// Deflater.cs // // Copyright (C) 2001 Mike Krueger // Copyright (C) 2004 John Reilly // // This file was translated from java, it was part of the GNU Classpath // Copyright (C) 2001 Free Software Foundation, Inc. // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // // Linking this library statically or dynamically with other modules is // making a combined work based on this library. Thus, the terms and // conditions of the GNU General Public License cover the whole // combination. // // As a special exception, the copyright holders of this library give you // permission to link this library with independent modules to produce an // executable, regardless of the license terms of these independent // modules, and to copy and distribute the resulting executable under // terms of your choice, provided that you also meet, for each linked // independent module, the terms and conditions of the license of that // module. An independent module is a module which is not derived from // or based on this library. If you modify this library, you may extend // this exception to your version of the library, but you are not // obligated to do so. If you do not wish to do so, delete this // exception statement from your version. using System; namespace PdfSharp.SharpZipLib.Zip.Compression { /// /// This is the Deflater class. The deflater class compresses input /// with the deflate algorithm described in RFC 1951. It has several /// compression levels and three different strategies described below. /// /// This class is not thread safe. This is inherent in the API, due /// to the split of deflate and setInput. /// /// Author of the original java version: Jochen Hoenicke /// internal class Deflater { #region Deflater Documentation /* * The Deflater can do the following state transitions: * * (1) -> INIT_STATE ----> INIT_FINISHING_STATE ---. * / | (2) (5) | * / v (5) | * (3)| SETDICT_STATE ---> SETDICT_FINISHING_STATE |(3) * \ | (3) | ,--------' * | | | (3) / * v v (5) v v * (1) -> BUSY_STATE ----> FINISHING_STATE * | (6) * v * FINISHED_STATE * \_____________________________________/ * | (7) * v * CLOSED_STATE * * (1) If we should produce a header we start in INIT_STATE, otherwise * we start in BUSY_STATE. * (2) A dictionary may be set only when we are in INIT_STATE, then * we change the state as indicated. * (3) Whether a dictionary is set or not, on the first call of deflate * we change to BUSY_STATE. * (4) -- intentionally left blank -- :) * (5) FINISHING_STATE is entered, when flush() is called to indicate that * there is no more INPUT. There are also states indicating, that * the header wasn't written yet. * (6) FINISHED_STATE is entered, when everything has been flushed to the * internal pending output buffer. * (7) At any time (7) * */ #endregion #region Public Constants /// /// The best and slowest compression level. This tries to find very /// long and distant string repetitions. /// public const int BEST_COMPRESSION = 9; /// /// The worst but fastest compression level. /// public const int BEST_SPEED = 1; /// /// The default compression level. /// public const int DEFAULT_COMPRESSION = -1; /// /// This level won't compress at all but output uncompressed blocks. /// public const int NO_COMPRESSION = 0; /// /// The compression method. This is the only method supported so far. /// There is no need to use this constant at all. /// public const int DEFLATED = 8; #endregion #region Local Constants private const int IS_SETDICT = 0x01; private const int IS_FLUSHING = 0x04; private const int IS_FINISHING = 0x08; private const int INIT_STATE = 0x00; private const int SETDICT_STATE = 0x01; // private static int INIT_FINISHING_STATE = 0x08; // private static int SETDICT_FINISHING_STATE = 0x09; private const int BUSY_STATE = 0x10; private const int FLUSHING_STATE = 0x14; private const int FINISHING_STATE = 0x1c; private const int FINISHED_STATE = 0x1e; private const int CLOSED_STATE = 0x7f; #endregion #region Constructors /// /// Creates a new deflater with default compression level. /// public Deflater() : this(DEFAULT_COMPRESSION, false) { } /// /// Creates a new deflater with given compression level. /// /// /// the compression level, a value between NO_COMPRESSION /// and BEST_COMPRESSION, or DEFAULT_COMPRESSION. /// /// if lvl is out of range. public Deflater(int level) : this(level, false) { } /// /// Creates a new deflater with given compression level. /// /// /// the