REVIEWED: GuiDrawText() to consider line-break

This commit is contained in:
Ray
2022-03-12 21:26:31 +01:00
parent 4f933c1e81
commit 0476dab3cf

View File

@ -111,7 +111,7 @@
*
*
* VERSIONS HISTORY:
* 3.2 (xx-Feb-2022) REMOVED: GuiScrollBar(), only internal
* 3.2 (xx-Mar-2022) REMOVED: GuiScrollBar(), only internal
* REDESIGNED: GuiPanel() to support text parameter
* REDESIGNED: GuiScrollPanel() to support text parameter
* REDESIGNED: GuiColorPicker() to support text parameter
@ -3812,16 +3812,18 @@ static void GuiDrawText(const char *text, Rectangle bounds, int alignment, Color
Vector2 position = { bounds.x, bounds.y };
// NOTE: We get text size after icon has been processed
int textWidth = GetTextWidth(text);
int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
// TODO: REVIEW: We consider text size in case of line breaks! -> MeasureTextEx() depends on raylib!
Vector2 textSize = MeasureTextEx(GuiGetFont(), text, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING));
//int textWidth = GetTextWidth(text);
//int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
// If text requires an icon, add size to measure
if (iconId >= 0)
{
textWidth += RAYGUI_ICON_SIZE;
textSize.x += RAYGUI_ICON_SIZE;
// WARNING: If only icon provided, text could be pointing to EOF character: '\0'
if ((text != NULL) && (text[0] != '\0')) textWidth += RAYGUI_ICON_TEXT_PADDING;
if ((text != NULL) && (text[0] != '\0')) textSize.x += RAYGUI_ICON_TEXT_PADDING;
}
// Check guiTextAlign global variables
@ -3830,17 +3832,17 @@ static void GuiDrawText(const char *text, Rectangle bounds, int alignment, Color
case GUI_TEXT_ALIGN_LEFT:
{
position.x = bounds.x;
position.y = bounds.y + bounds.height/2 - textHeight/2 + TEXT_VALIGN_PIXEL_OFFSET(bounds.height);
position.y = bounds.y + bounds.height/2 - textSize.y/2 + TEXT_VALIGN_PIXEL_OFFSET(bounds.height);
} break;
case GUI_TEXT_ALIGN_CENTER:
{
position.x = bounds.x + bounds.width/2 - textWidth/2;
position.y = bounds.y + bounds.height/2 - textHeight/2 + TEXT_VALIGN_PIXEL_OFFSET(bounds.height);
position.x = bounds.x + bounds.width/2 - textSize.x/2;
position.y = bounds.y + bounds.height/2 - textSize.y/2 + TEXT_VALIGN_PIXEL_OFFSET(bounds.height);
} break;
case GUI_TEXT_ALIGN_RIGHT:
{
position.x = bounds.x + bounds.width - textWidth;
position.y = bounds.y + bounds.height/2 - textHeight/2 + TEXT_VALIGN_PIXEL_OFFSET(bounds.height);
position.x = bounds.x + bounds.width - textSize.x;
position.y = bounds.y + bounds.height/2 - textSize.y/2 + TEXT_VALIGN_PIXEL_OFFSET(bounds.height);
} break;
default: break;
}