DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextLabel, "pixelSize", FLOAT, PIXEL_SIZE )
DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextLabel, "ellipsis", BOOLEAN, ELLIPSIS )
DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextLabel, "autoScrollLoopDelay", FLOAT, AUTO_SCROLL_LOOP_DELAY )
-DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextLabel, "autoScrollStopMode", STRING, AUTO_SCROLL_STOP_MODE )
+DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextLabel, "autoScrollStopMode", STRING, AUTO_SCROLL_STOP_MODE )
+DALI_DEVEL_PROPERTY_REGISTRATION_READ_ONLY( Toolkit, TextLabel, "lineCount", INTEGER, LINE_COUNT )
DALI_TYPE_REGISTRATION_END()
}
break;
}
+ case Toolkit::DevelTextLabel::Property::LINE_COUNT:
+ {
+ if( impl.mController )
+ {
+ float width = label.GetProperty( Actor::Property::SIZE_WIDTH ).Get<float>();
+ value = impl.mController->GetLineCount( width );
+ }
+ break;
+ }
}
}
float TextLabel::GetHeightForWidth( float width )
{
- return mController->GetHeightForWidth( width );
+ Padding padding;
+ Self().GetPadding( padding );
+ return mController->GetHeightForWidth( width ) + padding.top + padding.bottom;
}
void TextLabel::OnRelayout( const Vector2& size, RelayoutContainer& container )
{
DALI_LOG_INFO( gLogFilter, Debug::General, "TextLabel::OnRelayout\n" );
- const Text::Controller::UpdateTextType updateTextType = mController->Relayout( size );
+ Padding padding;
+ Self().GetPadding( padding );
+ Vector2 contentSize( size.x - ( padding.left + padding.right ), size.y - ( padding.top + padding.bottom ) );
+
+
+ const Text::Controller::UpdateTextType updateTextType = mController->Relayout( contentSize );
if( ( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) ) ||
!mRenderer )
if( renderableActor )
{
const Vector2& scrollOffset = mController->GetTextModel()->GetScrollPosition();
- renderableActor.SetPosition( scrollOffset.x + alignmentOffset, scrollOffset.y );
+ Padding padding;
+ self.GetPadding( padding );
+ renderableActor.SetPosition( scrollOffset.x + alignmentOffset + padding.left, scrollOffset.y + padding.top );
self.Add( renderableActor );
}