[core] Use floats instead of ints for Shaping.

Brings gl-native shaping closer to gl-js.
This commit is contained in:
Chris Loer
2017-11-09 13:24:43 -08:00
committed by Chris Loer
parent 30de793c2a
commit 4137f559f0
2 changed files with 5 additions and 5 deletions

View File

@@ -75,10 +75,10 @@ class Shaping {
explicit Shaping(float x, float y, WritingModeType writingMode_)
: top(y), bottom(y), left(x), right(x), writingMode(writingMode_) {}
std::vector<PositionedGlyph> positionedGlyphs;
int32_t top = 0;
int32_t bottom = 0;
int32_t left = 0;
int32_t right = 0;
float top = 0;
float bottom = 0;
float left = 0;
float right = 0;
WritingModeType writingMode;
explicit operator bool() const { return !positionedGlyphs.empty(); }

View File

@@ -313,7 +313,7 @@ void shapeLines(Shaping& shaping,
align(shaping, justify, anchorAlign.horizontalAlign, anchorAlign.verticalAlign, maxLineLength,
lineHeight, lines.size());
const uint32_t height = lines.size() * lineHeight;
const float height = lines.size() * lineHeight;
// Calculate the bounding box
shaping.top += -anchorAlign.verticalAlign * height;