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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mobile
Path: blob/master/src/java.desktop/share/classes/sun/font/CompositeStrike.java
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/*
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* Copyright (c) 2003, 2005, Oracle and/or its affiliates. All rights reserved.
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* This code is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License version 2 only, as
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* published by the Free Software Foundation. Oracle designates this
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* particular file as subject to the "Classpath" exception as provided
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* by Oracle in the LICENSE file that accompanied this code.
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*
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* This code is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* version 2 for more details (a copy is included in the LICENSE file that
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* accompanied this code).
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*
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* You should have received a copy of the GNU General Public License version
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* 2 along with this work; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
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*
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* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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* or visit www.oracle.com if you need additional information or have any
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* questions.
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*/
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package sun.font;
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import java.awt.Font;
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import java.awt.Rectangle;
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import java.awt.geom.GeneralPath;
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import java.awt.geom.Point2D;
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import java.awt.geom.Rectangle2D;
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/*
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* performance:
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* it seems expensive that when using a composite font for
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* every char you have to find which "slot" can display it.
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* Just the fact that you need to check at all ..
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* A composite glyph code ducks this by encoding the slot into the
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* glyph code, but you still need to get from char to glyph code.
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*/
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public final class CompositeStrike extends FontStrike {
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static final int SLOTMASK = 0xffffff;
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private CompositeFont compFont;
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private PhysicalStrike[] strikes;
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int numGlyphs = 0;
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CompositeStrike(CompositeFont font2D, FontStrikeDesc desc) {
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this.compFont = font2D;
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this.desc = desc;
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this.disposer = new FontStrikeDisposer(compFont, desc);
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if (desc.style != compFont.style) {
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algoStyle = true;
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if ((desc.style & Font.BOLD) == Font.BOLD &&
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((compFont.style & Font.BOLD) == 0)) {
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boldness = 1.33f;
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}
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if ((desc.style & Font.ITALIC) == Font.ITALIC &&
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(compFont.style & Font.ITALIC) == 0) {
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italic = 0.7f;
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}
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}
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strikes = new PhysicalStrike[compFont.numSlots];
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}
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/* do I need this (see Strike::compositeStrikeForGlyph) */
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PhysicalStrike getStrikeForGlyph(int glyphCode) {
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return getStrikeForSlot(glyphCode >>> 24);
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}
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PhysicalStrike getStrikeForSlot(int slot) {
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if (slot >= strikes.length) {
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slot = 0;
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}
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PhysicalStrike strike = strikes[slot];
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if (strike == null) {
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strike =
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(PhysicalStrike)(compFont.getSlotFont(slot).getStrike(desc));
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strikes[slot] = strike;
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}
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return strike;
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}
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public int getNumGlyphs() {
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return compFont.getNumGlyphs();
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}
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StrikeMetrics getFontMetrics() {
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if (strikeMetrics == null) {
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StrikeMetrics compMetrics = new StrikeMetrics();
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for (int s=0; s<compFont.numMetricsSlots; s++) {
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compMetrics.merge(getStrikeForSlot(s).getFontMetrics());
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}
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strikeMetrics = compMetrics;
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}
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return strikeMetrics;
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}
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/* Performance tweak: Slot 0 can often return all the glyphs
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* Note slot zero doesn't need to be masked.
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* Could go a step further and support getting a run of glyphs.
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* This would help many locales a little.
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*
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* Note that if a client constructs an invalid a composite glyph that
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* references an invalid slot, that the behaviour is currently
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* that this slot index falls through to CompositeFont.getSlotFont(int)
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* which will substitute a default font, from which to obtain the
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* strike. If its an invalid glyph code for a valid slot, then the
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* physical font for that slot will substitute the missing glyph.
