mirror of
https://gitee.com/akwkevin/aistudio.-wpf.-diagram
synced 2026-04-05 16:56:34 +08:00
379 lines
14 KiB
C#
379 lines
14 KiB
C#
/*
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* Copyright 2013 ZXing authors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using ZXing.Common;
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namespace ZXing.Aztec.Internal
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{
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/// <summary>
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/// This produces nearly optimal encodings of text into the first-level of
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/// encoding used by Aztec code.
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/// It uses a dynamic algorithm. For each prefix of the string, it determines
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/// a set of encodings that could lead to this prefix. We repeatedly add a
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/// character and generate a new set of optimal encodings until we have read
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/// through the entire input.
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/// @author Frank Yellin
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/// @author Rustam Abdullaev
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/// </summary>
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public sealed class HighLevelEncoder
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{
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internal static String[] MODE_NAMES = {"UPPER", "LOWER", "DIGIT", "MIXED", "PUNCT"};
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internal const int MODE_UPPER = 0; // 5 bits
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internal const int MODE_LOWER = 1; // 5 bits
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internal const int MODE_DIGIT = 2; // 4 bits
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internal const int MODE_MIXED = 3; // 5 bits
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internal const int MODE_PUNCT = 4; // 5 bits
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// The Latch Table shows, for each pair of Modes, the optimal method for
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// getting from one mode to another. In the worst possible case, this can
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// be up to 14 bits. In the best possible case, we are already there!
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// The high half-word of each entry gives the number of bits.
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// The low half-word of each entry are the actual bits necessary to change
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internal static readonly int[][] LATCH_TABLE = new int[][]
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{
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new[]
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{
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0,
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(5 << 16) + 28, // UPPER -> LOWER
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(5 << 16) + 30, // UPPER -> DIGIT
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(5 << 16) + 29, // UPPER -> MIXED
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(10 << 16) + (29 << 5) + 30, // UPPER -> MIXED -> PUNCT
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},
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new[]
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{
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(9 << 16) + (30 << 4) + 14, // LOWER -> DIGIT -> UPPER
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0,
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(5 << 16) + 30, // LOWER -> DIGIT
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(5 << 16) + 29, // LOWER -> MIXED
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(10 << 16) + (29 << 5) + 30, // LOWER -> MIXED -> PUNCT
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},
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new[]
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{
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(4 << 16) + 14, // DIGIT -> UPPER
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(9 << 16) + (14 << 5) + 28, // DIGIT -> UPPER -> LOWER
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0,
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(9 << 16) + (14 << 5) + 29, // DIGIT -> UPPER -> MIXED
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(14 << 16) + (14 << 10) + (29 << 5) + 30,
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// DIGIT -> UPPER -> MIXED -> PUNCT
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},
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new[]
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{
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(5 << 16) + 29, // MIXED -> UPPER
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(5 << 16) + 28, // MIXED -> LOWER
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(10 << 16) + (29 << 5) + 30, // MIXED -> UPPER -> DIGIT
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0,
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(5 << 16) + 30, // MIXED -> PUNCT
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},
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new[]
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{
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(5 << 16) + 31, // PUNCT -> UPPER
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(10 << 16) + (31 << 5) + 28, // PUNCT -> UPPER -> LOWER
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(10 << 16) + (31 << 5) + 30, // PUNCT -> UPPER -> DIGIT
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(10 << 16) + (31 << 5) + 29, // PUNCT -> UPPER -> MIXED
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0,
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},
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};
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// A reverse mapping from [mode][char] to the encoding for that character
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// in that mode. An entry of 0 indicates no mapping exists.
