iText- ColumnText set text fit size in Rectangle - java

I want to add text into a rectangle(x,y,w,h). Text should be fitted size of rectangle (mean it has a maximum size but it still contains in rectangle).
I tried to measure the text size base on BaseFont.getWidthPoint() The problem is the final text size can't fit the rect. It looks like this:
Here is my try:
PdfContentByte cb = writer.getDirectContent();
cb.saveState();
ColumnText ct = new ColumnText(writer.getDirectContent());
Font font = new Font(BaseFont.createFont());
int rectWidth = 80;
float maxFontSize = getMaxFontSize(BaseFont.createFont(), "text", rectWidth );
font.setSize(maxFontSize);
ct.setText(new Phrase("test", font));
ct.setSimpleColumn(10, 10, rectWidth , 70);
ct.go();
// draw the rect
cb.setColorStroke(BaseColor.BLUE);
cb.rectangle(10, 10, rectWidth , 70);
cb.stroke();
cb.restoreState();
// get max font size base on rect width
private static float getMaxFontSize(BaseFont bf, String text, int width){
float measureWidth = 1;
float fontSize = 0.1f;
float oldSize = 0.1f;
while(measureWidth < width){
measureWidth = bf.getWidthPoint(text, fontSize);
oldSize = fontSize;
fontSize += 0.1f;
}
return oldSize;
}
Could you please tell me where I am wrong?
Another problem, I want to measure for both width and height, which text completely contains in rectangle and has the maximum font size. Is there any way to do this?
Update: here is the complete source code that worked for me:
private static float getMaxFontSize(BaseFont bf, String text, int width, int height){
// avoid infinite loop when text is empty
if(TextUtils.isEmpty(text)){
return 0.0f;
}
float fontSize = 0.1f;
while(bf.getWidthPoint(text, fontSize) < width){
fontSize += 0.1f;
}
float maxHeight = measureHeight(bf, text, fontSize);
while(maxHeight > height){
fontSize -= 0.1f;
maxHeight = measureHeight(bf, text, fontSize);
};
return fontSize;
}
public static float measureHeight(BaseFont baseFont, String text, float fontSize)
{
float ascend = baseFont.getAscentPoint(text, fontSize);
float descend = baseFont.getDescentPoint(text, fontSize);
return ascend - descend;
}

The main issue
The main issue is that you use the wrong arguments in ct.setSimpleColumn:
ct.setSimpleColumn(10, 10, rectWidth , 70);
In contrast to the later cb.rectangle call
cb.rectangle(10, 10, rectWidth , 70);
which has arguments float x, float y, float w, float h (w and h being width and height) the method ct.setSimpleColumn has arguments float llx, float lly, float urx, float ury (ll being lower left and ur being upper right). Thus your ct.setSimpleColumn should look like this:
ct.setSimpleColumn(10, 10, 10 + rectWidth, 10 + 70);
A side issue
In addition to the main issue your result font size is 0.1 too large; essentially this is an error already pointed out by #David.
Your main loop in your getMaxFontSize method is this:
while(measureWidth < width){
measureWidth = bf.getWidthPoint(text, fontSize);
oldSize = fontSize;
fontSize += 0.1f;
}
This essentially results in oldSize (which eventually is returned) being the first font size which does not fit. You could fix this by instead using
while(bf.getWidthPoint(text, fontSize) < width){
oldSize = fontSize;
fontSize += 0.1f;
}
Even better would be an approach only calculating the string width once, not using a loop at all, e.g.
private static float getMaxFontSize(BaseFont bf, String text, int width)
{
int textWidth = bf.getWidth(text);
return (1000 * width) / textWidth;
}
(This method uses integer arithmetic. If you insist on an exact fit, switch to float or double arithmetic.)