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*/
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void getGlyphImagePtrs(int[] glyphCodes, long[] images, int len) {
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PhysicalStrike strike = getStrikeForSlot(0);
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int numptrs = strike.getSlot0GlyphImagePtrs(glyphCodes, images, len);
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if (numptrs == len) {
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return;
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}
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for (int i=numptrs; i< len; i++) {
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strike = getStrikeForGlyph(glyphCodes[i]);
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images[i] = strike.getGlyphImagePtr(glyphCodes[i] & SLOTMASK);
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}
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}
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long getGlyphImagePtr(int glyphCode) {
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PhysicalStrike strike = getStrikeForGlyph(glyphCode);
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return strike.getGlyphImagePtr(glyphCode & SLOTMASK);
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}
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void getGlyphImageBounds(int glyphCode, Point2D.Float pt, Rectangle result) {
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PhysicalStrike strike = getStrikeForGlyph(glyphCode);
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strike.getGlyphImageBounds(glyphCode & SLOTMASK, pt, result);
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}
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Point2D.Float getGlyphMetrics(int glyphCode) {
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PhysicalStrike strike = getStrikeForGlyph(glyphCode);
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return strike.getGlyphMetrics(glyphCode & SLOTMASK);
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}
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Point2D.Float getCharMetrics(char ch) {
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return getGlyphMetrics(compFont.getMapper().charToGlyph(ch));
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}
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float getGlyphAdvance(int glyphCode) {
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PhysicalStrike strike = getStrikeForGlyph(glyphCode);
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return strike.getGlyphAdvance(glyphCode & SLOTMASK);
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}
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/* REMIND where to cache?
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* The glyph advance is already cached by physical strikes and that's a lot
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* of the work.
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* Also FontDesignMetrics maintains a latin char advance cache, so don't
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* cache advances here as apps tend to hold onto metrics objects when
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* performance is sensitive to it. Revisit this assumption later.
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*/
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float getCodePointAdvance(int cp) {
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return getGlyphAdvance(compFont.getMapper().charToGlyph(cp));
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}
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Rectangle2D.Float getGlyphOutlineBounds(int glyphCode) {
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PhysicalStrike strike = getStrikeForGlyph(glyphCode);
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return strike.getGlyphOutlineBounds(glyphCode & SLOTMASK);
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}
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GeneralPath getGlyphOutline(int glyphCode, float x, float y) {
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PhysicalStrike strike = getStrikeForGlyph(glyphCode);
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GeneralPath path = strike.getGlyphOutline(glyphCode & SLOTMASK, x, y);
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if (path == null) {
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return new GeneralPath();
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} else {
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return path;
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}
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}
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/* The physical font slot for each glyph is encoded in the glyph ID
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* To be as efficient as possible we find a run of glyphs from the
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* same slot and create a temporary array of these glyphs decoded
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* to the slot. The slot font is then queried for the GeneralPath
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* for that run of glyphs. GeneralPaths from each run are appended
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* to create the shape for the whole glyph array.
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*/
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GeneralPath getGlyphVectorOutline(int[] glyphs, float x, float y) {
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GeneralPath path = null;
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GeneralPath gp;
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int glyphIndex = 0;
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int[] tmpGlyphs;
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while (glyphIndex < glyphs.length) {
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int start = glyphIndex;
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int slot = glyphs[glyphIndex] >>> 24;
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while (glyphIndex < glyphs.length &&
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(glyphs[glyphIndex+1] >>> 24) == slot) {
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glyphIndex++;
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}
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int tmpLen = glyphIndex-start+1;
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tmpGlyphs = new int[tmpLen];
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for (int i=0;i<tmpLen;i++) {
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tmpGlyphs[i] = glyphs[i] & SLOTMASK;
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}
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gp = getStrikeForSlot(slot).getGlyphVectorOutline(tmpGlyphs, x, y);
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if (path == null) {
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path = gp;
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} else if (gp != null) {
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path.append(gp, false);
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}
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}
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if (path == null) {
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return new GeneralPath();
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} else {
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return path;
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}
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}
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}
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