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