There are two bugs here, both in
while(measureWidth < width){
measureWidth = bf.getWidthPoint(text, fontSize++);
}
You're staying in the loop until measureWidth >= width - in other words, by the time you escape from the while loop, measureWidth is already too big for the rectangle.
You're doing fontSize++, which means that after you've used fontSize to calculate measureWidth, you're increasing it. When you do get round to returning it, it's one more than the value you just tested. So the return value from the method will be one more than the last value that you tested (which, due to point 1., was already too big).

I've spent quite a while to implement such functionality using binary search method to find rectangle fitting font size. And today i stumbled upon an interesting method in iText...
It is quite a new method in iText ColumnText;
public float fitText(Font font, String text, Rectangle rect, float maxFontSize, int runDirection)
//Fits the text to some rectangle adjusting the font size as needed.
In my version of iText it is static.
See details: http://developers.itextpdf.com/reference/com.itextpdf.text.pdf.ColumnText

Related

How do you find out the height and width of a PFont string in Processing or Java?

How do you find out the height and width of a PFont string in Processing or Java?
The best thing you can do when you have a question like this is to read through the Processing reference.
Specifically you're probably looking for the textWidth(), textAscent(), and textDescent() functions.
size(400, 400);
textSize(36);
String str = "Hello world";
float x = 100;
float y = 100;
float strWidth = textWidth(str);
float strAscent = textAscent();
float strDescent = textDescent();
float strHeight = strAscent + strDescent;
rect(x, y - strAscent, strWidth, strHeight);
fill(0);
text(str, x, y);
Using the inbuilt functions textWidth(), textAscent(), and textDescent() are an easy way to get a good approximate result for the height and width of a string, but they are not exact.
Why?
textAscent() returns text height above the line based on the letter 'd'
textDescent() returns text height below the line based on the letter 'p'.
textWidth() includes glyph whitespace (aka padding; ideally we want to ignore this for the first and last characters)
textAscent() + textDescent() therefore measures the maximum height of a string in a given font and font size, and not the height of a specific string. In other words, if your text doesn't include both 'd' and 'p' characters, then using these methods to determine text height will overestimate the result (as we see in Kevin's screenshot).
Getting the exact height
We can use this approach to get an exact result for height:
Get a vector representation of each character
Iterate over the vector's vertices, finding:
The vertex with highest Y position
The vertex with lowest Y position
Subtract the highest Y position from the lowest Y position to determine the exact string height
Code Example
Note you'll need to explicitly create a PFont for this.
String string = "Hello world";
PFont font = createFont("Arial", 96, true); // arial, size 96
textFont(font);
float minY = Float.MAX_VALUE;
float maxY = Float.NEGATIVE_INFINITY;
for (Character c : string.toCharArray()) {
PShape character = font.getShape(c); // create character vector
for (int i = 0; i < character.getVertexCount(); i++) {
minY = min(character.getVertex(i).y, minY);
maxY = max(character.getVertex(i).y, maxY);
}
}
final float textHeight = maxY - minY;
Result
(Note we're still using textWidth() for width here)
text(string, mouseX, mouseY);
rect(mouseX, mouseY, textWidth("Hello world"), -textHeight);
Getting the exact width
Code Example
String string = "Hello world";
PFont font = createFont("Arial", 96, true); // arial, size 96
textFont(font);
float textWidth = textWidth(string); // call Processing method
float whitespace = (font.width(string.charAt(string.length() - 1)) * font.getSize()
- font.getGlyph(string.charAt(string.length() - 1)).width) / 2;
textWidth -= whitespace; // subtract whitespace of last character
whitespace = (font.width(string.charAt(0)) * font.getSize() - font.getGlyph(string.charAt(0)).width) / 2;
textWidth -= whitespace; // subtract whitespace of first character
Result
(Putting the two together...)
text(string, mouseX, mouseY);
rect(mouseX + whitespace, mouseY, textWidth, -textHeight);
Y-Axis Alignment
A rectangle drawn around "Hello world" happens to be aligned because none of the glyphs descend below the baseline.
With a string like ##'pdXW\, both # and p descend below the baseline such that the rectangle, although it is the correct height, is out of alignment with the string on the y-axis, as below:
A programmatic way to determine the y-offset would be to find the Y-coordinate of the lowest (although remember Processing's y-axis extends downwards so we're actually looking for the highest value) vertex . Fortunately, this was calculated as part of finding the exact height.
We can simply use the maxY value that was calculated there to offset the text bounding box.
Result
text(string, mouseX, mouseY);
rect(mouseX + whitespace, mouseY + maxY, textWidth, -textHeight);

