使用FontMetrics
很容易确定字体的渲染高度,但另一种方法呢?如何获得适合特定高度的字体?
“给我
Verdana
大小从上升到下降30像素高。”
我如何向Java询问此事?
答案 0 :(得分:6)
仁,
我不认为有一种“直接”方式可以按高度查找字体;只是间接的方式...通过循环大小,并测试每个的高度是< =所需的高度。
如果你这样做一次,只需循环它们......如果你“在飞行中”这样做,那么进行二分搜索,它会更快。
干杯。基思。
答案 1 :(得分:6)
我知道这是一个非常古老的问题,但有人可能仍然会找到它:
要计算某个像素高度所需的点数,您应该能够使用以下内容:
double fontSize= pixelSize * Toolkit.getDefaultToolkit().getScreenResolution() / 72.0;
我还没有对此进行过广泛的测试,但它似乎适用于我使用过的显示器。如果我找到一个不起作用的情况,我会报告。
对于我使用过的标准系统字体,这会将大写字母(即上升)的高度设置为所提供的像素大小。如果您需要将ascent + descent设置为像素大小,则可以使用FontMetrics更正值:
FontMetrics m= g.getFontMetrics(font); // g is your current Graphics object
double totalSize= fontSize * (m.getAscent() + m.getDescent()) / m.getAscent();
当然,某些特定字母的实际像素高度将取决于所使用的字母和字体,因此如果您想确保您的" H"是一些确切的像素高,你可能仍然想要使用其他答案中提到的试错法。请记住,如果您使用这些方法来获取要显示的每个特定文本的大小(如@Bob建议的那样),您最终可能会在屏幕上出现随机字体大小的混乱,其中包含&#等文本34; ACE"会有比#34; Tag"更大的字母。为了避免这种情况,我会选择一个特定的字母或字母序列(" T"或" Tg"或者其他东西)并将其修复到像素高度一次,然后使用字体大小你从那里到处都是。
答案 2 :(得分:5)
我不知道如何通过实际高度(以像素为单位)获取字体。这取决于它所使用的上下文,所以可能没有比最佳匹配样本更短的方式。从设计高度向上或向下寻找尺寸应该非常快。这是一个示例方法:
public Font getFont(String name, int style, int height) {
int size = height;
Boolean up = null;
while (true) {
Font font = new Font(name, style, size);
int testHeight = getFontMetrics(font).getHeight();
if (testHeight < height && up != Boolean.FALSE) {
size++;
up = Boolean.TRUE;
} else if (testHeight > height && up != Boolean.TRUE) {
size--;
up = Boolean.FALSE;
} else {
return font;
}
}
}
答案 3 :(得分:1)
WhiteFang34的代码与以下方法结合使用非常有用,该方法返回特定字符串的实际高度。对于实时渲染来说可能有点慢,特别是对于大字体/字符串而且我确信它可以进一步优化,但是现在它满足了我自己的需求并且足够快以在后端进程中运行。
/*
* getFontRenderedHeight
* *************************************************************************
* Summary: Font metrics do not give an accurate measurement of the rendered
* font height for certain strings because the space between the ascender
* limit and baseline is not always fully used and descenders may not be
* present. for example the strings '0' 'a' 'f' and 'j' are all different
* heights from top to bottom but the metrics returned are always the same.
* If you want to place text that exactly fills a specific height, you need
* to work out what the exact height is for the specific string. This method
* achieves that by rendering the text and then scanning the top and bottom
* rows until the real height of the string is found.
*/
/**
* Calculate the actual height of rendered text for a specific string more
* accurately than metrics when ascenders and descenders may not be present
* <p>
* Note: this method is probably not very efficient for repeated measurement
* of large strings and large font sizes but it works quite effectively for
* short strings. Consider measuring a subset of your string value. Also
* beware of measuring symbols such as '-' and '.' the results may be
* unexpected!
*
* @param string
* The text to measure. You might be able to speed this process
* up by only measuring a single character or subset of your
* string i.e if you know your string ONLY contains numbers and
* all the numbers in the font are the same height, just pass in
* a single digit rather than the whole numeric string.
* @param font
* The font being used. Obviously the size of the font affects
* the result
* @param targetGraphicsContext
* The graphics context the text will actually be rendered in.
* This is passed in so the rendering options for anti-aliasing
* can be matched.
* @return Integer - the exact actual height of the text.
* @author Robert Heritage [mrheritage@gmail.com]
*/
public Integer getFontRenderedHeight(String string, Font font, Graphics2D targetGraphicsContext) {
BufferedImage image;
Graphics2D g;
Color textColour = Color.white;
// In the first instance; use a temporary BufferedImage object to render
// the text and get the font metrics.
image = new BufferedImage(1, 1, BufferedImage.TYPE_INT_RGB);
g = image.createGraphics();
FontMetrics metrics = g.getFontMetrics(font);
Rectangle2D rect = metrics.getStringBounds(string, g);
// now set up the buffered Image with a canvas size slightly larger than
// the font metrics - this guarantees that there is at least one row of
// black pixels at the top and the bottom
image = new BufferedImage((int) rect.getWidth() + 1, (int) metrics.getHeight() + 2, BufferedImage.TYPE_INT_RGB);
g = image.createGraphics();
// take the rendering hints from the target graphics context to ensure
// the results are accurate.
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, targetGraphicsContext.getRenderingHint(RenderingHints.KEY_ANTIALIASING));
g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, targetGraphicsContext.getRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING));
g.setColor(textColour);
g.setFont(font);
g.drawString(string, 0, image.getHeight());
// scan the bottom row - descenders will be cropped initially, so the
// text will need to be moved up (down in the co-ordinates system) to
// fit it in the canvas if it contains any. This may need to be done a
// few times until there is a row of black pixels at the bottom.
boolean foundBottom, foundTop = false;
int offset = 0;
do {
g.setColor(Color.BLACK);
g.fillRect(0, 0, image.getWidth(), image.getHeight());
g.setColor(textColour);
g.drawString(string, 0, image.getHeight() - offset);
foundBottom = true;
for (int x = 0; x < image.getWidth(); x++) {
if (image.getRGB(x, image.getHeight() - 1) != Color.BLACK.getRGB()) {
foundBottom = false;
}
}
offset++;
} while (!foundBottom);
System.out.println(image.getHeight());
// Scan the top of the image downwards one line at a time until it
// contains a non-black pixel. This loop uses the break statement to
// stop the while loop as soon as a non-black pixel is found, this
// avoids the need to scan the rest of the line
int y = 0;
do {
for (int x = 0; x < image.getWidth(); x++) {
if (image.getRGB(x, y) != Color.BLACK.getRGB()) {
foundTop = true;
break;
}
}
y++;
} while (!foundTop);
return image.getHeight() - y;
}