📄 deflater.cs
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/// are available.
/// </summary>
public bool IsFinished {
get {
return state == FINISHED_STATE && pending.IsFlushed;
}
}
/// <summary>
/// Returns true, if the input buffer is empty.
/// You should then call setInput().
/// NOTE: This method can also return true when the stream
/// was finished.
/// </summary>
public bool IsNeedingInput {
get {
return engine.NeedsInput();
}
}
/// <summary>
/// Sets the data which should be compressed next. This should be only
/// called when needsInput indicates that more input is needed.
/// If you call setInput when needsInput() returns false, the
/// previous input that is still pending will be thrown away.
/// The given byte array should not be changed, before needsInput() returns
/// true again.
/// This call is equivalent to <code>setInput(input, 0, input.length)</code>.
/// </summary>
/// <param name="input">
/// the buffer containing the input data.
/// </param>
/// <exception cref="System.InvalidOperationException">
/// if the buffer was finished() or ended().
/// </exception>
public void SetInput(byte[] input)
{
SetInput(input, 0, input.Length);
}
/// <summary>
/// Sets the data which should be compressed next. This should be
/// only called when needsInput indicates that more input is needed.
/// The given byte array should not be changed, before needsInput() returns
/// true again.
/// </summary>
/// <param name="input">
/// the buffer containing the input data.
/// </param>
/// <param name="off">
/// the start of the data.
/// </param>
/// <param name="len">
/// the length of the data.
/// </param>
/// <exception cref="System.InvalidOperationException">
/// if the buffer was finished() or ended() or if previous input is still pending.
/// </exception>
public void SetInput(byte[] input, int off, int len)
{
if ((state & IS_FINISHING) != 0) {
throw new InvalidOperationException("finish()/end() already called");
}
engine.SetInput(input, off, len);
}
/// <summary>
/// Sets the compression level. There is no guarantee of the exact
/// position of the change, but if you call this when needsInput is
/// true the change of compression level will occur somewhere near
/// before the end of the so far given input.
/// </summary>
/// <param name="lvl">
/// the new compression level.
/// </param>
public void SetLevel(int lvl)
{
if (lvl == DEFAULT_COMPRESSION) {
lvl = 6;
} else if (lvl < NO_COMPRESSION || lvl > BEST_COMPRESSION) {
throw new ArgumentOutOfRangeException("lvl");
}
if (level != lvl) {
level = lvl;
engine.SetLevel(lvl);
}
}
/// <summary>
/// Get current compression level
/// </summary>
/// <returns>Returns the current compression level</returns>
public int GetLevel() {
return level;
}
/// <summary>
/// Sets the compression strategy. Strategy is one of
/// DEFAULT_STRATEGY, HUFFMAN_ONLY and FILTERED. For the exact
/// position where the strategy is changed, the same as for
/// setLevel() applies.
/// </summary>
/// <param name="strategy">
/// The new compression strategy.
/// </param>
public void SetStrategy(DeflateStrategy strategy)
{
engine.Strategy = strategy;
}
/// <summary>
/// Deflates the current input block with to the given array.
/// </summary>
/// <param name="output">
/// The buffer where compressed data is stored
/// </param>
/// <returns>
/// The number of compressed bytes added to the output, or 0 if either
/// needsInput() or finished() returns true or length is zero.
/// </returns>
public int Deflate(byte[] output)
{
return Deflate(output, 0, output.Length);
}
/// <summary>
/// Deflates the current input block to the given array.
/// </summary>
/// <param name="output">
/// Buffer to store the compressed data.
/// </param>
/// <param name="offset">
/// Offset into the output array.
/// </param>
/// <param name="length">
/// The maximum number of bytes that may be stored.
/// </param>
/// <returns>
/// The number of compressed bytes added to the output, or 0 if either
/// needsInput() or finished() returns true or length is zero.
/// </returns>
/// <exception cref="System.InvalidOperationException">
/// If end() was previously called.
/// </exception>
/// <exception cref="System.ArgumentOutOfRangeException">
/// If offset and/or length don't match the array length.
/// </exception>
public int Deflate(byte[] output, int offset, int length)
{
int origLength = length;
if (state == CLOSED_STATE) {
throw new InvalidOperationException("Deflater closed");
}
if (state < BUSY_STATE) {
/* output header */
int header = (DEFLATED +
((DeflaterConstants.MAX_WBITS - 8) << 4)) << 8;
int level_flags = (level - 1) >> 1;
if (level_flags < 0 || level_flags > 3) {
level_flags = 3;
}
header |= level_flags << 6;
if ((state & IS_SETDICT) != 0) {
/* Dictionary was set */
header |= DeflaterConstants.PRESET_DICT;
}
header += 31 - (header % 31);
pending.WriteShortMSB(header);
if ((state & IS_SETDICT) != 0) {
int chksum = engine.Adler;
engine.ResetAdler();
pending.WriteShortMSB(chksum >> 16);
pending.WriteShortMSB(chksum & 0xffff);
}
state = BUSY_STATE | (state & (IS_FLUSHING | IS_FINISHING));
}
for (;;) {
int count = pending.Flush(output, offset, length);
offset += count;
totalOut += count;
length -= count;
if (length == 0 || state == FINISHED_STATE) {
break;
}
if (!engine.Deflate((state & IS_FLUSHING) != 0, (state & IS_FINISHING) != 0)) {
if (state == BUSY_STATE) {
/* We need more input now */
return origLength - length;
} else if (state == FLUSHING_STATE) {
if (level != NO_COMPRESSION) {
/* We have to supply some lookahead. 8 bit lookahead
* is needed by the zlib inflater, and we must fill
* the next byte, so that all bits are flushed.
*/
int neededbits = 8 + ((-pending.BitCount) & 7);
while (neededbits > 0) {
/* write a static tree block consisting solely of
* an EOF:
*/
pending.WriteBits(2, 10);
neededbits -= 10;
}
}
state = BUSY_STATE;
} else if (state == FINISHING_STATE) {
pending.AlignToByte();
// Compressed data is complete. Write footer information if required.
if (!noZlibHeaderOrFooter) {
int adler = engine.Adler;
pending.WriteShortMSB(adler >> 16);
pending.WriteShortMSB(adler & 0xffff);
}
state = FINISHED_STATE;
}
}
}
return origLength - length;
}
/// <summary>
/// Sets the dictionary which should be used in the deflate process.
/// This call is equivalent to <code>setDictionary(dict, 0, dict.Length)</code>.
/// </summary>
/// <param name="dict">
/// the dictionary.
/// </param>
/// <exception cref="System.InvalidOperationException">
/// if setInput () or deflate () were already called or another dictionary was already set.
/// </exception>
public void SetDictionary(byte[] dict)
{
SetDictionary(dict, 0, dict.Length);
}
/// <summary>
/// Sets the dictionary which should be used in the deflate process.
/// The dictionary is a byte array containing strings that are
/// likely to occur in the data which should be compressed. The
/// dictionary is not stored in the compressed output, only a
/// checksum. To decompress the output you need to supply the same
/// dictionary again.
/// </summary>
/// <param name="dict">
/// The dictionary data
/// </param>
/// <param name="offset">
/// An offset into the dictionary.
/// </param>
/// <param name="length">
/// The length of the dictionary data to use
/// </param>
/// <exception cref="System.InvalidOperationException">
/// If setInput () or deflate () were already called or another dictionary was already set.
/// </exception>
public void SetDictionary(byte[] dict, int offset, int length)
{
if (state != INIT_STATE) {
throw new InvalidOperationException();
}
state = SETDICT_STATE;
engine.SetDictionary(dict, offset, length);
}
}
}
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