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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