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📄 textattribute.java

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     * </TABLE>     */    public static final TextAttribute BACKGROUND = new TextAttribute("background");    /**     * Attribute key for underline adornments.     *     * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1"      *     SUMMARY="Key, Value, Constants, Default, Description,      *     and Fallback for TextAttribute UNDERLINE">     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH>     * <TD VALIGN="TOP">UNDERLINE</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Value</TH>     * <TD VALIGN="TOP">Integer</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Constants</TH>     * <TD VALIGN="TOP">UNDERLINE_ON = 0</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH>     * <TD VALIGN="TOP">none</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH>     * <TD VALIGN="TOP">An embellishment added to the glyphs rendered by a      * font.</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Fallback</TH>     * <TD VALIGN="TOP"></TD></TR>     * </TABLE>     */    public static final TextAttribute UNDERLINE = new TextAttribute("underline");    /**     * Standard underline at the roman baseline for roman text, and below     * the decenders for other text.     *     * @see #UNDERLINE     */    public static final Integer UNDERLINE_ON = new Integer((byte)0);    /**     * Attribute key for the strikethrough adornment.     *     * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1"     *     SUMMARY="Key, Value, Constants, Default, and Description     *     for TextAttribute STRIKETHROUGH">     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH>     * <TD VALIGN="TOP">STRIKETHROUGH</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Value</TH>     * <TD VALIGN="TOP">Boolean</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Constants</TH>     * <TD VALIGN="TOP">true = on, false = off</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH>     * <TD VALIGN="TOP">off</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH>     * <TD VALIGN="TOP">An embellishment added to the glyphs rendered by a      * font.</TD></TR>     * </TABLE>     */    public static final TextAttribute STRIKETHROUGH = new TextAttribute("strikethrough");    /**     * A single strikethrough.     *     * @see #STRIKETHROUGH     */    public static final Boolean STRIKETHROUGH_ON = new Boolean(true);    //    // Attributes use to control layout of text on a line.    //    /**     * Attribute key for the run direction of the line.     *     * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1"     *     SUMMARY="Key, Value, Constants, Default, and Description      *     of TextAttribute RUN_DIRECTION">     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH>     * <TD VALIGN="TOP">RUN_DIRECTION</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Value</TH>     * <TD VALIGN="TOP">Boolean</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Constants</TH>     * <TD VALIGN="TOP">RUN_DIRECTION_LTR = true, RUN_DIRECTION_RTL = false     * </TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH>     * <TD VALIGN="TOP">Use the default Unicode base direction from the BIDI      * algorithm.</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH>     * <TD VALIGN="TOP"><P>Specifies which base run direction to use when      * positioning mixed directional runs within a paragraph. If this value is     * RUN_DIRECTION_DEFAULT, <code>TextLayout</code> uses the default Unicode     * base direction from the BIDI algorithm.</P>     * <P><I>This attribute should have the same value over the whole      * paragraph.</I></TD></TR>     * </TABLE>     */    public static final TextAttribute RUN_DIRECTION = new TextAttribute("run_direction");    /**     * Left-to-right run direction.     * @see #RUN_DIRECTION     */    public static final Boolean RUN_DIRECTION_LTR = new Boolean(false);    /**     * Right-to-left run direction.     * @see #RUN_DIRECTION     */    public static final Boolean RUN_DIRECTION_RTL = new Boolean(true);    /**     * Attribute key for the embedding level for nested bidirectional runs.     *     * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1"     *     SUMMARY="Key, Value, Limits, Default, and Description      *     of TextAttribute BIDI_EMBEDDING">     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH>     * <TD VALIGN="TOP">BIDI_EMBEDDING</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Value</TH>     * <TD VALIGN="TOP">Integer</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Limits</TH>     * <TD VALIGN="TOP">Positive values 1 through 61 are <I>embedding</I>     * levels, negative values<BR> through -61 are <I>override</I> levels     * </TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH>     * <TD VALIGN="TOP">Use standard BIDI to compute levels from formatting     * characters in the text.</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH>     * <TD VALIGN="TOP">Specifies the bidi embedding level of the character.     * When this attribute is present anywhere in a paragraph, then the      * Unicode characters RLO, LRO, RLE, LRE, PDF are disregarded in the BIDI      * analysis of that paragraph.      * See the Unicode Standard v. 2.0, section 3-11.     * </TD></TR>     * </TABLE>     */    public static final TextAttribute BIDI_EMBEDDING = new TextAttribute("bidi_embedding");    /**     * Attribute key for the justification of a paragraph.     *     * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1"     *     SUMMARY="Key, Value, Limits, Default, and Description     *     of TextAttribute JUSTIFICATION">     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH>     * <TD VALIGN="TOP">JUSTIFICATION</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Value</TH>     * <TD VALIGN="TOP">Float</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Limits</TH>     * <TD VALIGN="TOP">0.0 through1.0</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH>     * <TD VALIGN="TOP">1.0</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH>     * <TD VALIGN="TOP"><P>Specifies which fraction of the extra space to use      * when justification is requested. For example, if the line is 50 points     * wide and the margins are 70 points apart, a value of 0.5 means that the     * line is padded to reach a width of 60 points.</P>     * <P><I>This attribute should have the same value over the whole     * paragraph.</I></TD></TR>     * </TABLE>     */    public static final TextAttribute JUSTIFICATION = new TextAttribute("justification");    /**     * Justify the line to the full requested width.     * @see #JUSTIFICATION     */    public static final Float JUSTIFICATION_FULL = new Float(1.0f);    /**     * Do not allow the line to be justified.     * @see #JUSTIFICATION     */    public static final Float JUSTIFICATION_NONE = new Float(0.0f);    //    // For use by input method.    //    /**     * Attribute key for input method highlight styles.     * <p>Values are instances of      * {@link java.awt.im.InputMethodHighlight InputMethodHighlight}.     * These instances should be wrapped in      * {@link java.text.Annotation Annotation} instances     * if segments need to be highlighted separately.     * <p>     * Input method highlights are used while text is being composed     * using an input method. Text editing components should retain them     * even if they generally only deal with unstyled text, and make them     * available to the drawing routines.     * @see java.awt.im.InputMethodHighlight     */    public static final TextAttribute INPUT_METHOD_HIGHLIGHT = new TextAttribute("input method highlight");    /**     * Attribute key for input method underline adornments.     *     * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1"     *     SUMMARY="Key, Value, Limits, Default and Description     *     of TextAttribute INPUT_METHOD_UNDERLINE">     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH>     * <TD VALIGN="TOP">INPUT_METHOD_UNDERLINE</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Value</TH>     * <TD VALIGN="TOP">Integer</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Constants</TH>     * <TD VALIGN="TOP">UNDERLINE_LOW_ONE_PIXEL, UNDERLINE_LOW_TWO_PIXEL,     *     UNDERLINE_LOW_DOTTED, UNDERLINE_LOW_GRAY, UNDERLINE_LOW_DASHED</TD></TR>     * <TR>     * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH>     * <TD VALIGN="TOP">no underline</TD></TR>     * </TABLE>     * @since 1.3     */    public static final TextAttribute INPUT_METHOD_UNDERLINE                 = new TextAttribute("input method underline");    /**     * Single pixel solid low underline.     * @see #INPUT_METHOD_UNDERLINE     * @since 1.3     */    public static final Integer UNDERLINE_LOW_ONE_PIXEL = new Integer(1);    /**     * Double pixel solid low underline.     * @see #INPUT_METHOD_UNDERLINE     * @since 1.3     */    public static final Integer UNDERLINE_LOW_TWO_PIXEL = new Integer(2);    /**     * Single pixel dotted low underline.     * @see #INPUT_METHOD_UNDERLINE     * @since 1.3     */    public static final Integer UNDERLINE_LOW_DOTTED = new Integer(3);    /**     * Double pixel gray low underline.     * @see #INPUT_METHOD_UNDERLINE     * @since 1.3     */    public static final Integer UNDERLINE_LOW_GRAY = new Integer(4);    /**     * Single pixel dashed low underline.     * @see #INPUT_METHOD_UNDERLINE     * @since 1.3     */    public static final Integer UNDERLINE_LOW_DASHED = new Integer(5);    /**     * Attribute key for swapping foreground and background Paints (or Colors).     *     * <p>Values are instances of <code>Boolean</code>.     * The default is not to swap the foreground and background.     * If the foreground and background attributes are both defined,     * this causes them to be swapped when rendering text.  If either is     * defaulted, the exact effect is undefined--generally it will produce     * an 'inverted' appearance.     */    public static final TextAttribute SWAP_COLORS = new TextAttribute("swap_colors");    /** Swap foreground and background. */    public static final Boolean SWAP_COLORS_ON = new Boolean(true);    /**     * Attribute key for converting ASCII decimal digits to other decimal ranges.     *     * <p>Values are instances of <code>NumericShaping</code>.     * The default is not to perform numeric shaping.     */    public static final TextAttribute NUMERIC_SHAPING = new TextAttribute("numeric_shaping");}

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