Unexpected circle border drawn with AWT

With AWT I draw a border using java.awt.Graphics#drawOval and java.awt.Graphics2D#setStroke. For situations when the set stroke has a size bigger than the oval's diameter the resulting border is not like expected. In that situation the stroke overlaps the stroke of the other side of the circle: Circles north stroke overlaps the south stroke. AWT renders this overlapping in an XOR way as you can see in the following image.
What I'd expect instead is that the stroke overlapping is drawn in an OR way, so that in all situations when stroke width > circle diameter the center is black.
Is there a simple way I can set to change the behaviour to an OR overlapping mode, even when width or height of the circle (then its an ellipse) is not equal?
Same diameter (10px) with increasing stroke width:
Based on the solution that Marco13 mentioned in his comment I came up with this custom drawOval function. It basically switch from drawOval to fillOval once the stroke width is greater than the diameter. The position and dimensions for the fillOval function are calculated to match the drawOval output.
public static void drawOval(Graphics2D g2d, int strokeWidth, int x, int y, int width, int height) {
int minLength = Math.min(width, height);
int maxLength = Math.max(width, height);
if (minLength >= strokeWidth) {
g2d.drawOval(x, y, width, height);
} else {
int x1 = x - (strokeWidth - maxLength) / 2 - (maxLength / 2);
int y1 = y - (strokeWidth - maxLength) / 2 - (maxLength / 2);
int width1 = width + strokeWidth;
int height1 = height + strokeWidth;
g2d.fillOval(x1, y1, width1, height1);
}
}
This is how it looks like

Rotate watermark text at 45 degree angle across the center Apache PDFBox

I want to add a text to the PDF using PDFBox API and rotate it by 45 Degree and place it at the center of the page, The text is dynamic and should be placed in the center always, I got everything else to work except centering piece, I'll appreciate any help.
I have this code:
Point2D.Float pageCenter = getCenter(page);
float stringWidth = getStringWidth(watermarkText, font, fontSize);
float textX = pageCenter.x - stringWidth / 2F + center.x;
System.out.println(textX);
float textY = pageCenter.y + center.y;
//System.out.println("Inside cross"+textX+", "+textY);
fontSize = 110.0f;
cs.transform(Matrix.getRotateInstance(Math.toRadians(45), textX, textY));
cs.moveTo(0, 0);
cs.lineTo(125, 0);
r0.setNonStrokingAlphaConstant(0.20f);
This is the result i want:
Output PDF
What I do is to first rotate based on the calculated angle. In this "rotated world" I do a horizontal offset so that the text is in the middle, and also move the text vertically a bit lower, so that it is in the "vertical" middle of an imagined diagonal line (horizontal in the "rotated world").
try (PDDocument doc = new PDDocument())
{
PDPage page = new PDPage();
doc.addPage(page);
PDFont font = PDType1Font.HELVETICA_BOLD;
try (PDPageContentStream cs =
new PDPageContentStream(doc, page, PDPageContentStream.AppendMode.APPEND, true, true))
// use this long constructor when working on existing PDFs
{
float fontHeight = 110;
String text = "Watermark";
float width = page.getMediaBox().getWidth();
float height = page.getMediaBox().getHeight();
int rotation = page.getRotation();
switch (rotation)
{
case 90:
width = page.getMediaBox().getHeight();
height = page.getMediaBox().getWidth();
cs.transform(Matrix.getRotateInstance(Math.toRadians(90), height, 0));
break;
case 180:
cs.transform(Matrix.getRotateInstance(Math.toRadians(180), width, height));
break;
case 270:
width = page.getMediaBox().getHeight();
height = page.getMediaBox().getWidth();
cs.transform(Matrix.getRotateInstance(Math.toRadians(270), 0, width));
break;
default:
break;
}
float stringWidth = font.getStringWidth(text) / 1000 * fontHeight;
float diagonalLength = (float) Math.sqrt(width * width + height * height);
float angle = (float) Math.atan2(height, width);
float x = (diagonalLength - stringWidth) / 2; // "horizontal" position in rotated world
float y = -fontHeight / 4; // 4 is a trial-and-error thing, this lowers the text a bit
cs.transform(Matrix.getRotateInstance(angle, 0, 0));
cs.setFont(font, fontHeight);
//cs.setRenderingMode(RenderingMode.STROKE); // for "hollow" effect
PDExtendedGraphicsState gs = new PDExtendedGraphicsState();
gs.setNonStrokingAlphaConstant(0.2f);
gs.setStrokingAlphaConstant(0.2f);
gs.setBlendMode(BlendMode.MULTIPLY);
cs.setGraphicsStateParameters(gs);
// some API weirdness here. When int, range is 0..255.
// when float, this would be 0..1f
cs.setNonStrokingColor(255, 0, 0);
cs.setStrokingColor(255, 0, 0);
cs.beginText();
cs.newLineAtOffset(x, y);
cs.showText(text);
cs.endText();
}
doc.save("watermarked.pdf");
}
Note that I've set both stroking and non stroking (= fill). This is useful for people who want to try the (disabled) "hollow" appearance, that one uses stroking only. The default mode is fill, i.e. non-stroking.

