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