/* * * @(#)TextAttribute.java 1.7 06/10/03 * * Portions Copyright 2000-2008 Sun Microsystems, Inc. All Rights * Reserved. Use is subject to license terms. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License version * 2 only, as published by the Free Software Foundation. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License version 2 for more details (a copy is * included at /legal/license.txt). * * You should have received a copy of the GNU General Public License * version 2 along with this work; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA * 02110-1301 USA * * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa * Clara, CA 95054 or visit www.sun.com if you need additional * information or have any questions. */ /* * (C) Copyright Taligent, Inc. 1996 - 1997, All Rights Reserved * (C) Copyright IBM Corp. 1996 - 1998, All Rights Reserved * * The original version of this source code and documentation is * copyrighted and owned by Taligent, Inc., a wholly-owned subsidiary * of IBM. These materials are provided under terms of a License * Agreement between Taligent and Sun. This technology is protected * by multiple US and International patents. * * This notice and attribution to Taligent may not be removed. * Taligent is a registered trademark of Taligent, Inc. * */ package java.awt.font; import java.io.InvalidObjectException; import java.text.AttributedCharacterIterator.Attribute; import java.util.Map; import java.util.HashMap; /** * The <code>TextAttribute</code> class defines attribute keys and * attribute values used for text rendering. * <p> * <code>TextAttribute</code> instances are used as attribute keys to * identify attributes in * {@link java.text.AttributedCharacterIterator AttributedCharacterIterator}, * {@link java.awt.Font Font}, and other classes handling text * attributes. Other constants defined in this class are used * as attribute values. * <p> * For each text attribute, the documentation describes: * <UL> * <LI>the type of their values, * <LI>the valid values if there are limitations * <LI>relevant constants * <LI>the default effect if the attribute is absent (or has a * <code>null</code> value). * <LI>a description of the effect. * <LI>the fallback behavior if the exact attribute requested is not * available. * </UL> * <p> * <H4>Types of Values</H4> * <UL> * <LI>The values of attributes must always be immutable. * <LI>Where a list of limitations is given, any value outside of that * set is reserved for future use, and ignored at present. * <LI>If the value is <code>null</code> or not of the proper type * then it has the default effect. The effect of a particular value * can be interpolated, especially in the case of multiple master * fonts. This interpolation is done based on the nearest defined * constants above and below the request:<BR> * <BLOCKQUOTE><TT> * interpolation = (request - below)/(above - below); * </TT></BLOCKQUOTE> * </UL> * <p> * <H4>Interpolation</H4> * <UL> * <LI>Fonts should interpolate values in certain circumstances. For example, * when the WEIGHT value is 2.13. If the nearest surrounding values * in the font are WEIGHT_BOLD = 2.0 and WEIGHT_HEAVY = 2.25 then font would * then interpret the WEIGHT request as being 52% of the way between what * it considers BOLD and what it considers HEAVY. If the nearest surrounding * values are WEIGHT_SEMIBOLD = 1.25 and WEIGHT_ULTRABOLD = 2.75 then the * WEIGHT request is interpreted as being 58.67% of the way between SEMIBOLD * and ULTRABOLD. * <LI>Where a font does not have enough capability to handle a given * request, such as superscript, then it should simulate it to the best of * its ability. To determine if simulation is being performed, the client * should query the font to see what actual attributes were used. * </UL> * * @see java.text.AttributedCharacterIterator * @see java.awt.Font */ public final class TextAttribute extends Attribute { // table of all instances in this class, used by readResolve private static final Map instanceMap = new HashMap(29); /** * Constructs a <code>TextAttribute</code> with the specified name. * @param name the attribute name to assign to this * <code>TextAttribute</code> */ private TextAttribute(String name) { super(name); if (this.getClass() == TextAttribute.class) { instanceMap.put(name, this); } } /** * Resolves instances being deserialized to the predefined constants. */ protected Object readResolve() throws InvalidObjectException { if (this.getClass() != TextAttribute.class) { throw new InvalidObjectException("subclass didn't correctly implement readResolve"); } TextAttribute instance = (TextAttribute) instanceMap.get(getName()); if (instance != null) { return instance; } else { throw new InvalidObjectException("unknown attribute name"); } } // Serialization compatibility with Java 2 platform v1.2. // 1.2 will throw an InvalidObjectException if ever asked to deserialize INPUT_METHOD_UNDERLINE. // This shouldn't happen in real life. static final long serialVersionUID = 7744112784117861702L; // // For use with