I'm trying to use Batik to do a SVG conversion and it's okay, besides this I know Where the value of the fill
attribute is stored on the Batik TextNode
element for the original SVG document, then in my SVG I have the following:
< Code> & lt; Text x = "276.1875" y = "120.390625" text-anchor = "medium" font = "10px & amp; quot; aerial & quot ;," stroke = "none" fill = "#ffffff" style = "- webkit -Tap-High-color: RGB (0, 0, 0); Text-anchor: Medium; Font-style: Normal; Font-different: Normal; Font-Weight: Normal; Font-Stretch: Normal; Font-Size: 10px; line-height: general; font-family: aerial; "font-size =" 10px "font-family =" aerial "& gt; & Lt; Tspan dy = "3.5" & gt; Ratio & lt; / Tspan & gt; & Lt; / Text & gt;
This works fine, but when I'm using my custom TextPainter
(via the normal bridge), try the TextNode and To process it, I get the following:
Public Zero Color (TextNode node, Graphics2DG2D) {Attributequateritter AC = Node.GetAttackedCreaterItterator (); Paint colorEngpo = (paint) aci.getAttribute (TextActiveForFooend); // tap paint bgInfo = (paint) aci.getAttribute (TextAttribute.BACKGROUND); // null // do actual painting} In fact, most of the color-related features, which I can find through TextAttribute and GVT custom text attributes, are back tapping. There is a list of non-null attributes in the Axiam
object, but I can not understand that the keys to be executed by the debugger are closed because of all the feature lists. The current color
object's graphics 2D
object is usually set to the block color, which it has just drawn, which means that If I can not change things, then I just see the color similar to the background of my text, making it hard to read.
How can I get the color for these text nodes which have been provided in the original SVG?
It flows that the TextNode
to TextRun
S TextRun
You can do the PAINT_INFO
feature like attributedCharacterIterator
:
attributedCharacterIterator Runaci = textRun.getACI (); Char c = runaci.first (); TextPaintInfo tpi = (textpinfo) runaci.getAttribute (PAINT_INFO); If (TPI == faucet ||! TPI .Visible) {return Y; } G2d.setPaint (tpi.fillPaint); Data from the original SVG related to the text shown in
TextPaintInfo
is the data.
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