如何提高 TextLayout.draw(..) 的 Java2D 性能
我使用 Java2D TextLayout
类以及 LineBreakMeasurer
和 AttributedCharacterIterator
将一段文本绘制到框中。文本已换行。
分析表明代码非常慢。大部分时间都浪费在了方法TextLayout.draw(..)
上。
有人对提高速度有建议吗?
// Get iterator for string
AttributedCharacterIterator iterator = attribText.getIterator();
// Create measurer
LineBreakMeasurer measurer = new LineBreakMeasurer(iterator, context);
// loop over the lines
int i = 1;
while (measurer.getPosition() < iterator.getEndIndex()) {
// Get line
TextLayout textLayout = measurer.nextLayout(w);
// get measurements
float ascent = textLayout.getAscent();
float descent = textLayout.getDescent();
float leading = textLayout.getLeading();
float size = ascent + descent;
// Move down to baseline
if( i == 1 ) {
if( coverType == CoverType.SPINE ) {
y = (box.height-size)/2;
y -= (size+leading)*(lines-1)/2;
} else if( vAlign == Alignment.Center ) {
y += (h-size)/2-(size+leading)*(lines-1)/2;
} else if( vAlign == Alignment.Bottom ) {
y += (h-size) - (size+leading)*(lines-1);
}
}
y += ascent;
// calculate starting point for alignment
float paintX = x;
switch( hAlign ) {
case Right: {
paintX = x + w - textLayout.getVisibleAdvance();
break;
}
case Center: {
paintX = x + (w - textLayout.getVisibleAdvance())/2;
break;
}
}
// Draw line
textLayout.draw(g2d, paintX, y);
// Move down to top of next line
y += descent + leading;
i++;
}
相关代码片段如上所示。 attribText
是之前设置的AttributtedString
。 context
是 g2d.getFontRenderContext()
。
I'm using the Java2D TextLayout
class together with a LineBreakMeasurer
and an AttributedCharacterIterator
to draw a piece of text into a box. The text is wrapped.
Profiling shows me that the code is very slow. Most of the time is lost in the method TextLayout.draw(..)
.
Does anyone have a suggestion for speed improvement?
// Get iterator for string
AttributedCharacterIterator iterator = attribText.getIterator();
// Create measurer
LineBreakMeasurer measurer = new LineBreakMeasurer(iterator, context);
// loop over the lines
int i = 1;
while (measurer.getPosition() < iterator.getEndIndex()) {
// Get line
TextLayout textLayout = measurer.nextLayout(w);
// get measurements
float ascent = textLayout.getAscent();
float descent = textLayout.getDescent();
float leading = textLayout.getLeading();
float size = ascent + descent;
// Move down to baseline
if( i == 1 ) {
if( coverType == CoverType.SPINE ) {
y = (box.height-size)/2;
y -= (size+leading)*(lines-1)/2;
} else if( vAlign == Alignment.Center ) {
y += (h-size)/2-(size+leading)*(lines-1)/2;
} else if( vAlign == Alignment.Bottom ) {
y += (h-size) - (size+leading)*(lines-1);
}
}
y += ascent;
// calculate starting point for alignment
float paintX = x;
switch( hAlign ) {
case Right: {
paintX = x + w - textLayout.getVisibleAdvance();
break;
}
case Center: {
paintX = x + (w - textLayout.getVisibleAdvance())/2;
break;
}
}
// Draw line
textLayout.draw(g2d, paintX, y);
// Move down to top of next line
y += descent + leading;
i++;
}
The relevant code snippet is shown above. attribText
is an AttributtedString
set before. context
is the g2d.getFontRenderContext()
.
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这篇文章现在已经很旧了,所以我希望您已经找到了适合您需求的解决方案。如果你还没有,这里有一些值得思考的事情。您只需要绘制可见区域内的文本。由于您知道每条线的 y 坐标,因此可以轻松检查 y 是否位于 getVisibleRect() 的范围内。仅绘制必要的文本可以极大地提高性能(当然假设您的文本比单页长)。
This post is rather old now so I hope you have found a solution that works for your needs. If you haven't here is something to think about. You only need to draw the text that is within the visible region. Since you know the y coordinate of each line it is easy to check to see if the y lies within the bounds of getVisibleRect(). Only painting the text that is necessary greatly improves performance (assuming of course that your text is longer than a single page).