Font. // /** * Attribute key for the unlocalized font family name. * * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1" * SUMMARY="Key, Value, Constants, Default, and Description * for TextAttribute FAMILY"> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH> * <TD VALIGN="TOP">FAMILY</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Value</TH> * <TD VALIGN="TOP">String</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Constants</TH> * <TD VALIGN="TOP">"Serif", "SansSerif"</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH> * <TD VALIGN="TOP">Host default;</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH> * <TD VALIGN="TOP">The name of the font family. If the family name is not * found, the default font is used. The name should not be the full * font name or specify other attributes (such as the name * "Helvetica Bold"). Such names might result in the default * font if the name does not match a known * family name.</TD></TR> * </TABLE> */ public static final TextAttribute FAMILY = new TextAttribute("family"); /** * Attribute key for the weight of a font. * * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1" * SUMMARY="Key, Value, Constants, Description, Default, * and Fallback for TextAttribute WEIGHT"> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH> * <TD VALIGN="TOP">WEIGHT</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>Constants</TH> * <TD VALIGN="TOP"> * WEIGHT_EXTRA_LIGHT = 0.5,<BR> * WEIGHT_LIGHT = 0.75,<BR> * WEIGHT_DEMILIGHT = 0.875,<BR> * WEIGHT_REGULAR = 1.0,<BR> * WEIGHT_SEMIBOLD = 1.25,<BR> * WEIGHT_MEDIUM = 1.5,<BR> * WEIGHT_DEMIBOLD = 1.75,<BR> * WEIGHT_BOLD = 2.0,<BR> * WEIGHT_HEAVY = 2.25,<BR> * WEIGHT_EXTRABOLD = 2.5,<BR> * WEIGHT_ULTRABOLD = 2.75</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH> * <TD VALIGN="TOP">WEIGHT_REGULAR</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH> * <TD VALIGN="TOP">The value is roughly the ratio of the stem width to * that of the regular weight. If the font has a different value for * specific constants, then the value is interpolated as described in * the class description.</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Fallback</TH> * <TD VALIGN="TOP">Currently none. However, in the future, shape * manipulations might be<BR> available to simulate weight variations * for fonts that don't have them.</TD></TR> * </TABLE> * <BR> */ public static final TextAttribute WEIGHT = new TextAttribute("weight"); /** * The lightest predefined weight. * @see #WEIGHT */ public static final Float WEIGHT_EXTRA_LIGHT = new Float(0.5f); /** * The standard light weight. * @see #WEIGHT */ public static final Float WEIGHT_LIGHT = new Float(0.75f); /** * An intermediate weight between LIGHT and STANDARD. * @see #WEIGHT */ public static final Float WEIGHT_DEMILIGHT = new Float(0.875f); /** * The standard weight. This weight is used if WEIGHT is unspecified. * @see #WEIGHT */ public static final Float WEIGHT_REGULAR = new Float(1.0f); /** * A moderately heavier weight than REGULAR. * @see #WEIGHT */ public static final Float WEIGHT_SEMIBOLD = new Float(1.25f); /** * An intermediate weight between the REGULAR and BOLD weights. * @see #WEIGHT */ public static final Float WEIGHT_MEDIUM = new Float(1.5f); /** * A moderately lighter weight than BOLD. * @see #WEIGHT */ public static final Float WEIGHT_DEMIBOLD = new Float(1.75f); /** * The standard bold weight. * @see #WEIGHT */ public static final Float WEIGHT_BOLD = new Float(2.0f); /** * A moderately heavier weight than BOLD. * @see #WEIGHT */ public static final Float WEIGHT_HEAVY = new Float(2.25f); /** * An extra heavy weight. * @see #WEIGHT */ public static final Float WEIGHT_EXTRABOLD = new Float(2.5f); /** * The heaviest predefined weight. * @see #WEIGHT */ public static final Float WEIGHT_ULTRABOLD = new Float(2.75f); /** * Attribute key for the width of a font. * * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1" * SUMMARY="Key, Value, Constants, Description, Default, * and Fallback for TextAttribute WIDTH"> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH> * <TD VALIGN="TOP">WIDTH</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>Constants</TH> * <TD VALIGN="TOP">WIDTH_CONDENSED = 0.75,<BR> * WIDTH_SEMI_CONDENSED = 0.875,<BR> * WIDTH_REGULAR = 1.0,<BR> * WIDTH_SEMI_EXTENDED = 1.25,<BR> * WIDTH_EXTENDED = 1.5</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH> * <TD VALIGN="TOP">WIDTH_REGULAR</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH> * <TD VALIGN="TOP">The value is roughly the ratio of the advance width * to that of the regular width. If the font has a different value for * specific constants, then the value is interpolated as described in * the class description.</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Fallback</TH> * <TD VALIGN="TOP">If a Narrow font is available and matches, use that. * Otherwise scale with a transform based on the value.