return mImpl->mModel->mVisualModel->GetShadowColor();
}
+void Controller::SetShadowBlurRadius( const float& shadowBlurRadius )
+{
+ if ( fabsf( GetShadowBlurRadius() - shadowBlurRadius ) > Math::MACHINE_EPSILON_1 )
+ {
+ mImpl->mModel->mVisualModel->SetShadowBlurRadius( shadowBlurRadius );
+
+ mImpl->RequestRelayout();
+ }
+}
+
+const float& Controller::GetShadowBlurRadius() const
+{
+ return mImpl->mModel->mVisualModel->GetShadowBlurRadius();
+}
+
void Controller::SetUnderlineColor( const Vector4& color )
{
mImpl->mModel->mVisualModel->SetUnderlineColor( color );
// Do nothing.
return false;
}
- else if( Dali::DALI_KEY_ESCAPE == keyCode || Dali::DALI_KEY_BACK == keyCode )
+ else if( Dali::DALI_KEY_ESCAPE == keyCode || Dali::DALI_KEY_BACK == keyCode || Dali::DALI_KEY_SEARCH == keyCode )
{
// Do nothing
return false;
const Vector<CharacterIndex>& glyphsToCharactersMap = mImpl->mModel->mVisualModel->mGlyphsToCharacters;
const Vector<Length>& charactersPerGlyph = mImpl->mModel->mVisualModel->mCharactersPerGlyph;
const Character* const textBuffer = mImpl->mModel->mLogicalModel->mText.Begin();
+ float outlineWidth = mImpl->mModel->GetOutlineWidth();
// Set the layout parameters.
Layout::Parameters layoutParameters( size,
glyphsPerCharacterBuffer,
totalNumberOfGlyphs,
mImpl->mModel->mHorizontalAlignment,
- mImpl->mModel->mLineWrapMode );
+ mImpl->mModel->mLineWrapMode,
+ outlineWidth );
// Resize the vector of positions to have the same size than the vector of glyphs.
Vector<Vector2>& glyphPositions = mImpl->mModel->mVisualModel->mGlyphPositions;