text tiling
If the length of text is very long and exceeds maxTextureSize,
it cannot be displayed on the screen.
So tiling is required.
I implement tiling by attaching multiple renderers.
And the MAX_TEXT_LENGTH limit is removed.
sample)
std::ifstream file;
file.open(PATH[0]);
std::stringstream ss;
ss << file.rdbuf();
file.close();
ScrollView scroller = ScrollView::New();
scroller.SetPosition( 100.f, 100.f);
scroller.SetSize(500.f, 1000.f);
scroller.SetAnchorPoint(AnchorPoint::TOP_LEFT);
scroller.SetParentOrigin(ParentOrigin::TOP_LEFT);
scroller.SetAxisAutoLock(true);
TextLabel textLabel = TextLabel::New( );
textLabel.SetProperty( TextLabel::Property::TEXT, ss.str() );
textLabel.SetAnchorPoint( AnchorPoint::TOP_LEFT );
textLabel.SetParentOrigin(ParentOrigin::TOP_LEFT);
textLabel.SetProperty( TextLabel::Property::VERTICAL_ALIGNMENT, "TOP" );
textLabel.SetProperty( TextLabel::Property::MULTI_LINE, true );
textLabel.SetProperty( TextLabel::Property::ELLIPSIS, false );
textLabel.SetProperty( TextLabel::Property::ENABLE_MARKUP, true );
textLabel.SetProperty( TextLabel::Property::POINT_SIZE, 16);
textLabel.SetProperty( Toolkit::TextLabel::Property::TEXT_COLOR, Color::BLUE );
scroller.Add( textLabel );
stage.Add( scroller );
Change-Id: I65082244a801ba697fd9ab0b598c82e702c2a948