/A * calculations as chosen by the implementation to represent
0N/A * the best available tradeoff between performance and
0N/A * accuracy.
0N/A * @see #KEY_COLOR_RENDERING
0N/A */
0N/A public static final Object VALUE_COLOR_RENDER_DEFAULT =
0N/A SunHints.VALUE_COLOR_RENDER_DEFAULT;
0N/A
0N/A /**
0N/A * Stroke normalization control hint key.
0N/A * The {@code STROKE_CONTROL} hint controls whether a rendering
0N/A * implementation should or is allowed to modify the geometry
0N/A * of rendered shapes for various purposes.
0N/A * <p>
0N/A * Some implementations may be able to use an optimized platform
0N/A * rendering library which may be faster than traditional software
0N/A * rendering algorithms on a given platform, but which may also
0N/A * not support floating point coordinates.
0N/A * Some implementations may also have sophisticated algorithms
0N/A * which perturb the coordinates of a path so that wide lines
0N/A * appear more uniform in width and spacing.
0N/A * <p>
0N/A * If an implementation performs any type of modification or
0N/A * "normalization" of a path, it should never move the coordinates
0N/A * by more than half a pixel in any direction.
0N/A * <p>
0N/A * The allowable values for this hint are
0N/A * <ul>
0N/A * <li>{@link #VALUE_STROKE_NORMALIZE}
0N/A * <li>{@link #VALUE_STROKE_PURE}
0N/A * <li>{@link #VALUE_STROKE_DEFAULT}
0N/A * </ul>
0N/A * @since 1.3
0N/A */
0N/A public static final Key KEY_STROKE_CONTROL =
0N/A SunHints.KEY_STROKE_CONTROL;
0N/A
0N/A /**
0N/A * Stroke normalization control hint value -- geometry may be
0N/A * modified or left pure depending on the tradeoffs in a given
0N/A * implementation.
0N/A * Typically this setting allows an implementation to use a fast
0N/A * integer coordinate based platform rendering library, but does
0N/A * not specifically request normalization for uniformity or
0N/A * aesthetics.
0N/A *
0N/A * @see #KEY_STROKE_CONTROL
0N/A * @since 1.3
0N/A */
0N/A public static final Object VALUE_STROKE_DEFAULT =
0N/A SunHints.VALUE_STROKE_DEFAULT;
0N/A
0N/A /**
0N/A * Stroke normalization control hint value -- geometry should
0N/A * be normalized to improve uniformity or spacing of lines and
0N/A * overall aesthetics.
0N/A * Note that different normalization algorithms may be more
0N/A * successful than others for given input paths.
0N/A *
0N/A * @see #KEY_STROKE_CONTROL
0N/A * @since 1.3
0N/A */
0N/A public static final Object VALUE_STROKE_NORMALIZE =
0N/A SunHints.VALUE_STROKE_NORMALIZE;
0N/A
0N/A /**
0N/A * Stroke normalization control hint value -- geometry should
0N/A * be left unmodified and rendered with sub-pixel accuracy.
0N/A *
0N/A * @see #KEY_STROKE_CONTROL
0N/A * @since 1.3
0N/A */
0N/A public static final Object VALUE_STROKE_PURE =
0N/A SunHints.VALUE_STROKE_PURE;
0N/A
0N/A /**
0N/A * Constructs a new object with keys and values initialized
0N/A * from the specified Map object which may be null.
0N/A * @param init a map of key/value pairs to initialize the hints
0N/A * or null if the object should be empty
0N/A */
0N/A public RenderingHints(Map<Key,?> init) {
0N/A if (init != null) {
0N/A hintmap.putAll(init);
0N/A }
0N/A }
0N/A
0N/A /**
0N/A * Constructs a new object with the specified key/value pair.
0N/A * @param key the key of the particular hint property
0N/A * @param value the value of the hint property specified with
0N/A * <code>key</code>
0N/A */
0N/A public RenderingHints(Key key, Object value) {
0N/A hintmap.put(key, value);
0N/A }
0N/A
0N/A /**
0N/A * Returns the number of key-value mappings in this
0N/A * <code>RenderingHints</code>.
0N/A *
0N/A * @return the number of key-value mappings in this
0N/A * <code>RenderingHints</code>.
0N/A */
0N/A public int size() {
0N/A return hintmap.size();
0N/A }
0N/A
0N/A /**
0N/A * Returns <code>true</code> if this
0N/A * <code>RenderingHints</code> contains no key-value mappings.
0N/A *
0N/A * @return <code>true</code> if this
0N/A * <code>RenderingHints</code> contains no key-value mappings.
