Source Code Cross Referenced for PDFShader.java in  » PDF » PDF-Renderer » com » sun » pdfview » pattern » Java Source Code / Java DocumentationJava Source Code and Java Documentation

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Java Source Code / Java Documentation » PDF » PDF Renderer » com.sun.pdfview.pattern 
Source Cross Referenced  Class Diagram Java Document (Java Doc) 


001:        /*
002:         * $Id: PDFShader.java,v 1.3 2007/12/20 18:33:29 rbair Exp $
003:         *
004:         * Copyright 2004 Sun Microsystems, Inc., 4150 Network Circle,
005:         * Santa Clara, California 95054, U.S.A. All rights reserved.
006:         *
007:         * This library is free software; you can redistribute it and/or
008:         * modify it under the terms of the GNU Lesser General Public
009:         * License as published by the Free Software Foundation; either
010:         * version 2.1 of the License, or (at your option) any later version.
011:         * 
012:         * This library is distributed in the hope that it will be useful,
013:         * but WITHOUT ANY WARRANTY; without even the implied warranty of
014:         * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
015:         * Lesser General Public License for more details.
016:         * 
017:         * You should have received a copy of the GNU Lesser General Public
018:         * License along with this library; if not, write to the Free Software
019:         * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
020:         */
021:
022:        package com.sun.pdfview.pattern;
023:
024:        import java.awt.geom.Rectangle2D;
025:        import java.io.IOException;
026:        import java.util.Map;
027:
028:        import com.sun.pdfview.PDFObject;
029:        import com.sun.pdfview.PDFPaint;
030:        import com.sun.pdfview.PDFParseException;
031:        import com.sun.pdfview.colorspace.PDFColorSpace;
032:
033:        /**
034:         * <p>A PDFShader fills a given region with a shading, such as a gradient.</p>
035:         * 
036:         * <p>
037:         * Shading Dictionaries (section 4.6)<br>
038:         * A shading dictionary specifies details of a particular gradient fill, 
039:         * including the type of shading to be used, the geometry of the area to 
040:         * be shaded, and the geometry of the gradient fill. Various shading types 
041:         * are available, depending on the value of the dictionary’s ShadingType entry:
042:         * 
043:         * <li>Function-based shadings (type 1) define the color of every point in the 
044:         * domain using a mathematical function (not necessarily smooth or continuous).</li>
045:         * 
046:         * <li>Axial shadings (type 2) define a color blend along a line between two 
047:         * points, optionally extended beyond the boundary points by continuing 
048:         * the boundary colors.</li>
049:         * 
050:         * <li>Radial shadings (type 3) define a blend between two circles, 
051:         * optionally extended beyond the boundary circles by continuing the 
052:         * boundary colors. This type of shading is commonly used to represent 
053:         * three-dimensional spheres and cones.</li>
054:         * 
055:         * <li>Free-form Gouraud-shaded triangle meshes (type 4) define a 
056:         * common construct used by many three-dimensional applications to 
057:         * represent complex colored and shaded shapes. Vertices are specified 
058:         * in free-form geometry.</li>
059:         * 
060:         * <li>Lattice-form Gouraud-shaded triangle meshes (type 5) are based on 
061:         * the same geometrical construct as type 4 but with vertices specified 
062:         * as a pseudorectangular lattice.</li>
063:         * 
064:         * <li>Coons patch meshes (type 6) construct a shading from one or more 
065:         * color patches, each bounded by four cubic Bézier curves.</li>
066:         * 
067:         * <li>Tensor-product patch meshes (type 7) are similar to type 6 but 
068:         * with additional control points in each patch, affording greater 
069:         * control over color mapping.</li>
070:         * 
071:         * Table 4.28 shows the entries that all shading dictionaries share 
072:         * in common; entries specific to particular shading types are 
073:         * described in the relevant sections below.</p>
074:         */
075:        public abstract class PDFShader {
076:
077:            public final static int FUNCTION_SHADING = 1;
078:            public final static int AXIAL_SHADING = 2;
079:            public final static int RADIAL_SHADING = 3;
080:            public final static int FREE_FORM_SHADING = 4;
081:            public final static int LATTICE_SHADING = 5;
082:            public final static int COONS_PATCH_MESH_SHADING = 6;
083:            public final static int TENSOR_PRODUCTS_MESH_SHADING = 7;
084:
085:            /** the type of the shading (1 through 7)*/
086:            private int type;
087:
088:            /** the colorspace */
089:            private PDFColorSpace colorSpace;
090:
091:            /** the background color */
092:            private PDFPaint background;
093:
094:            /** the bounding box of the pattern */
095:            private Rectangle2D bbox;
096:
097:            /** Creates a new instance of PDFShader */