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internal static readonly int[][] CHAR_MAP = new int[5][];
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// A map showing the available shift codes. (The shifts to BINARY are not shown
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internal static readonly int[][] SHIFT_TABLE = new int[6][]; // mode shift codes, per table
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private readonly byte[] text;
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static HighLevelEncoder()
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{
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CHAR_MAP[0] = new int[256];
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CHAR_MAP[1] = new int[256];
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CHAR_MAP[2] = new int[256];
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CHAR_MAP[3] = new int[256];
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CHAR_MAP[4] = new int[256];
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SHIFT_TABLE[0] = new int[6];
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SHIFT_TABLE[1] = new int[6];
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SHIFT_TABLE[2] = new int[6];
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SHIFT_TABLE[3] = new int[6];
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SHIFT_TABLE[4] = new int[6];
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SHIFT_TABLE[5] = new int[6];
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CHAR_MAP[MODE_UPPER][' '] = 1;
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for (int c = 'A'; c <= 'Z'; c++)
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{
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CHAR_MAP[MODE_UPPER][c] = c - 'A' + 2;
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}
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CHAR_MAP[MODE_LOWER][' '] = 1;
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for (int c = 'a'; c <= 'z'; c++)
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{
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CHAR_MAP[MODE_LOWER][c] = c - 'a' + 2;
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}
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CHAR_MAP[MODE_DIGIT][' '] = 1;
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for (int c = '0'; c <= '9'; c++)
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{
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CHAR_MAP[MODE_DIGIT][c] = c - '0' + 2;
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}
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CHAR_MAP[MODE_DIGIT][','] = 12;
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CHAR_MAP[MODE_DIGIT]['.'] = 13;
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int[] mixedTable = {
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'\0', ' ', 1, 2, 3, 4, 5, 6, 7, '\b', '\t', '\n', 11, '\f', '\r',
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27, 28, 29, 30, 31, '@', '\\', '^', '_', '`', '|', '~', 127
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};
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for (int i = 0; i < mixedTable.Length; i++)
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{
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CHAR_MAP[MODE_MIXED][mixedTable[i]] = i;
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}
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int[] punctTable =
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{
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'\0', '\r', '\0', '\0', '\0', '\0', '!', '\'', '#', '$', '%', '&', '\'',
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'(', ')', '*', '+', ',', '-', '.', '/', ':', ';', '<', '=', '>', '?',
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'[', ']', '{', '}'
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};
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for (int i = 0; i < punctTable.Length; i++)
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{
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if (punctTable[i] > 0)
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{
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CHAR_MAP[MODE_PUNCT][punctTable[i]] = i;
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}
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}
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foreach (int[] table in SHIFT_TABLE)
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{
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SupportClass.Fill(table, -1);
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}
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SHIFT_TABLE[MODE_UPPER][MODE_PUNCT] = 0;
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SHIFT_TABLE[MODE_LOWER][MODE_PUNCT] = 0;
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SHIFT_TABLE[MODE_LOWER][MODE_UPPER] = 28;
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SHIFT_TABLE[MODE_MIXED][MODE_PUNCT] = 0;
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SHIFT_TABLE[MODE_DIGIT][MODE_PUNCT] = 0;
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SHIFT_TABLE[MODE_DIGIT][MODE_UPPER] = 15;
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}
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public HighLevelEncoder(byte[] text)
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{
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this.text = text;
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}
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/// <summary>
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/// Convert the text represented by this High Level Encoder into a BitArray.
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/// </summary>
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/// <returns>text represented by this encoder encoded as a <see cref="BitArray"/></returns>
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public BitArray encode()
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{
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ICollection<State> states = new Collection<State>();
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states.Add(State.INITIAL_STATE);
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for (int index = 0; index < text.Length; index++)
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{
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int pairCode;
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// don't remove the (int) type cast, mono compiler needs it
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int nextChar = (index + 1 < text.Length) ? (int)text[index + 1] : 0;
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switch (text[index])
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{
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case (byte)'\r':
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pairCode = nextChar == '\n' ? 2 : 0;
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break;
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case (byte)'.':
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pairCode = nextChar == ' ' ? 3 : 0;
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break;
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case (byte)',':
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pairCode = nextChar == ' ' ? 4 : 0;
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break;
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case (byte)':':
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pairCode = nextChar == ' ' ? 5 : 0;
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break;
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default:
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pairCode = 0;
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break;
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}
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if (pairCode > 0)
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{
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// We have one of the four special PUNCT pairs. Treat them specially.
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// Get a new set of states for the two new characters.
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states = updateStateListForPair(states, index, pairCode);
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index++;
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}
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else
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{
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// Get a new set of states for the new character.
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states = updateStateListForChar(states, index);
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}
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}
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// We are left with a set of states. Find the shortest one.
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State minState = null;
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foreach (var state in states)
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{
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if (minState == null)
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{
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minState = state;
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}
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else
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{
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if (state.BitCount < minState.BitCount)
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{
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minState = state;
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}
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}
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}
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/*
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State minState = Collections.min(states, new Comparator<State>() {
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@Override
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public int compare(State a, State b) {
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return a.getBitCount() - b.getBitCount();
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}
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});
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*/
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// Convert it to a bit array, and return.
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return minState.toBitArray(text);
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}
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// We update a set of states for a new character by updating each state
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// for the new character, merging the results, and then removing the
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// non-optimal states.
