return data.result;
}
-void Text::build(const Part &part, const Geometry &parent, PartCache &cache) const
+void Text::build(const Part &part, State state, const Geometry &parent, PartCache &cache) const
{
- build(part, parent, 0, cache);
+ build(part, state, parent, 0, cache);
}
-void Text::build(const Part &part, const Geometry &parent, unsigned first_row, PartCache &cache) const
+void Text::build(const Part &part, State state, const Geometry &parent, unsigned first_row, PartCache &cache) const
{
if(!style || lines.empty())
return;
const GL::Font &font = style->get_font();
GL::MeshBuilder bld(cache.create_mesh(part, font.get_texture()));
- bld.color(style->get_font_color());
+ bld.color(style->get_font_color(state));
RenderData data;
data.bld = &bld;
int y_offset = static_cast<int>(-font.get_descent()*font_size);
const Sides &margin = part.get_margin();
- unsigned n_lines = min<unsigned>(lines.size(), max((parent.h-margin.top-margin.bottom)/line_spacing, 1U));
+ unsigned fit_height = parent.h-margin.top-margin.bottom+line_spacing-line_height;
+ unsigned n_lines = min<unsigned>(lines.size(), max(fit_height/line_spacing, 1U));
first_row = min<unsigned>(first_row, lines.size()-n_lines);
for(unsigned i=0; i<n_lines; ++i)