Merge "Updates following rename of PropertyBuffer to VertexBuffer" into devel/master
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / rendering / atlas / text-atlas-renderer.cpp
index 2fe54b0..4fc28f8 100755 (executable)
@@ -371,7 +371,7 @@ struct AtlasRenderer::Impl
       mActor = Actor::New();
       mActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
       mActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-      mActor.SetSize( textSize );
+      mActor.SetProperty( Actor::Property::SIZE, textSize );
       mActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
     }
 
@@ -549,7 +549,8 @@ struct AtlasRenderer::Impl
         }
 
         // Move the origin (0,0) of the mesh to the center of the actor
-        const Vector2 position = *( positionsBuffer + i ) - halfTextSize - lineOffsetPosition;
+        const Vector2& temp = *( positionsBuffer + i );
+        const Vector2 position = Vector2( roundf( temp.x ), temp.y ) - halfTextSize - lineOffsetPosition; // roundf() avoids pixel alignment issues.
 
         if ( 0u != slot.mImageId ) // invalid slot id, glyph has failed to be added to atlas
         {
@@ -678,7 +679,7 @@ struct AtlasRenderer::Impl
   Actor CreateMeshActor( Actor textControl, Property::Index animatablePropertyIndex, const Vector4& defaultColor, const MeshRecord& meshRecord,
                          const Vector2& actorSize, Style style )
   {
-    PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat );
+    VertexBuffer quadVertices = VertexBuffer::New( mQuadVertexFormat );
     quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ), meshRecord.mMesh.mVertices.Size() );
 
     Geometry quadGeometry = Geometry::New();
@@ -742,7 +743,7 @@ struct AtlasRenderer::Impl
     // Keep all of the origins aligned
     actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
     actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-    actor.SetSize( actorSize );
+    actor.SetProperty( Actor::Property::SIZE, actorSize );
     actor.RegisterProperty("uOffset", Vector2::ZERO );
     actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );