am 38dcf95a: am 1ae49ab8: Merge "Fix bug 6892600 Font (character pairs) rendering issue" into jb-mr1-dev
* commit '38dcf95ad5c08e4578709c619f357634862225f2': Fix bug 6892600 Font (character pairs) rendering issue
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@@ -2508,13 +2508,14 @@ status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
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#endif
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bool status;
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if (positions != NULL) {
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status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
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if (paint->getTextAlign() != SkPaint::kLeft_Align) {
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SkPaint paintCopy(*paint);
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paintCopy.setTextAlign(SkPaint::kLeft_Align);
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status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
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positions, hasActiveLayer ? &bounds : NULL);
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} else {
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// TODO: would it be okay to call renderPosText with null positions?
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status = fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
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hasActiveLayer ? &bounds : NULL);
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status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
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positions, hasActiveLayer ? &bounds : NULL);
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}
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if (status) {
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#if RENDER_LAYERS_AS_REGIONS
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@@ -2801,23 +2802,11 @@ void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float
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underlineWidth = paintCopy.measureText(text, bytesCount);
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}
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float offsetX = 0;
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switch (paintCopy.getTextAlign()) {
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case SkPaint::kCenter_Align:
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offsetX = underlineWidth * 0.5f;
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break;
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case SkPaint::kRight_Align:
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offsetX = underlineWidth;
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break;
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default:
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break;
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}
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if (CC_LIKELY(underlineWidth > 0.0f)) {
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const float textSize = paintCopy.getTextSize();
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const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
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const float left = x - offsetX;
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const float left = x;
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float top = 0.0f;
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int linesCount = 0;
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@@ -107,7 +107,9 @@ ShadowTexture* TextDropShadowCache::get(SkPaint* paint, const char* text, uint32
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ShadowTexture* texture = mCache.get(entry);
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if (!texture) {
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FontRenderer::DropShadow shadow = mRenderer->renderDropShadow(paint, text, 0,
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SkPaint paintCopy(*paint);
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paintCopy.setTextAlign(SkPaint::kLeft_Align);
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FontRenderer::DropShadow shadow = mRenderer->renderDropShadow(&paintCopy, text, 0,
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len, numGlyphs, radius, positions);
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texture = new ShadowTexture;
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