今天使用xhtmlrenderer时发现它在css背景图片不存在时存在bug,程序在渲染这种html时会死循环。
调试发现问题出在org.xhtmlrenderer.render.AbstractOutputDevice的paintTiles方法(paintVerticalBand和paintHorizontalBand 也有一样问题):
private void paintTiles(FSImage image, int left, int top, int right, int bottom) {
int width = image.getWidth();
int height = image.getHeight();
for (int x = left; x < right; x+= width) {
for (int y = top; y < bottom; y+= height) {
drawImage(image, x, y);
}
}
}
当图片不存在时(比如404),此时会提供一个默认的Image对象org.xhtmlrenderer.swing.AWTFSImage.NULL_FS_IMAGE, 这个对象的width和height都是0.当把它作为参数传给paintTiles时,就死循环了。
找到原因就很好解决了,只要在paint前判断一下,如果是NULL_FS_IMAGE,直接return即可。
core-renderer-repack.jar是我重新打的包。
今天还在The Perils of Image.getScaledInstance()找到一个提高图片压缩质量的方法,用着还不错:
/**
* Convenience method that returns a scaled instance of the
* provided {@code BufferedImage}.
*
* @param img the original image to be scaled
* @param targetWidth the desired width of the scaled instance,
* in pixels
* @param targetHeight the desired height of the scaled instance,
* in pixels
* @param hint one of the rendering hints that corresponds to
* {@code RenderingHints.KEY_INTERPOLATION} (e.g.
* {@code RenderingHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR},
* {@code RenderingHints.VALUE_INTERPOLATION_BILINEAR},
* {@code RenderingHints.VALUE_INTERPOLATION_BICUBIC})
* @param higherQuality if true, this method will use a multi-step
* scaling technique that provides higher quality than the usual
* one-step technique (only useful in downscaling cases, where
* {@code targetWidth} or {@code targetHeight} is
* smaller than the original dimensions, and generally only when
* the {@code BILINEAR} hint is specified)
* @return a scaled version of the original {@code BufferedImage}
*/
public BufferedImage getScaledInstance(BufferedImage img,
int targetWidth,
int targetHeight,
Object hint,
boolean higherQuality)
{
int type = (img.getTransparency() == Transparency.OPAQUE) ?
BufferedImage.TYPE_INT_RGB : BufferedImage.TYPE_INT_ARGB;
BufferedImage ret = (BufferedImage)img;
int w, h;
if (higherQuality) {
// Use multi-step technique: start with original size, then
// scale down in multiple passes with drawImage()
// until the target size is reached
w = img.getWidth();
h = img.getHeight();
} else {
// Use one-step technique: scale directly from original
// size to target size with a single drawImage() call
w = targetWidth;
h = targetHeight;
}
do {
if (higherQuality && w > targetWidth) {
w /= 2;
if (w < targetWidth) {
w = targetWidth;
}
}
if (higherQuality && h > targetHeight) {
h /= 2;
if (h < targetHeight) {
h = targetHeight;
}
}
BufferedImage tmp = new BufferedImage(w, h, type);
Graphics2D g2 = tmp.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, hint);
g2.drawImage(ret, 0, 0, w, h, null);
g2.dispose();
ret = tmp;
} while (w != targetWidth || h != targetHeight);
return ret;
}