text: Use actor alignments when painting the layout

ClutterActor's x-align and y-align properties should be used to control
the alignment of the PangoLayout when painting it within a larger
allocation, and the ClutterText has the x-expand or the y-expand flags
set.
This commit is contained in:
Emmanuele Bassi 2012-06-07 16:14:21 +01:00
parent c0b3e2e83a
commit 75c3339c66

View File

@ -2002,6 +2002,75 @@ clutter_text_key_press (ClutterActor *actor,
return CLUTTER_EVENT_PROPAGATE;
}
static void
clutter_text_compute_layout_offsets (ClutterText *self,
PangoLayout *layout,
const ClutterActorBox *alloc,
int *text_x,
int *text_y)
{
ClutterActor *actor = CLUTTER_ACTOR (self);
ClutterActorAlign x_align, y_align;
PangoRectangle logical_rect;
float alloc_width, alloc_height;
float x, y;
clutter_actor_box_get_size (alloc, &alloc_width, &alloc_height);
pango_layout_get_pixel_extents (layout, NULL, &logical_rect);
if (clutter_actor_needs_expand (actor, CLUTTER_ORIENTATION_HORIZONTAL))
x_align = _clutter_actor_get_effective_x_align (actor);
else
x_align = CLUTTER_ACTOR_ALIGN_FILL;
if (clutter_actor_needs_expand (actor, CLUTTER_ORIENTATION_VERTICAL))
y_align = clutter_actor_get_y_align (actor);
else
y_align = CLUTTER_ACTOR_ALIGN_FILL;
x = 0.f;
switch (x_align)
{
case CLUTTER_ACTOR_ALIGN_FILL:
case CLUTTER_ACTOR_ALIGN_START:
break;
case CLUTTER_ACTOR_ALIGN_END:
if (alloc_width > logical_rect.width)
x = alloc_width - logical_rect.width;
break;
case CLUTTER_ACTOR_ALIGN_CENTER:
if (alloc_width > logical_rect.width)
x = (alloc_width - logical_rect.width) / 2.f;
break;
}
y = 0.f;
switch (y_align)
{
case CLUTTER_ACTOR_ALIGN_FILL:
case CLUTTER_ACTOR_ALIGN_START:
break;
case CLUTTER_ACTOR_ALIGN_END:
if (alloc_height > logical_rect.height)
y = alloc_height - logical_rect.height;
break;
case CLUTTER_ACTOR_ALIGN_CENTER:
if (alloc_height > logical_rect.height)
y = (alloc_height - logical_rect.height) / 2.f;
break;
}
if (text_x != NULL)
*text_x = floorf (x);
if (text_y != NULL)
*text_y = floorf (y);
}
#define TEXT_PADDING 2
static void
@ -2014,6 +2083,7 @@ clutter_text_paint (ClutterActor *self)
CoglColor color = { 0, };
guint8 real_opacity;
gint text_x = priv->text_x;
gint text_y = priv->text_y;
gboolean clip_set = FALSE;
gboolean bg_color_set = FALSE;
guint n_chars;
@ -2021,7 +2091,6 @@ clutter_text_paint (ClutterActor *self)
/* Note that if anything in this paint method changes it needs to be
reflected in the get_paint_volume implementation which is tightly
tied to the workings of this function */
n_chars = clutter_text_buffer_get_length (get_buffer (text));
/* don't bother painting an empty text actor, unless it's
@ -2149,14 +2218,17 @@ clutter_text_paint (ClutterActor *self)
clip_set = TRUE;
}
text_x = 0;
clutter_text_compute_layout_offsets (text, layout, &alloc, &text_x, &text_y);
}
else
text_x = 0;
clutter_text_compute_layout_offsets (text, layout, &alloc, &text_x, &text_y);
if (priv->text_x != text_x)
if (priv->text_x != text_x ||
priv->text_y != text_y)
{
priv->text_x = text_x;
priv->text_y = text_y;
clutter_text_ensure_cursor_position (text);
}
@ -2172,7 +2244,7 @@ clutter_text_paint (ClutterActor *self)
priv->text_color.green,
priv->text_color.blue,
real_opacity);
cogl_pango_render_layout (layout, text_x, priv->text_y, &color, 0);
cogl_pango_render_layout (layout, priv->text_x, priv->text_y, &color, 0);
selection_paint (text);