Scaling down and making image square in android

I need a way to scale an image down to 78x78. I have found ways of doing this by cutting part of the image off, like this:
Bitmap image = Bitmap.createBitmap(image, 0, 0, 78, 78);
but I need to maintain as much of the image as possible. I had thought of scaling the image down and then making it square:
Bitmap image = Bitmap.createScaledBitmap(imageTest, 78, 78, true);
but of course this creates a square image that is squashed.
Can anyone suggest how I can create a 78x78 image that doesn't rescale and maintains as much of the original image as possible?
From what I understood, you should scale down and center crop the image. Try this code out.
public Bitmap scaleCenterCrop(Bitmap source, int newHeight, int newWidth) {
int sourceWidth = source.getWidth();
int sourceHeight = source.getHeight();
// Compute the scaling factors to fit the new height and width, respectively.
// To cover the final image, the final scaling will be the bigger
// of these two.
float xScale = (float) newWidth / sourceWidth;
float yScale = (float) newHeight / sourceHeight;
float scale = Math.max(xScale, yScale);
// Now get the size of the source bitmap when scaled
float scaledWidth = scale * sourceWidth;
float scaledHeight = scale * sourceHeight;
// Let's find out the upper left coordinates if the scaled bitmap
// should be centered in the new size give by the parameters
float left = (newWidth - scaledWidth) / 2;
float top = (newHeight - scaledHeight) / 2;
// The target rectangle for the new, scaled version of the source bitmap will now
// be
RectF targetRect = new RectF(left, top, left + scaledWidth, top + scaledHeight);
// Finally, we create a new bitmap of the specified size and draw our new,
// scaled bitmap onto it.
Bitmap dest = Bitmap.createBitmap(newWidth, newHeight, source.getConfig());
Canvas canvas = new Canvas(dest);
canvas.drawBitmap(source, null, targetRect, null);
return dest;
}
Hope it helps
Try this:
Bitmap image = Bitmap.createScaledBitmap(testImage, (int) 78 * (testImage.getWidth() / testImage.getHeight()), 78, true);
image = Bitmap.createBitmap(image, (int) (image.getWidth() - 78) / 2, 78);
Haven't tested this, as I'm on my way to bed, but it should accomplish what you want, so long as your image has a width greater than or equal to its height.
Regardless, I'd suggest you use BufferedImage instead of Bitmap.
The idea here would be resize your image using the same resize rate for width and height keeping the smaller size in 78. After that you can use a center point based crop to get the middle of your image and making it a squared image.
Image srcImage;
int widthSrc = 150;
int heightSrc = 180;
float resizeRate = 78 / min(widthSrc, heightSrc);
Image resizedImage = resizeImage($srcImage, resizeRate);
int widthDest = 78;
int heightDest = 78;
int cropX = ($widthSrc - $widthDest)/2;
int cropY = ($heightSrc - $heightDest)/2;
Image croppedImage = cropImage(resizedImage,$widthDest, $heightDest, $cropX, $cropY);
If the image is already square you can skip the crop part.

