void CGUILabel::SetTextW(const CStdStringW &label) { m_textLayout.SetText(label); m_scrollInfo.Reset(); UpdateRenderRect(); m_invalid = false; }
bool CGUILabel::SetAlign(uint32_t align) { bool changed = m_label.align != align; m_label.align = align; UpdateRenderRect(); return changed; }
bool CGUILabel::SetMaxRect(float x, float y, float w, float h) { CRect oldRect = m_maxRect; m_maxRect.SetRect(x, y, x + w, y + h); UpdateRenderRect(); return oldRect != m_maxRect; }
void CGUILabel::SetText(const CStdString &label) { if (m_textLayout.Update(label, m_maxRect.Width(), m_invalid)) { // needed an update - reset scrolling and update our text layout m_scrollInfo.Reset(); UpdateRenderRect(); m_invalid = false; } }
bool CGUILabel::SetTextW(const CStdStringW &label) { if (m_textLayout.UpdateW(label, m_maxRect.Width(), m_invalid)) { m_scrollInfo.Reset(); UpdateRenderRect(); m_invalid = false; return true; } else return false; }
void CGUILabel::SetAlign(uint32_t align) { m_label.align = align; UpdateRenderRect(); }
void CGUILabel::SetMaxRect(float x, float y, float w, float h) { m_maxRect.SetRect(x, y, x + w, y + h); UpdateRenderRect(); }