098:            protected PDFShader(int type) {
099:                this .type = type;
100:            }
101:
102:            /**
103:             * Parse a pdf shader into a shader object
104:             */
105:            public static PDFShader getShader(PDFObject shaderObj, Map resources)
106:                    throws IOException {
107:                // first see if the shader is already cached
108:                PDFShader shader = (PDFShader) shaderObj.getCache();
109:                if (shader != null) {
110:                    return shader;
111:                }
112:
113:                // read the type (required)
114:                PDFObject typeObj = shaderObj.getDictRef("ShadingType");
115:                if (typeObj == null) {
116:                    throw new PDFParseException("No shader type defined!");
117:                }
118:                int type = typeObj.getIntValue();
119:
120:                // create the shader
121:                switch (type) {
122:                case AXIAL_SHADING:
123:                    shader = new ShaderType2();
124:                    break;
125:
126:                case FUNCTION_SHADING:
127:                case RADIAL_SHADING:
128:                case FREE_FORM_SHADING:
129:                case LATTICE_SHADING:
130:                case COONS_PATCH_MESH_SHADING:
131:                case TENSOR_PRODUCTS_MESH_SHADING:
132:                default:
133:                    throw new PDFParseException("Unsupported shader type: "
134:                            + type);
135:                }
136:
137:                // read the color space (required)
138:                PDFObject csObj = shaderObj.getDictRef("ColorSpace");
139:                if (csObj == null) {
140:                    throw new PDFParseException("No colorspace defined!");
141:                }
142:                PDFColorSpace cs = PDFColorSpace
143:                        .getColorSpace(csObj, resources);
144:                shader.setColorSpace(cs);
145:
146:                // read the background color (optional)
147:                PDFObject bgObj = shaderObj.getDictRef("Background");
148:                if (bgObj != null) {
149:                    PDFObject[] bgObjs = bgObj.getArray();
150:                    float[] bgArray = new float[bgObjs.length];
151:                    for (int i = 0; i < bgArray.length; i++) {
152:                        bgArray[i] = bgObjs[i].getFloatValue();
153:                    }
154:                    PDFPaint paint = cs.getPaint(bgArray);
155:                    shader.setBackground(paint);
156:                }
157:
158:                // read the bounding box (optional)
159:                PDFObject bboxObj = shaderObj.getDictRef("BBox");
160:                if (bboxObj != null) {
161:                    PDFObject[] rectObj = bboxObj.getArray();
162:                    float minX = rectObj[0].getFloatValue();
163:                    float minY = rectObj[1].getFloatValue();
164:                    float maxX = rectObj[2].getFloatValue();
165:                    float maxY = rectObj[3].getFloatValue();
166:
167:                    Rectangle2D bbox = new Rectangle2D.Float(minX, minY, maxX
168:                            - minX, maxY - minY);
169:                    shader.setBBox(bbox);
170:                }
171:
172:                // parse the shader-specific attributes
173:                shader.parse(shaderObj);
174:
175:                // set the cache
176:                shaderObj.setCache(shader);
177:
178:                return shader;
179:            }
180:
181:            /**
182:             * Get the type
183:             */
184:            public int getType() {
185:                return type;
186:            }
187:
188:            /** 
189:             * Get the color space
190:             */
191:            public PDFColorSpace getColorSpace() {
192:                return colorSpace;
193:            }
194:
195:            /**
196:             * Set the color space
197:             */
198:            protected void setColorSpace(PDFColorSpace colorSpace) {
199:                this .colorSpace = colorSpace;
200:            }
201:
202:            /** 
203:             * Get the background color
204:             */
205:            public PDFPaint getBackground() {
206:                return background;
207:            }
208:
209:            /**
210:             * Set the background color
211:             */
212:            protected void setBackground(PDFPaint background) {
213:                this .background = background;
214:            }
215:
216:            /**
217:             * Get the bounding box
218:             */
219:            public Rectangle2D getBBox() {
220:                return bbox;
221:            }
222:
223:            /**
224:             * Set the bounding box
225:             */
226:            protected void setBBox(Rectangle2D bbox) {
227:                this .bbox = bbox;
228:            }
229:
230:            /**
231:             * Parse the shader-specific data
232:             */
233:            public abstract void parse(PDFObject shareObj) throws IOException;
234:
235:            /**
236:             * Returns paint that represents the selected shader
237:             */
238:            public abstract PDFPaint getPaint();
239:        }
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