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; }