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📄 gtext.java

📁 use Java code to draw on pad canvas
💻 JAVA
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package no.geosoft.cc.graphics;import java.awt.Font;import no.geosoft.cc.geometry.Rect;/** * Class for representing text within graphics. * <p> * Text is not added directly to coordinates in the canvas, but  * associated with geometric elements of the scene and positioned * through rendering hints. <tt>GText</tt> objects can have their own * style, but will inherit unset style elements from their segment owner. * <p> * Typical usage: * * <pre> *    GSegment segment = new GSegment(); *    segment.setText (new GText ("Revenue", GPosition.TOP | GPosition.WEST)); * </pre> * * Note that a text is typically associated with a GSegment at a time * where the GSegment is without geometry. The text position is * not determined until the rendering step anyway. *  * @author <a href="mailto:jacob.dreyer@geosoft.no">Jacob Dreyer</a> */   public class GText extends GPositional{  private static final int DEFAULT_POSITION_HINT = GPosition.CENTER |                                                   GPosition.DYNAMIC;    private String  text_;  /**   * Create text object with specified position hint.   * @see #setPositionHint(int)   *   * @param text          Text string to associate with text. Can be null   *                      or empty.   * @param positionHint  Position preferences.   */  public GText (String text, int positionHint)  {    super (positionHint, false);    text_ = text;  }  /**   * Create text object with default position hint.   *   * @param text  Text string to associate with text. Can be null or empty.   */  public GText (String text)  {    this (text, DEFAULT_POSITION_HINT);  }    /**   * Create empty text object with default position hint.   */  public GText()  {    this ("");  }      /**   * Set text content of this text element.   *    * @param text  Text content. Can be null or empty.   */  public void setText (String text)  {    text_ = text;    // Flag owner region and scene annotation as invalid    GObject object = getObject();    GScene  scene  = object != null ? object.getScene() : null;    if (object != null) object.flagRegionValid (false);    if (scene  != null) scene.setAnnotationValid (false);    updateDamage();  }      /**   * Return text content of this text element.   *    * @return  Text content of this text element.   */  public String getText()  {    return text_;  }    /**   * Return margin for this text element. The margin defines the distance   * between the computed position of the text and its actual position.   * The margin is > 0 to make the location seem natural and visually   * pleasent. The margin is font relative.   *    * @return  Margin of this text element.   */  int getMargin()  {    // At this point we know the rectangle (i.e. font) height, so we    // set margin relative to it. A half height seems reasonable.    return rectangle_.height / 2;  }        /**   * Compute the size of this text element and set in rectangle.   */  void computeSize()  {    // HACK: We must go to the canvas since it is the only object in    // the system that knows about rendering stuff.    // TODO: Make cnvas some interface we can get as input at ctor-time.    GScene  scene  = segment_.getScene();    GCanvas canvas = (GCanvas) scene.getWindow().getCanvas();    int width  = 0;    int height = 0;    Font font = getActualStyle().getFont();    int fontSize = font.getSize();    boolean isFilled = getActualStyle().getBackgroundColor() != null;    int hMargin = isFilled ? (int) Math.round (fontSize * 0.3) : 2;    int vMargin = isFilled ? (int) Math.round (fontSize * 0.3) : 2;        if (text_ != null && text_.length() > 0) {      Rect rectangle = canvas.getStringBox (text_, font);      width  = rectangle.width;      height = rectangle.height;    }    rectangle_.width  = width   + hMargin;    rectangle_.height = height  + vMargin;  }}

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