Resize image while keeping aspect ratio in Java

im trying to resize bufferdImage in memory in java but to keep the aspect ratio of the image
im have something like this but this is not good
int w = picture.getWidth();
int h = picture.getWidth();
int neww=w;
int newh=h;
int wfactor = w;
int hfactor = h;
if(w > DEFULT_PICTURE_WIDTH || h > DEFULT_PICTURE_HIGHT)
{
while(neww > DEFULT_PICTURE_WIDTH)
{
neww = wfactor /2;
newh = hfactor /2;
wfactor = neww;
hfactor = newh;
}
}
picture = Utils.resizePicture(picture,neww,newh);
Adding to Erik's point about getScaledInstance, if you moved away from it to using the recommended scaling mechanisms in Java2D, you might have noticed that your images look noticeably worse.
The reason for that is when the Java2D discouraged use of getScaledInstance and AreaAveragingScaleFilter, they didn't replace it with anything as easy to use in the API, instead we were left to our own devices using Java2D APIs directly. Fortunately, Chris Campbell (from the J2D team) followed up with the recommendation of using an incremental scaling technique that gives similar looking results to AreaAveragingScaleFilter and runs faster; unfortunately the code is of a decent size and doesn't address your original question of honoring proportions.
About 6 months ago I saw all these questions on SO again and again about "scaling images in Java" and eventually collected all the advice, did all the digging and research I could, and compiled all of into a single "best practices" image scaling library.
The API is dead simple as it is only 1 class and a bunch of static methods. Basic use looks like this:
BufferedImage img = ImageIO.read(...); // load image
BufferedImage scaledImg = Scalr.resize(img, 320);
This is the simplest call where the library will make a best-guess at the quality, honor your image proportions, and fit the result within a 320x320 bounding box. NOTE, the bounding box is just the maximum W/H used, since your image proportions are honored, the resulting image would still honor that, say 320x200.
If you want to override the automatic mode and force it to give you the best-looking result and even apply a very mild anti-alias filter to the result so it looks even better (especially good for thumbnails), that call would look like:
BufferedImage img = ImageIO.read(...); // load image
BufferedImage scaledImg = Scalr.resize(img, Method.QUALITY,
150, 100, Scalr.OP_ANTIALIAS);
These are all just examples, the API is broad and covers everything from super-simple use cases to very specialized. You can even pass in your own BufferedImageOps to be applied to the image (and the library automatically fixes the 6-year BufferedImageOp JDK bug for you!)
There is a lot more to scaling images in Java successfully that the library does for you, for example always keeping the image in one of the best supported RGB or ARGB image types while operating on it. Under the covers the Java2D image processing pipeline falls back to an inferior software pipeline if the image type used for any image operations is poorly supported.
If all that sounded like a lot of headache, it sort of is... that's why I wrote the library and open sourced it, so folks could just resize their images and move on with their lives without needing to worry about it.
If width, height of source and target are known, use following function to determine scale of the image.
private double determineImageScale(int sourceWidth, int sourceHeight, int targetWidth, int targetHeight) {
double scalex = (double) targetWidth / sourceWidth;
double scaley = (double) targetHeight / sourceHeight;
return Math.min(scalex, scaley);