</TD></TR> * </TABLE> */ // public static final TextAttribute WIDTH = new TextAttribute("width"); /** * The most condensed predefined width. * @see #WIDTH */ // public static final Float WIDTH_CONDENSED = new Float(0.75f); /** * A moderately condensed width. * @see #WIDTH */ // public static final Float WIDTH_SEMI_CONDENSED = new Float(0.875f); /** * The standard width. This width is used if WIDTH is unspecified. * @see #WIDTH */ // public static final Float WIDTH_REGULAR = new Float(1.0f); /** * A moderately extended width. * @see #WIDTH */ // public static final Float WIDTH_SEMI_EXTENDED = new Float(1.25f); /** * The most extended predefined width. * @see #WIDTH */ // public static final Float WIDTH_EXTENDED = new Float(1.5f); /** * Attribute key for the posture of a font. * * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1" * SUMMARY="Key, Value, Constants, Default, Description, * and Fallback for TextAttribute POSTURE"> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH> * <TD VALIGN="TOP">POSTURE</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>Constants</TH> * <TD VALIGN="TOP">POSTURE_REGULAR = 0, <BR> * POSTURE_OBLIQUE = 0.20</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH> * <TD VALIGN="TOP">POSTURE_REGULAR</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH> * <TD VALIGN="TOP">The value is interpreted generally as a skew slope, * positive leans to the right. If the font has a different value for * specific constants, then the value is interpolated as described in * the class description. With fonts that have italic faces, not only * the skew of the character changes, but also the letter shapes * might change.<BR> * <B>Notes: </B><BR> * To set the value by angle, use:<BR> * <TT>value = new Float(Math.tan(Math.PI*degrees/180.0)</TT><BR> * To determine the angle from the value, use:<BR> * <TT>angle = Math.atan(value.floatValue())*180/Math.PI</TT></TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Fallback</TH> * <TD VALIGN="TOP">If an Oblique font is available and matches, use that. * Otherwise skew with a transform using the posture value interpreted as * run/rise.</TD></TR> * </TABLE> * * @see java.awt.Font#getItalicAngle() */ public static final TextAttribute POSTURE = new TextAttribute("posture"); /** * The standard posture, upright. * @see #POSTURE */ public static final Float POSTURE_REGULAR = new Float(0.0f); /** * The standard italic posture. * @see #POSTURE */ public static final Float POSTURE_OBLIQUE = new Float(0.20f); /** * Attribute key for the font size. * * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1" * SUMMARY="Key, Value, Default, Description, and Fallback * for TextAttribute SIZE"> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH> * <TD VALIGN="TOP">SIZE</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>Default</TH> * <TD VALIGN="TOP">from System Properties</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH> * <TD VALIGN="TOP">Represents point size. Note that the appearance and * metrics of a 12pt font with a 2X transform might be different than * that of a 24 point font with no transform.</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Fallback</TH> * <TD VALIGN="TOP">Scale to provided size.</TD></TR> * </TABLE> */ public static final TextAttribute SIZE = new TextAttribute("size"); /** * Attribute key for the transform of a font. * * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1" * SUMMARY="Key, Value, Default, and Description for * TextAttribute TRANSFORM"> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH> * <TD VALIGN="TOP">TRANSFORM</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Value</TH> * <TD VALIGN="TOP">TransformAttribute</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH> * <TD VALIGN="TOP">Identity transform</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH> * <TD VALIGN="TOP"><P>Used to transform glyphs rendered by this font. The * primary intent is to support scaling, skewing, and translation. In * general, large rotations do not produce very useful results. The * transform modifies both the glyph and the advance. The translations * in the transform are interpreted as a ratio of the point size. That * is, with a point size of 12, a translation of 0.5 results in a * movement of 6 points. * <p> * The advance point of the transformed glyph is the transform of the * advance point projected onto the baseline. If the advance ends up * to the left (top) of the glyph origin, the two points are swapped. * <p> * <P><EM>Example one</EM>: The point * size is 20, the original advance is 10.0, and the transform is a 60 * degree counterclockwise rotation plus an offset up and to the right * of 0.1, -0.1. The translation results in an offset of <2.0, -2.0>. * The original advance point is <10.0, 0.0>; after the rotation it * is <6.0, -8.0>; when adding the offset this becomes * <8.0,-10.0>, when projecting on the (horizontal) baseline this * becomes the new advance point: <8.0, 0.0>. The advance width is * the distance from the origin to the advance point: 8.0. The rotated * glyph is rendered two points up and to the right of its origin and * rotated. This does not affect the baseline for subsequent * glyphs.</P></TD></TR> * </TABLE> */ // public static final TextAttribute TRANSFORM = new TextAttribute("transform"); /** * Attribute key for super and subscripting. * * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1" * SUMMARY="Key, Value, Constants, Default, Description, * and Fallback for TextAttribute SUPERSCRIPT"> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH> * <TD VALIGN="TOP">SUPERSCRIPT</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">SUPERSCRIPT_NONE = 0,<BR> * SUPERSCRIPT_SUPER = 1,<BR> * SUPERSCRIPT_SUB = -1</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH> * <TD VALIGN="TOP">SUPERSCRIPT_NONE</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH> * <TD VALIGN="TOP">Requests that the font display the characters with * glyphs at a particular superscript level: 0 = none, 1 = * superscript, 2 = superscript of superscript,...-1 * = subscript, -2 = subscript of subscript,... Requests that the font * display text using default superscript (or subscript) glyphs and/or * scaling.</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Fallback</TH> * <TD VALIGN="TOP">Use transform with translation of +/-1/2 and scale * of 2/3, progressively for each level. That is, for the transform at * level N (with N != 0):<BR> * <TT>offset = sign(N)*1/2*(2/3)^(abs(N)-1)<BR> * scale = (2/3)^abs(N)</TT></TD></TR> * </TABLE> */ // public static final TextAttribute SUPERSCRIPT = new TextAttribute("superscript"); /** * Standard superscript. * @see #SUPERSCRIPT */ // public static final Integer SUPERSCRIPT_SUPER = new Integer(1); /** * Standard subscript. * @see #SUPERSCRIPT */ // public static final Integer SUPERSCRIPT_SUB = new Integer(-1); /** * Attribute key for the font to use to render text. * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1" * SUMMARY="Key, Value, Default, and Description for TextAttribute FONT"> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH> * <TD VALIGN="TOP">FONT</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Value</TH> * <TD VALIGN="TOP">Font</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH> * <TD VALIGN="TOP">None, perform default resolution</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH> * <TD VALIGN="TOP">A way for users to override the resolution of font * attributes into a <code>Font</code>, or force use of a particular * <code>Font</code> instance. * This also allows users to specify subclasses of <code>Font</code> in * cases where a <code>Font</code> can be subclassed.</TD></TR> * </TABLE> */ public static final TextAttribute FONT = new TextAttribute("font"); /** * Attribute key for a user_defined glyph to display in the text in lieu * of a character. * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1" * SUMMARY="Key, Value, and Description for TextAttribute CHAR_REPLACEMENT"> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH> * <TD VALIGN="TOP">CHAR_REPLACEMENT</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Value</TH> * <TD VALIGN="TOP">GraphicAttribute</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH> * <TD VALIGN="TOP">Allows the user to specify an empty position plus * metric information. This method is used to reserve space for a graphic * or other embedded component. Required for * correct BIDI position of 'inline' components within a line. An optional * convenience method allows drawing for simple cases. Follows the * Microsoft model: the character that this is applied to should be * \uFFFC.</TD></TR> * </TABLE> */ // public static final TextAttribute CHAR_REPLACEMENT = new TextAttribute("char_replacement"); // // Adornments added to text. // /** * Attribute key for the foreground paint * adornment. * * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1" * SUMMARY="Key, Value, Default, and Description of TextAttribute FOREGROUND"> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH> * <TD VALIGN="TOP">FOREGROUND</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Value</TH> * <TD VALIGN="TOP">Paint</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH> * <TD VALIGN="TOP">Color.black</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH> * <TD VALIGN="TOP">Specify the foreground Paint (or Color) of the text.</TD></TR> * </TABLE> */ public static final TextAttribute FOREGROUND = new TextAttribute("foreground"); /** * Attribute key for the background Paint adornment. * * <P><TABLE BORDER="0" CELLSPACING="0" CELLPADDING="1" * SUMMARY="Key, Value, Default, and Description of TextAttribute BACKGROUND"> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Key</TH> * <TD VALIGN="TOP">BACKGROUND</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Value</TH> * <TD VALIGN="TOP">Paint</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Default</TH> * <TD VALIGN="TOP">null</TD></TR> * <TR> * <TH VALIGN="TOP" ALIGN="RIGHT"><P ALIGN=RIGHT>Description</TH> * <TD VALIGN="TOP">Specify the background Paint (or Color) of the text.</TD></TR> * </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"); }