JavaMe开发:低级界面绘图之点阵字
【问题描述】JavaMe自带的字体只有三种:Font.SIZE_SMALL、Font.SIZE_MEDIA和Font.SIZE_LARGE,所谓的Font.SIZE_LARGE其实也不是很大。如果要绘制其他字号的字体该怎么办呢?运用低级界面Canvas绘制的点阵字是一个不错的选择。
【字模工具】
晓奇工作室
取模方式:从左到右从上到下,横向8点左高位
【分析】
所谓“点阵字”就是文字是由点阵构成的。点阵字有两个基本属性,那就是宽(width)和高(height)。先看一个例子:
如图1所示,Asc5x8表示宽度为5,高度为8的点阵字集。一个char型的字符能表示8位。取模工具实际上是用二进制“1”,表示点阵的文字。用二进制的“0”,表示非文字的空白块。以Asc5x8的“!”为例进行讲解:
0x20,0x20,0x20,0x20,0x20,0x00,0x20,0x00, // -!-
对应的点阵为:
00100000
00100000
00100000
00100000
00100000
00000000
00100000
00000000
注意到,如果将“1”替换为像素点显示,而“0”替换为空白块。则刚好显示为一个“!”号。宽度为5,所以用一个字节表示就可以了。如果宽度超过一个字节,那么如何计算需要多少个字节才能表示宽度呢?原则是,宽度的表示必须为字节的倍数。如宽度为9,那么超过一个字节,所以用2个字节表示。
总结宽度所需字节计算公式如下:
n = (width-1)/8+1
Asc5x8中width即为5.
那么高度如何计算呢?高度其实不用进行计算,由取模软件完成了。
明白上述原理后,就很简单了。且看代码。
【代码清单】
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package com.token.view.components;
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import javax.microedition.lcdui.Graphics;
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import javax.microedition.lcdui.game.GameCanvas;
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public class CustomFont {
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public final char font24x48[][] = // ASCII
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{
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{
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, // - -
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
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},
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{
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, // -!-
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x30,0x00,
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0x00,0x78,0x00,0x00,0x78,0x00,0x00,0x78,
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0x00,0x00,0x78,0x00,0x00,0x78,0x00,0x00,
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0x78,0x00,0x00,0x78,0x00,0x00,0x78,0x00,
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0x00,0x78,0x00,0x00,0x78,0x00,0x00,0x30,
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0x00,0x00,0x30,0x00,0x00,0x30,0x00,0x00,
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0x30,0x00,0x00,0x30,0x00,0x00,0x30,0x00,
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0x00,0x30,0x00,0x00,0x30,0x00,0x00,0x30,
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0x00,0x00,0x30,0x00,0x00,0x30,0x00,0x00,
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0x30,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x70,0x00,0x00,0xF8,0x00,0x00,
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0xF8,0x00,0x00,0xF8,0x00,0x00,0x70,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
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},
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{
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, // -"-
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0x00,0x00,0xC0,0xC0,0x01,0xE1,0xE0,0x03,
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0xE3,0xE0,0x03,0xC3,0xC0,0x07,0x87,0x80,
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0x07,0x07,0x00,0x0E,0x0E,0x00,0x0C,0x0C,
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0x00,0x18,0x18,0x00,0x10,0x10,0x00,0x20,
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0x20,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
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},
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...
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{
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0x07,0x80,0x00,0x1F,0xC0,0x00,0x10,0xE0, // --
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0x04,0x20,0x70,0x04,0x20,0x38,0x08,0x40,
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0x1C,0x08,0x40,0x0F,0x10,0x00,0x07,0xF0,
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0x00,0x03,0xC0,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
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}
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};
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public CustomFont()
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{
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}
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public void drawmat(GameCanvas canvas, Graphics g, char mat[], int w, int h, int x, int y, int color)
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{
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int i,j,k,n;
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n = (w-1)/8+1;
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for(j=0; j<h; j++)
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{
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for(i=0; i<n; i++)
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{
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for(k=0; k<8; k++)
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{
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if (!((mat[j * n + i] & (0x80 >> k)) == 0)) /* 测试为1的位则显示 */
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{
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g.setColor(color);
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g.drawLine(x + i * 8 + k, y + j, x + i * 8 + k, y + j);
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}
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}
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}
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}
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}
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}
n就是表示整个宽度需要的字节数,由于宽度为24,故需要3个字节表示。j记录纵向(高度)位置。代码的处理,就是通过一个画线函数进行的。每次以字节为单位(变量k处理),对“1”进行检测,检测到1后,记录k的位置。
【调用方法】
CustomFont主要用于GameCanvas派生的类。在继承GameCanvas的类中:
(1)声明对象
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private CustomFont cf;
(2) 初始化对象(在构造函数中)
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cf = new CustomFont();
(3) 调用方法(画字符串passwd)
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for(int i=0; i<passwd.length(); i++)
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{
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cf.drawmat(this, graphics, cf.font24x48[passwd.charAt(i)-' '], 24, 48, (width-6*24)/2+i*24, (height-48)/3, Color.WHITE);
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}
【效果】
图2中,框中的文字就是通过绘制得到的。
【设计参考】
(1) http://aiquantong.iteye.com/blog/1457906
(2) http://blog.csdn.net/alleniversoncomputer/article/details/7016368
原文链接:http://blog.csdn.net/tandesir/article/details/7506065