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private ICollection<State> updateStateListForChar(IEnumerable<State> states, int index)
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{
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var result = new LinkedList<State>();
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foreach (State state in states)
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{
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updateStateForChar(state, index, result);
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}
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return simplifyStates(result);
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}
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// Return a set of states that represent the possible ways of updating this
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// state for the next character. The resulting set of states are added to
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// the "result" list.
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private void updateStateForChar(State state, int index, ICollection<State> result)
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{
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char ch = (char) (text[index] & 0xFF);
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bool charInCurrentTable = CHAR_MAP[state.Mode][ch] > 0;
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State stateNoBinary = null;
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for (int mode = 0; mode <= MODE_PUNCT; mode++)
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{
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int charInMode = CHAR_MAP[mode][ch];
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if (charInMode > 0)
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{
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if (stateNoBinary == null)
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{
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// Only create stateNoBinary the first time it's required.
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stateNoBinary = state.endBinaryShift(index);
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}
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// Try generating the character by latching to its mode
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if (!charInCurrentTable || mode == state.Mode || mode == MODE_DIGIT)
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{
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// If the character is in the current table, we don't want to latch to
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// any other mode except possibly digit (which uses only 4 bits). Any
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// other latch would be equally successful *after* this character, and
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// so wouldn't save any bits.
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State latch_state = stateNoBinary.latchAndAppend(mode, charInMode);
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result.Add(latch_state);
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}
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// Try generating the character by switching to its mode.
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if (!charInCurrentTable && SHIFT_TABLE[state.Mode][mode] >= 0)
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{
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// It never makes sense to temporarily shift to another mode if the
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// character exists in the current mode. That can never save bits.
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State shift_state = stateNoBinary.shiftAndAppend(mode, charInMode);
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result.Add(shift_state);
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}
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}
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}
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if (state.BinaryShiftByteCount > 0 || CHAR_MAP[state.Mode][ch] == 0)
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{
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// It's never worthwhile to go into binary shift mode if you're not already
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// in binary shift mode, and the character exists in your current mode.
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// That can never save bits over just outputting the char in the current mode.
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State binaryState = state.addBinaryShiftChar(index);
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result.Add(binaryState);
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}
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}
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private static ICollection<State> updateStateListForPair(IEnumerable<State> states, int index, int pairCode)
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{
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var result = new LinkedList<State>();
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foreach (State state in states)
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{
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updateStateForPair(state, index, pairCode, result);
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}
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return simplifyStates(result);
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}
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private static void updateStateForPair(State state, int index, int pairCode, ICollection<State> result)
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{
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State stateNoBinary = state.endBinaryShift(index);
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// Possibility 1. Latch to MODE_PUNCT, and then append this code
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result.Add(stateNoBinary.latchAndAppend(MODE_PUNCT, pairCode));
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if (state.Mode != MODE_PUNCT)
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{
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// Possibility 2. Shift to MODE_PUNCT, and then append this code.
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// Every state except MODE_PUNCT (handled above) can shift
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result.Add(stateNoBinary.shiftAndAppend(MODE_PUNCT, pairCode));
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}
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if (pairCode == 3 || pairCode == 4)
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{
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// both characters are in DIGITS. Sometimes better to just add two digits
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State digit_state = stateNoBinary
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.latchAndAppend(MODE_DIGIT, 16 - pairCode) // period or comma in DIGIT
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.latchAndAppend(MODE_DIGIT, 1); // space in DIGIT
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result.Add(digit_state);
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}
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if (state.BinaryShiftByteCount > 0)
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{
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// It only makes sense to do the characters as binary if we're already
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// in binary mode.
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State binaryState = state.addBinaryShiftChar(index).addBinaryShiftChar(index + 1);
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result.Add(binaryState);
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}
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}
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private static ICollection<State> simplifyStates(IEnumerable<State> states)
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{
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var result = new LinkedList<State>();
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var removeList = new List<State>();
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foreach (State newState in states)
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{
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bool add = true;
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removeList.Clear();
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foreach (var oldState in result)
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{
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if (oldState.isBetterThanOrEqualTo(newState))
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{
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add = false;
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break;
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}
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if (newState.isBetterThanOrEqualTo(oldState))
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{
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removeList.Add(oldState);
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}
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}
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if (add)
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{
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result.AddLast(newState);
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}
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foreach (var removeItem in removeList)
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{
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result.Remove(removeItem);
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}
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}
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return result;
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}
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}
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} |