0N/A */
0N/A public boolean isEmpty() {
0N/A return hintmap.isEmpty();
0N/A }
0N/A
0N/A /**
0N/A * Returns <code>true</code> if this <code>RenderingHints</code>
0N/A * contains a mapping for the specified key.
0N/A *
0N/A * @param key key whose presence in this
0N/A * <code>RenderingHints</code> is to be tested.
0N/A * @return <code>true</code> if this <code>RenderingHints</code>
0N/A * contains a mapping for the specified key.
0N/A * @exception <code>ClassCastException</code> if the key can not
0N/A * be cast to <code>RenderingHints.Key</code>
0N/A */
0N/A public boolean containsKey(Object key) {
0N/A return hintmap.containsKey((Key) key);
0N/A }
0N/A
0N/A /**
0N/A * Returns true if this RenderingHints maps one or more keys to the
0N/A * specified value.
0N/A * More formally, returns <code>true</code> if and only
0N/A * if this <code>RenderingHints</code>
0N/A * contains at least one mapping to a value <code>v</code> such that
0N/A * <pre>
0N/A * (value==null ? v==null : value.equals(v))
0N/A * </pre>.
0N/A * This operation will probably require time linear in the
0N/A * <code>RenderingHints</code> size for most implementations
0N/A * of <code>RenderingHints</code>.
0N/A *
0N/A * @param value value whose presence in this
0N/A * <code>RenderingHints</code> is to be tested.
0N/A * @return <code>true</code> if this <code>RenderingHints</code>
0N/A * maps one or more keys to the specified value.
0N/A */
0N/A public boolean containsValue(Object value) {
0N/A return hintmap.containsValue(value);
0N/A }
0N/A
0N/A /**
0N/A * Returns the value to which the specified key is mapped.
0N/A * @param key a rendering hint key
0N/A * @return the value to which the key is mapped in this object or
0N/A * <code>null</code> if the key is not mapped to any value in
0N/A * this object.
0N/A * @exception <code>ClassCastException</code> if the key can not
0N/A * be cast to <code>RenderingHints.Key</code>
0N/A * @see #put(Object, Object)
0N/A */
0N/A public Object get(Object key) {
0N/A return hintmap.get((Key) key);
0N/A }
0N/A
0N/A /**
0N/A * Maps the specified <code>key</code> to the specified
0N/A * <code>value</code> in this <code>RenderingHints</code> object.
0N/A * Neither the key nor the value can be <code>null</code>.
0N/A * The value can be retrieved by calling the <code>get</code> method
0N/A * with a key that is equal to the original key.
0N/A * @param key the rendering hint key.
0N/A * @param value the rendering hint value.
0N/A * @return the previous value of the specified key in this object
0N/A * or <code>null</code> if it did not have one.
0N/A * @exception <code>NullPointerException</code> if the key is
0N/A * <code>null</code>.
0N/A * @exception <code>ClassCastException</code> if the key can not
0N/A * be cast to <code>RenderingHints.Key</code>
0N/A * @exception <code>IllegalArgumentException</code> if the
0N/A * {@link Key#isCompatibleValue(java.lang.Object)
0N/A * Key.isCompatibleValue()}
0N/A * method of the specified key returns false for the
0N/A * specified value
0N/A * @see #get(Object)
0N/A */
0N/A public Object put(Object key, Object value) {
0N/A if (!((Key) key).isCompatibleValue(value)) {
0N/A throw new IllegalArgumentException(value+
0N/A " incompatible with "+
0N/A key);
0N/A }
0N/A return hintmap.put((Key) key, value);
0N/A }
0N/A
0N/A /**
0N/A * Adds all of the keys and corresponding values from the specified
0N/A * <code>RenderingHints</code> object to this
0N/A * <code>RenderingHints</code> object. Keys that are present in
0N/A * this <code>RenderingHints</code> object, but not in the specified
0N/A * <code>RenderingHints</code> object are not affected.
0N/A * @param hints the set of key/value pairs to be added to this
0N/A * <code>RenderingHints</code> object
0N/A */
0N/A public void add(RenderingHints hints) {
0N/A hintmap.putAll(hints.hintmap);
0N/A }
0N/A
0N/A /**
0N/A * Clears this <code>RenderingHints</code> object of all key/value
0N/A * pairs.
0N/A */
0N/A public void clear() {
0N/A hintmap.clear();
0N/A }
0N/A
0N/A /**
0N/A * Removes the key and its corresponding value from this
0N/A * <code>RenderingHints</code> object. This method does nothing if the
0N/A * key is not in this <code>RenderingHints</code> object.
