如果您查看基类 LocationTextExtractionStrategy 的源代码(它是开源,所以查看源代码!),您会发现确实如此不仅有带有ITextChunkLocationStrategy 参数的构造函数,它还有一个没有参数的构造函数。
该构造函数实际上实例化了该接口的实现并将其转发给您引用的同一构造函数:
public LocationTextExtractionStrategy()
: this(new _ITextChunkLocationStrategy_85()) {
}
private sealed class _ITextChunkLocationStrategy_85 : LocationTextExtractionStrategy.ITextChunkLocationStrategy {
public _ITextChunkLocationStrategy_85() {
}
public ITextChunkLocation CreateLocation(TextRenderInfo renderInfo, LineSegment baseline) {
return new TextChunkLocationDefaultImp(baseline.GetStartPoint(), baseline.GetEndPoint(), renderInfo.GetSingleSpaceWidth());
}
}
由于您想使用ITextChunkLocationStrategy 实现并且基类没有为其提供getter,因此您不能简单地使用没有参数的其他构造函数。你也不能实例化_ITextChunkLocationStrategy_85 类,因为它是私有的。而且你不能简单地将_ITextChunkLocationStrategy_85 复制到你的代码中,因为TextChunkLocationDefaultImp 是internal。
不过,您可以将TextChunkLocationDefaultImp 复制到您的代码中,然后将_ITextChunkLocationStrategy_85 复制到您的代码中,将基类中TextChunkLocationDefaultImp 的使用替换为使用该类的副本,以及然后实例化 _ITextChunkLocationStrategy_85 类的副本,最终获得 ITextChunkLocationStrategy 实现实例。
或者,您可以尝试进行反思和内省。不过,这可能会导致维护问题。
如果一个库提供了泛化某些东西的方法,然后隐藏了它的默认实现,那就太麻烦了……
供参考,TextChunkLocationDefaultImp目前实现如下
internal class TextChunkLocationDefaultImp : ITextChunkLocation {
private const float DIACRITICAL_MARKS_ALLOWED_VERTICAL_DEVIATION = 2;
/// <summary>the starting location of the chunk</summary>
private readonly Vector startLocation;
/// <summary>the ending location of the chunk</summary>
private readonly Vector endLocation;
/// <summary>unit vector in the orientation of the chunk</summary>
private readonly Vector orientationVector;
/// <summary>the orientation as a scalar for quick sorting</summary>
private readonly int orientationMagnitude;
/// <summary>perpendicular distance to the orientation unit vector (i.e.</summary>
/// <remarks>
/// perpendicular distance to the orientation unit vector (i.e. the Y position in an unrotated coordinate system)
/// we round to the nearest integer to handle the fuzziness of comparing floats
/// </remarks>
private readonly int distPerpendicular;
/// <summary>distance of the start of the chunk parallel to the orientation unit vector (i.e.</summary>
/// <remarks>distance of the start of the chunk parallel to the orientation unit vector (i.e. the X position in an unrotated coordinate system)
/// </remarks>
private readonly float distParallelStart;
/// <summary>distance of the end of the chunk parallel to the orientation unit vector (i.e.</summary>
/// <remarks>distance of the end of the chunk parallel to the orientation unit vector (i.e. the X position in an unrotated coordinate system)
/// </remarks>
private readonly float distParallelEnd;
/// <summary>the width of a single space character in the font of the chunk</summary>
private readonly float charSpaceWidth;
public TextChunkLocationDefaultImp(Vector startLocation, Vector endLocation, float charSpaceWidth) {
this.startLocation = startLocation;
this.endLocation = endLocation;
this.charSpaceWidth = charSpaceWidth;
Vector oVector = endLocation.Subtract(startLocation);
if (oVector.Length() == 0) {
oVector = new Vector(1, 0, 0);
}
orientationVector = oVector.Normalize();
orientationMagnitude = (int)(Math.Atan2(orientationVector.Get(Vector.I2), orientationVector.Get(Vector.I1)
) * 1000);
// see http://mathworld.wolfram.com/Point-LineDistance2-Dimensional.html
// the two vectors we are crossing are in the same plane, so the result will be purely
// in the z-axis (out of plane) direction, so we just take the I3 component of the result