}
Then use this scale to scale up/down the image using following code
Image scaledImage = sourceBufferedImage.getScaledInstance((int) (width * scale), (int) (height * scale), Image.SCALE_SMOOTH);
For starters - take a look at line 2. Shouldnt that be getHeight()?
You dont want a while loop for the resizing, you want to find out the resizing ratio, which is a simple bit of math.
(width / height) = (new_width / new_height)
If you know one of the 'new' sizes, the other can be found via multiplication
new_height * (width / height) = new_width
You can also use the lazy method provided by BufferedImage's superclass Image, getScaledInstance() - using -1 for either width or height will maintain aspect ratio
ex:
scaledPic = picture.getScaledInstance(new_width, -1, Image.SCALE_FAST);
You may have a look at perils-of-image-getscaledinstance.html that explains why getScaledInstance(), used in some of the answers, should be avoided.
The article also provides alternative code.
I use these two methods to scale images, where max is the bigger dimension of your destination image. For 100x100 image it will be 100, for 200x300 image it will be 300.
public static BufferedImage scale(InputStream is, int max) {
Image image = null;
try {
image = ImageIO.read(is);
} catch (IOException e) {
e.printStackTrace();
}
int width = image.getWidth(null);
int height = image.getHeight(null);
double dWidth = 0;
double dHeight = 0;
if (width == height) {
dWidth = max;
dHeight = max;
}
else if (width > height) {
dWidth = max;
dHeight = ((double) height / (double) width) * max;
}
else {
dHeight = max;
dWidth = ((double) width / (double) height) * max;
}
image = image.getScaledInstance((int) dWidth, (int) dHeight, Image.SCALE_SMOOTH);
BufferedImage bImage = toBufferedImage(image);
return bImage;
}
public static BufferedImage toBufferedImage(Image img)
{
if (img instanceof BufferedImage)
{
return (BufferedImage) img;
}
BufferedImage bimage = new BufferedImage(img.getWidth(null), img.getHeight(null), BufferedImage.TYPE_INT_ARGB);
Graphics2D bGr = bimage.createGraphics();
bGr.drawImage(img, 0, 0, null);
bGr.dispose();
return bimage;
}
If you want to resize a picture of w0 x h0 to w1 x h1 by keeping the aspect ratio, then calculate the vertical and horizontal scale and select the smaller one.
double scalex = 1;
double scaley = 1;
if (scalingMode == ScalingMode.WINDOW_SIZE) {
scalex = (double)getWidth() / frontbuffer.getWidth();
scaley = (double)getHeight() / frontbuffer.getHeight();
} else
if (scalingMode == ScalingMode.KEEP_ASPECT) {
double sx = (double)getWidth() / frontbuffer.getWidth();
double sy = (double)getHeight() / frontbuffer.getHeight();
scalex = Math.min(sx, sy);
scaley = scalex;
// center the image
g2.translate((getWidth() - (frontbuffer.getWidth() * scalex)) / 2,
(getHeight() - (frontbuffer.getHeight() * scaley)) / 2);
}
g2.scale(scalex, scaley);
if (interpolation != ImageInterpolation.NONE) {
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, interpolation.hint);
}
g2.drawImage(frontbuffer, 0, 0, null);
private static BufferedImage resize(BufferedImage img, int width, int height) {
double scalex = (double) width / img.getWidth();
double scaley = (double) height / img.getHeight();
double scale = Math.min(scalex, scaley);
int w = (int) (img.getWidth() * scale);
int h = (int) (img.getHeight() * scale);
Image tmp = img.getScaledInstance(w, h, Image.SCALE_SMOOTH);
BufferedImage resized = new BufferedImage(w, h, img.getType());
Graphics2D g2d = resized.createGraphics();
g2d.drawImage(tmp, 0, 0, null);
g2d.dispose();
return resized;
}

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