compression level, a value between NO_COMPRESSION /// and BEST_COMPRESSION. /// /// /// true, if we should suppress the Zlib/RFC1950 header at the /// beginning and the adler checksum at the end of the output. This is /// useful for the GZIP/PKZIP formats. /// /// if lvl is out of range. public Deflater(int level, bool noZlibHeaderOrFooter) { if (level == DEFAULT_COMPRESSION) { level = 6; } else if (level < NO_COMPRESSION || level > BEST_COMPRESSION) { throw new ArgumentOutOfRangeException("level"); } pending = new DeflaterPending(); engine = new DeflaterEngine(pending); this.noZlibHeaderOrFooter = noZlibHeaderOrFooter; SetStrategy(DeflateStrategy.Default); SetLevel(level); Reset(); } #endregion /// /// Resets the deflater. The deflater acts afterwards as if it was /// just created with the same compression level and strategy as it /// had before. /// public void Reset() { state = (noZlibHeaderOrFooter ? BUSY_STATE : INIT_STATE); totalOut = 0; pending.Reset(); engine.Reset(); } /// /// Gets the current adler checksum of the data that was processed so far. /// public int Adler { get { return engine.Adler; } } /// /// Gets the number of input bytes processed so far. /// public long TotalIn { get { return engine.TotalIn; } } /// /// Gets the number of output bytes so far. /// public long TotalOut { get { return totalOut; } } /// /// Flushes the current input block. Further calls to deflate() will /// produce enough output to inflate everything in the current input /// block. This is not part of Sun's JDK so I have made it package /// private. It is used by DeflaterOutputStream to implement /// flush(). /// public void Flush() { state |= IS_FLUSHING; } /// /// Finishes the deflater with the current input block. It is an error /// to give more input after this method was called. This method must /// be called to force all bytes to be flushed. /// public void Finish() { state |= (IS_FLUSHING | IS_FINISHING); } /// /// Returns true if the stream was finished and no more output bytes /// are available. /// public bool IsFinished { get { return (state == FINISHED_STATE) && pending.IsFlushed; } } /// /// Returns true, if the input buffer is empty. /// You should then call setInput(). /// NOTE: This method can also return true when the stream /// was finished. /// public bool IsNeedingInput { get { return engine.NeedsInput(); } } /// /// Sets the data which should be compressed next. This should be only /// called when needsInput indicates that more input is needed. /// If you call setInput when needsInput() returns false, the /// previous input that is still pending will be thrown away. /// The given byte array should not be changed, before needsInput() returns /// true again. /// This call is equivalent to setInput(input, 0, input.length). /// /// /// the buffer containing the input data. /// /// /// if the buffer was finished() or ended(). /// public void SetInput(byte[] input) { SetInput(input, 0, input.Length); } /// /// Sets the data which should be compressed next. This should be /// only called when needsInput indicates that more input is needed. /// The given byte array should not be changed, before needsInput() returns /// true again. /// /// /// the buffer containing the input data. /// /// /// the start of the data. /// /// /// the number of data bytes of input. /// /// /// if the buffer was Finish()ed or if previous input is still pending. /// public void SetInput(byte[] input, int offset, int count) { if ((state & IS_FINISHING) != 0) { throw new InvalidOperationException("Finish() already called"); } engine.SetInput(input, offset, count); } /// /// Sets the compression level. There is no guarantee of the exact /// position of the change, but if you call this when needsInput is /// true the change of compression level will occur somewhere near /// before the end of the so far given input. /// /// /// the new compression level. /// public void SetLevel(int level) { if (level == DEFAULT_COMPRESSION) { level = 6; } else if (level < NO_COMPRESSION || level > BEST_COMPRESSION) { throw new ArgumentOutOfRangeException("level"); } if (this.level != level) { this.level = level; engine.SetLevel(level); } } /// /// Get current compression level /// /// Returns the current compression level public int GetLevel() { return level; } /// /// Sets the compression strategy. Strategy is one of /// DEFAULT_STRATEGY, HUFFMAN_ONLY and FILTERED. For the exact /// position where the strategy