I\'d like to implement a simple bitmap font drawing in Java AWT-based application. Application draws on a Graphics
object, where I\'d like to implement a simple
Okay, looks like I've found the best solution. The key to success was accessing raw pixel arrays in underlying AWT structures. Initialization goes something like that:
public class ConsoleCanvas extends Canvas {
protected BufferedImage buffer;
protected int w;
protected int h;
protected int[] data;
public ConsoleCanvas(int w, int h) {
super();
this.w = w;
this.h = h;
}
public void initialize() {
data = new int[h * w];
// Fill data array with pure solid black
Arrays.fill(data, 0xff000000);
// Java's endless black magic to get it working
DataBufferInt db = new DataBufferInt(data, h * w);
ColorModel cm = ColorModel.getRGBdefault();
SampleModel sm = cm.createCompatibleSampleModel(w, h);
WritableRaster wr = Raster.createWritableRaster(sm, db, null);
buffer = new BufferedImage(cm, wr, false, null);
}
@Override
public void paint(Graphics g) {
update(g);
}
@Override
public void update(Graphics g) {
g.drawImage(buffer, 0, 0, null);
}
}
After this one, you've got both a buffer
that you can blit on canvas updates and underlying array of ARGB 4-byte ints - data
.
Single character can be drawn like that:
private void putChar(int dx, int dy, char ch, int fore, int back) {
int charIdx = 0;
int canvasIdx = dy * canvas.w + dx;
for (int i = 0; i < CHAR_HEIGHT; i++) {
for (int j = 0; j < CHAR_WIDTH; j++) {
canvas.data[canvasIdx] = font[ch][charIdx] ? fore : back;
charIdx++;
canvasIdx++;
}
canvasIdx += canvas.w - CHAR_WIDTH;
}
}
This one uses a simple boolean[][]
array, where first index chooses character and second index iterates over raw 1-bit character pixel data (true => foreground, false => background).
I'll try to publish a complete solution as a part of my Java terminal emulation class set soon.
This solution benchmarks for impressive 26007 strings / sec or 1846553 chars / sec - that's 2.3x times faster than previous best non-colorized drawImage()
.