Vector origin = new Vector(0, 0, 1);
distPerpendicular = (int)(startLocation.Subtract(origin)).Cross(orientationVector).Get(Vector.I3);
distParallelStart = orientationVector.Dot(startLocation);
distParallelEnd = orientationVector.Dot(endLocation);
}
public virtual int OrientationMagnitude() {
return orientationMagnitude;
}
public virtual int DistPerpendicular() {
return distPerpendicular;
}
public virtual float DistParallelStart() {
return distParallelStart;
}
public virtual float DistParallelEnd() {
return distParallelEnd;
}
/// <returns>the start location of the text</returns>
public virtual Vector GetStartLocation() {
return startLocation;
}
/// <returns>the end location of the text</returns>
public virtual Vector GetEndLocation() {
return endLocation;
}
/// <returns>the width of a single space character as rendered by this chunk</returns>
public virtual float GetCharSpaceWidth() {
return charSpaceWidth;
}
/// <param name="as">the location to compare to</param>
/// <returns>true is this location is on the the same line as the other</returns>
public virtual bool SameLine(ITextChunkLocation @as) {
if (OrientationMagnitude() != @as.OrientationMagnitude()) {
return false;
}
float distPerpendicularDiff = DistPerpendicular() - @as.DistPerpendicular();
if (distPerpendicularDiff == 0) {
return true;
}
LineSegment mySegment = new LineSegment(startLocation, endLocation);
LineSegment otherSegment = new LineSegment(@as.GetStartLocation(), @as.GetEndLocation());
return Math.Abs(distPerpendicularDiff) <= DIACRITICAL_MARKS_ALLOWED_VERTICAL_DEVIATION && (mySegment.GetLength
() == 0 || otherSegment.GetLength() == 0);
}
/// <summary>
/// Computes the distance between the end of 'other' and the beginning of this chunk
/// in the direction of this chunk's orientation vector.
/// </summary>
/// <remarks>
/// Computes the distance between the end of 'other' and the beginning of this chunk
/// in the direction of this chunk's orientation vector. Note that it's a bad idea
/// to call this for chunks that aren't on the same line and orientation, but we don't
/// explicitly check for that condition for performance reasons.
/// </remarks>
/// <param name="other"/>
/// <returns>the number of spaces between the end of 'other' and the beginning of this chunk</returns>
public virtual float DistanceFromEndOf(ITextChunkLocation other) {
return DistParallelStart() - other.DistParallelEnd();
}
public virtual bool IsAtWordBoundary(ITextChunkLocation previous) {
// In case a text chunk is of zero length, this probably means this is a mark character,
// and we do not actually want to insert a space in such case
if (startLocation.Equals(endLocation) || previous.GetEndLocation().Equals(previous.GetStartLocation())) {
return false;
}
float dist = DistanceFromEndOf(previous);
if (dist < 0) {
dist = previous.DistanceFromEndOf(this);
//The situation when the chunks intersect. We don't need to add space in this case
if (dist < 0) {
return false;
}
}
return dist > GetCharSpaceWidth() / 2.0f;
}
internal static bool ContainsMark(ITextChunkLocation baseLocation, ITextChunkLocation markLocation) {
return baseLocation.GetStartLocation().Get(Vector.I1) <= markLocation.GetStartLocation().Get(Vector.I1) &&
baseLocation.GetEndLocation().Get(Vector.I1) >= markLocation.GetEndLocation().Get(Vector.I1) && Math.
Abs(baseLocation.DistPerpendicular() - markLocation.DistPerpendicular()) <= DIACRITICAL_MARKS_ALLOWED_VERTICAL_DEVIATION;
}
}