is changed, the same as for /// SetLevel() applies. /// /// /// The new compression strategy. /// public void SetStrategy(DeflateStrategy strategy) { engine.Strategy = strategy; } /// /// Deflates the current input block with to the given array. /// /// /// The buffer where compressed data is stored /// /// /// The number of compressed bytes added to the output, or 0 if either /// IsNeedingInput() or IsFinished returns true or length is zero. /// public int Deflate(byte[] output) { return Deflate(output, 0, output.Length); } /// /// Deflates the current input block to the given array. /// /// /// Buffer to store the compressed data. /// /// /// Offset into the output array. /// /// /// The maximum number of bytes that may be stored. /// /// /// The number of compressed bytes added to the output, or 0 if either /// needsInput() or finished() returns true or length is zero. /// /// /// If Finish() was previously called. /// /// /// If offset or length don't match the array length. /// public int Deflate(byte[] output, int offset, int length) { int origLength = length; if (state == CLOSED_STATE) { throw new InvalidOperationException("Deflater closed"); } if (state < BUSY_STATE) { // output header int header = (DEFLATED + ((DeflaterConstants.MAX_WBITS - 8) << 4)) << 8; int level_flags = (level - 1) >> 1; if (level_flags < 0 || level_flags > 3) { level_flags = 3; } header |= level_flags << 6; if ((state & IS_SETDICT) != 0) { // Dictionary was set header |= DeflaterConstants.PRESET_DICT; } header += 31 - (header % 31); pending.WriteShortMSB(header); if ((state & IS_SETDICT) != 0) { int chksum = engine.Adler; engine.ResetAdler(); pending.WriteShortMSB(chksum >> 16); pending.WriteShortMSB(chksum & 0xffff); } state = BUSY_STATE | (state & (IS_FLUSHING | IS_FINISHING)); } for (; ; ) { int count = pending.Flush(output, offset, length); offset += count; totalOut += count; length -= count; if (length == 0 || state == FINISHED_STATE) { break; } if (!engine.Deflate((state & IS_FLUSHING) != 0, (state & IS_FINISHING) != 0)) { if (state == BUSY_STATE) { // We need more input now return origLength - length; } else if (state == FLUSHING_STATE) { if (level != NO_COMPRESSION) { /* We have to supply some lookahead. 8 bit lookahead * is needed by the zlib inflater, and we must fill * the next byte, so that all bits are flushed. */ int neededbits = 8 + ((-pending.BitCount) & 7); while (neededbits > 0) { /* write a static tree block consisting solely of * an EOF: */ pending.WriteBits(2, 10); neededbits -= 10; } } state = BUSY_STATE; } else if (state == FINISHING_STATE) { pending.AlignToByte(); // Compressed data is complete. Write footer information if required. if (!noZlibHeaderOrFooter) { int adler = engine.Adler; pending.WriteShortMSB(adler >> 16); pending.WriteShortMSB(adler & 0xffff); } state = FINISHED_STATE; } } } return origLength - length; } /// /// Sets the dictionary which should be used in the deflate process. /// This call is equivalent to setDictionary(dict, 0, dict.Length). /// /// /// the dictionary. /// /// /// if SetInput () or Deflate () were already called or another dictionary was already set. /// public void SetDictionary(byte[] dictionary) { SetDictionary(dictionary, 0, dictionary.Length); } /// /// Sets the dictionary which should be used in the deflate process. /// The dictionary is a byte array containing strings that are /// likely to occur in the data which should be compressed. The /// dictionary is not stored in the compressed output, only a /// checksum. To decompress the output you need to supply the same /// dictionary again. /// /// /// The dictionary data /// /// /// The index where dictionary information commences. /// /// /// The number of bytes in the dictionary. /// /// /// If SetInput () or Deflate() were already called or another dictionary was already set. /// public void SetDictionary(byte[] dictionary, int index, int count) { if (state != INIT_STATE) { throw new InvalidOperationException(); } state = SETDICT_STATE; engine.SetDictionary(dictionary, index, count); } #region Instance Fields /// /// Compression level. /// int level; /// /// If true no Zlib/RFC1950 headers or footers are generated /// bool noZlibHeaderOrFooter; /// /// The current state. /// int state; /// /// The total bytes of output written. /// long totalOut; /// /// The pending output. /// DeflaterPending pending; /// /// The deflater engine. /// DeflaterEngine engine; #endregion } }