Fix bug 6892600 Font (character pairs) rendering issue
Alignment on paint for actual glyph drawing needs to always be left, even when drawing centered or right aligned text. The x offset for alignment is applied by OpenGLRenderer::drawText (and needs to be early in the pipeline for quickReject to work). Similar change needed for drawing drop shadow. Also fixes bug with mispositioned underline (offset for alignment has already been applied once, no need to do it again in drawTextDecorations). Change-Id: Id3dcd62de5536a26b158d768889273a1492b35d6
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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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