if( renderableActor )
{
- // TODO: Scroll and alignment needs to be refactored.
- const Vector2& alignmentOffset = mController->GetAlignmentOffset();
- renderableActor.SetPosition( 0.f, alignmentOffset.y );
+ const Vector2& scrollOffset = mController->GetScrollPosition();
+ renderableActor.SetPosition( scrollOffset.x, scrollOffset.y );
self.Add( renderableActor );
}
{
const Size& controlSize = mController->GetView().GetControlSize();
const Size offScreenSize = GetNaturalSize().GetVectorXY(); // As relayout of text may not be done at this point natural size is used to get size. Single line scrolling only.
- const Vector2& alignmentOffset = mController->GetAlignmentOffset();
+ const float alignmentOffset = mController->GetAutoScrollLineAlignment();
const Text::CharacterDirection direction = mController->GetAutoScrollDirection();
- DALI_LOG_INFO( gLogFilter, Debug::General, "TextLabel::SetUpAutoScrolling alignmentOffset[%f,%f] offScreenSize[%f,%f] controlSize[%f,%f]\n",
- alignmentOffset.x, alignmentOffset.y, offScreenSize.x,offScreenSize.y , controlSize.x,controlSize.y);
+ DALI_LOG_INFO( gLogFilter, Debug::General, "TextLabel::SetUpAutoScrolling alignmentOffset[%f] offScreenSize[%f,%f] controlSize[%f,%f]\n",
+ alignmentOffset, offScreenSize.x,offScreenSize.y , controlSize.x,controlSize.y );
if ( !mTextScroller )
{
- DALI_LOG_INFO( gLogFilter, Debug::General, "TextLabel::SetUpAutoScrolling Creating default TextScoller\n");
+ DALI_LOG_INFO( gLogFilter, Debug::General, "TextLabel::SetUpAutoScrolling Creating default TextScoller\n" );
// If speed, loopCount or gap not set via property system then will need to create a TextScroller with defaults
mTextScroller = Text::TextScroller::New( *this );