{
if( mRenderer )
{
- renderableActor = mRenderer->Render( mController->GetView(), DepthIndex::TEXT );
+ renderableActor = mRenderer->Render( mController->GetView(),
+ mAlignmentOffset,
+ DepthIndex::TEXT );
}
if( renderableActor != mRenderableActor )
{
const Vector2& scrollOffset = mController->GetTextModel()->GetScrollPosition();
- mRenderableActor.SetPosition( scrollOffset.x, scrollOffset.y );
+ mRenderableActor.SetPosition( scrollOffset.x + mAlignmentOffset, scrollOffset.y );
// Make sure the actors are parented correctly with/without clipping
Actor self = mStencil ? mStencil : Self();
mStencil.SetParentOrigin( ParentOrigin::CENTER );
// Creates a background visual. Even if the color is transparent it updates the stencil.
- // Property::Map backgroundMap;
mStencil.SetProperty( Toolkit::Control::Property::BACKGROUND,
Property::Map().Add( Toolkit::Visual::Property::TYPE, DevelVisual::COLOR ).
Add( ColorVisual::Property::MIX_COLOR, Color::TRANSPARENT ) );
TextField::TextField()
: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
mIdleCallback( NULL ),
+ mAlignmentOffset( 0.f ),
mRenderingBackend( DEFAULT_RENDERING_BACKEND ),
mExceedPolicy( Dali::Toolkit::TextField::EXCEED_POLICY_CLIP ),
mHasBeenStaged( false )