return mModel;
}
-PixelData Typesetter::Render( const Vector2& size, RenderBehaviour behaviour, bool ignoreHorizontalAlignment, Pixel::Format pixelFormat )
+PixelData Typesetter::Render( const Vector2& size, Toolkit::DevelText::TextDirection::Type textDirection, RenderBehaviour behaviour, bool ignoreHorizontalAlignment, Pixel::Format pixelFormat )
{
// @todo. This initial implementation for a TextLabel has only one visible page.
// Retrieves the layout size.
const Size& layoutSize = mModel->GetLayoutSize();
+ const float outlineWidth = mModel->GetOutlineWidth();
+
+ // Set the offset for the horizontal alignment according to the text direction and outline width.
+ int penX = 0;
+
+ switch( mModel->GetHorizontalAlignment() )
+ {
+ case HorizontalAlignment::BEGIN:
+ {
+ // No offset to add.
+ break;
+ }
+ case HorizontalAlignment::CENTER:
+ {
+ penX += ( textDirection == Toolkit::DevelText::TextDirection::LEFT_TO_RIGHT ) ? -outlineWidth : outlineWidth;
+ break;
+ }
+ case HorizontalAlignment::END:
+ {
+ penX += ( textDirection == Toolkit::DevelText::TextDirection::LEFT_TO_RIGHT ) ? -outlineWidth * 2.0f : outlineWidth * 2.0f;
+ break;
+ }
+ }
+
// Set the offset for the vertical alignment.
- int penY = 0u;
+ int penY = 0;
switch( mModel->GetVerticalAlignment() )
{
if( RENDER_MASK == behaviour )
{
// Generate the image buffer as an alpha mask for color glyphs.
- imageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_MASK, ignoreHorizontalAlignment, pixelFormat, penY, 0u, numberOfGlyphs - 1 );
+ imageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_MASK, ignoreHorizontalAlignment, pixelFormat, penX, penY, 0u, numberOfGlyphs - 1 );
}
else if( RENDER_NO_TEXT == behaviour )
{
else
{
// Generate the image buffer for the text with no style.
- imageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_NONE, ignoreHorizontalAlignment, pixelFormat, penY, 0u, numberOfGlyphs -1 );
+ imageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_NONE, ignoreHorizontalAlignment, pixelFormat, penX, penY, 0u, numberOfGlyphs -1 );
}
if ( ( RENDER_NO_STYLES != behaviour ) && ( RENDER_MASK != behaviour ) )
if ( outlineWidth > Math::MACHINE_EPSILON_1 )
{
// Create the image buffer for outline
- Devel::PixelBuffer outlineImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_OUTLINE, ignoreHorizontalAlignment, pixelFormat, penY, 0u, numberOfGlyphs -1 );
+ Devel::PixelBuffer outlineImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_OUTLINE, ignoreHorizontalAlignment, pixelFormat, penX, penY, 0u, numberOfGlyphs -1 );
// Combine the two buffers
imageBuffer = CombineImageBuffer( imageBuffer, outlineImageBuffer, bufferWidth, bufferHeight );
if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
{
// Create the image buffer for shadow
- Devel::PixelBuffer shadowImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_SHADOW, ignoreHorizontalAlignment, pixelFormat, penY, 0u, numberOfGlyphs - 1 );
+ Devel::PixelBuffer shadowImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_SHADOW, ignoreHorizontalAlignment, pixelFormat, penX, penY, 0u, numberOfGlyphs - 1 );
// Check whether it will be a soft shadow
const float& blurRadius = mModel->GetShadowBlurRadius();
if ( underlineEnabled )
{
// Create the image buffer for underline
- Devel::PixelBuffer underlineImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_UNDERLINE, ignoreHorizontalAlignment, pixelFormat, penY, 0u, numberOfGlyphs - 1 );
+ Devel::PixelBuffer underlineImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_UNDERLINE, ignoreHorizontalAlignment, pixelFormat, penX, penY, 0u, numberOfGlyphs - 1 );
// Combine the two buffers
imageBuffer = CombineImageBuffer( imageBuffer, underlineImageBuffer, bufferWidth, bufferHeight );
return pixelData;
}
-Devel::PixelBuffer Typesetter::CreateImageBuffer( const unsigned int bufferWidth, const unsigned int bufferHeight, Typesetter::Style style, bool ignoreHorizontalAlignment, Pixel::Format pixelFormat, int verticalOffset, GlyphIndex fromGlyphIndex, GlyphIndex toGlyphIndex )
+Devel::PixelBuffer Typesetter::CreateImageBuffer( const unsigned int bufferWidth, const unsigned int bufferHeight, Typesetter::Style style, bool ignoreHorizontalAlignment, Pixel::Format pixelFormat, int horizontalOffset, int verticalOffset, GlyphIndex fromGlyphIndex, GlyphIndex toGlyphIndex )
{
// Retrieve lines, glyphs, positions and colors from the view model.
const Length modelNumberOfLines = mModel->GetNumberOfLines();
// Sets the horizontal offset of the line.
glyphData.horizontalOffset = ignoreHorizontalAlignment ? 0 : static_cast<int>( line.alignmentOffset );
+ glyphData.horizontalOffset += horizontalOffset;
// Increases the vertical offset with the line's ascender.
glyphData.verticalOffset += static_cast<int>( line.ascender );