0N/A * @param key the rendering hints key that needs to be removed
0N/A * @exception <code>ClassCastException</code> if the key can not
0N/A * be cast to <code>RenderingHints.Key</code>
0N/A * @return the value to which the key had previously been mapped in this
0N/A * <code>RenderingHints</code> object, or <code>null</code>
0N/A * if the key did not have a mapping.
0N/A */
0N/A public Object remove(Object key) {
0N/A return hintmap.remove((Key) key);
0N/A }
0N/A
0N/A /**
0N/A * Copies all of the mappings from the specified <code>Map</code>
0N/A * to this <code>RenderingHints</code>. These mappings replace
0N/A * any mappings that this <code>RenderingHints</code> had for any
0N/A * of the keys currently in the specified <code>Map</code>.
0N/A * @param m the specified <code>Map</code>
0N/A * @exception <code>ClassCastException</code> class of a key or value
0N/A * in the specified <code>Map</code> prevents it from being
0N/A * stored in this <code>RenderingHints</code>.
0N/A * @exception <code>IllegalArgumentException</code> some aspect
0N/A * of a key or value in the specified <code>Map</code>
0N/A * prevents it from being stored in
0N/A * this <code>RenderingHints</code>.
0N/A */
0N/A public void putAll(Map<?,?> m) {
0N/A // ## javac bug?
0N/A //if (m instanceof RenderingHints) {
0N/A if (RenderingHints.class.isInstance(m)) {
0N/A //hintmap.putAll(((RenderingHints) m).hintmap);
0N/A for (Map.Entry<?,?> entry : m.entrySet())
0N/A hintmap.put(entry.getKey(), entry.getValue());
0N/A } else {
0N/A // Funnel each key/value pair through our protected put method
0N/A for (Map.Entry<?,?> entry : m.entrySet())
0N/A put(entry.getKey(), entry.getValue());
0N/A }
0N/A }
0N/A
0N/A /**
0N/A * Returns a <code>Set</code> view of the Keys contained in this
0N/A * <code>RenderingHints</code>. The Set is backed by the
0N/A * <code>RenderingHints</code>, so changes to the
0N/A * <code>RenderingHints</code> are reflected in the <code>Set</code>,
0N/A * and vice-versa. If the <code>RenderingHints</code> is modified
0N/A * while an iteration over the <code>Set</code> is in progress,
0N/A * the results of the iteration are undefined. The <code>Set</code>
0N/A * supports element removal, which removes the corresponding
0N/A * mapping from the <code>RenderingHints</code>, via the
0N/A * <code>Iterator.remove</code>, <code>Set.remove</code>,
0N/A * <code>removeAll</code> <code>retainAll</code>, and
0N/A * <code>clear</code> operations. It does not support
0N/A * the <code>add</code> or <code>addAll</code> operations.
0N/A *
0N/A * @return a <code>Set</code> view of the keys contained
0N/A * in this <code>RenderingHints</code>.
0N/A */
0N/A public Set<Object> keySet() {
0N/A return hintmap.keySet();
0N/A }
0N/A
0N/A /**
0N/A * Returns a <code>Collection</code> view of the values
0N/A * contained in this <code>RenderinHints</code>.
0N/A * The <code>Collection</code> is backed by the
0N/A * <code>RenderingHints</code>, so changes to
0N/A * the <code>RenderingHints</code> are reflected in
0N/A * the <code>Collection</code>, and vice-versa.
0N/A * If the <code>RenderingHints</code> is modified while
0N/A * an iteration over the <code>Collection</code> is
0N/A * in progress, the results of the iteration are undefined.
0N/A * The <code>Collection</code> supports element removal,
0N/A * which removes the corresponding mapping from the
0N/A * <code>RenderingHints</code>, via the
0N/A * <code>Iterator.remove</code>,
0N/A * <code>Collection.remove</code>, <code>removeAll</code>,
0N/A * <code>retainAll</code> and <code>clear</code> operations.
0N/A * It does not support the <code>add</code> or
0N/A * <code>addAll</code> operations.
0N/A *
0N/A * @return a <code>Collection</code> view of the values
0N/A * contained in this <code>RenderingHints</code>.
0N/A */
0N/A public Collection<Object> values() {
0N/A return hintmap.values();
0N/A }
0N/A
0N/A /**
0N/A * Returns a <code>Set</code> view of the mappings contained
0N/A * in this <code>RenderingHints</code>. Each element in the
0N/A * returned <code>Set</code> is a <code>Map.Entry</code>.
0N/A * The <code>Set</code> is backed by the <code>RenderingHints</code>,
0N/A * so changes to the <code>RenderingHints</code> are reflected
0N/A * in the <code>Set</code>, and vice-versa. If the
0N/A * <code>RenderingHints</code> is modified while
0N/A * while an iteration over the <code>Set</code> is in progress,
0N/A * the results of the iteration are undefined.
0N/A * <p>
0N/A * The entrySet returned from a <code>RenderingHints</code> object
0N/A * is not modifiable.
0N/A *
0N/A * @return a <code>Set</code> view of the mappings contained in
0N/A * this <code>RenderingHints</code>.
0N/A */
0N/A public Set<Map.Entry<Object,Object>> entrySet() {
0N/A return Collections.unmodifiableMap(hintmap).entrySet();
0N/A }
0N/A
0N/A /**
0N/A * Compares the specified <code>Object</code> with this
0N/A * <code>RenderingHints</code> for equality.
0N/A * Returns <code>true</code> if the specified object is also a
0N/A * <code>Map</code> and the two <code>Map</code> objects represent
0N/A * the same mappings. More formally, two <code>Map</code> objects
0N/A * <code>t1</code> and <code>t2</code> represent the same mappings
0N/A * if <code>t1.keySet().equals(t2.keySet())</code> and for every
0N/A * key <code>k</code> in <code>t1.keySet()</code>,
0N/A * <pre>
0N/A * (t1.get(k)==null ? t2.get(k)==null : t1.get(k).equals(t2.get(k)))
0N/A * </pre>.
0N/A * This ensures that the <code>equals</code> method works properly across
0N/A * different implementations of the <code>Map</code> interface.
0N/A *
0N/A * @param o <code>Object</code> to be compared for equality with
0N/A * this <code>RenderingHints</code>.
0N/A * @return <code>true</code> if the specified <code>Object</code>
0N/A * is equal to this <code>RenderingHints</code>.
0N/A */
0N/A public boolean equals(Object o) {
0N/A if (o instanceof RenderingHints) {
0N/A return hintmap.equals(((RenderingHints) o).hintmap);
0N/A } else if (o instanceof Map) {
0N/A return hintmap.equals(o);
0N/A }
0N/A return false;
0N/A }
0N/A
0N/A /**
0N/A * Returns the hash code value for this <code>RenderingHints</code>.
0N/A * The hash code of a <code>RenderingHints</code> is defined to be
0N/A * the sum of the hashCodes of each <code>Entry</code> in the
0N/A * <code>RenderingHints</code> object's entrySet view. This ensures that
0N/A * <code>t1.equals(t2)</code> implies that
0N/A * <code>t1.hashCode()==t2.hashCode()</code> for any two <code>Map</code>
0N/A * objects <code>t1</code> and <code>t2</code>, as required by the general
0N/A * contract of <code>Object.hashCode</code>.
0N/A *
0N/A * @return the hash code value for this <code>RenderingHints</code>.
0N/A * @see java.util.Map.Entry#hashCode()
0N/A * @see Object#hashCode()
0N/A * @see Object#equals(Object)
0N/A * @see #equals(Object)
0N/A */
0N/A public int hashCode() {
0N/A return hintmap.hashCode();
0N/A }
0N/A
0N/A /**
0N/A * Creates a clone of this <code>RenderingHints</code> object
0N/A * that has the same contents as this <code>RenderingHints</code>
0N/A * object.
0N/A * @return a clone of this instance.
0N/A */
0N/A public Object clone() {
0N/A RenderingHints rh;
0N/A try {
0N/A rh = (RenderingHints) super.clone();
0N/A if (hintmap != null) {
0N/A rh.hintmap = (HashMap) hintmap.clone();
0N/A }
0N/A } catch (CloneNotSupportedException e) {
0N/A // this shouldn't happen, since we are Cloneable
0N/A throw new InternalError();
0N/A }
0N/A
0N/A return rh;
0N/A }
0N/A
0N/A /**
0N/A * Returns a rather long string representation of the hashmap
0N/A * which contains the mappings of keys to values for this
0N/A * <code>RenderingHints</code> object.
0N/A * @return a string representation of this object.
0N/A */
0N/A public String toString() {
0N/A if (hintmap == null) {
0N/A return getClass().getName() + "@" +
0N/A Integer.toHexString(hashCode()) +
0N/A " (0 hints)";
0N/A }
0N/A
0N/A return hintmap.toString();
0N/A }
0N/A}