@ -195,7 +195,7 @@ Range2D alignRenderedLine(const Range2D& lineRectangle, const LayoutDirection di
/** @todo this again assumes horizontal direction, needs to be updated once
vertical ( and possibly mixed horizontal / vertical ) text is possible */
Float alignmentOffsetX = 0.0f ;
Float alignmentOffsetX ;
if ( ( UnsignedByte ( alignment ) & Implementation : : AlignmentHorizontal ) = = Implementation : : AlignmentLeft )
alignmentOffsetX = - lineRectangle . left ( ) ;
else if ( ( UnsignedByte ( alignment ) & Implementation : : AlignmentHorizontal ) = = Implementation : : AlignmentCenter ) {
@ -206,6 +206,7 @@ Range2D alignRenderedLine(const Range2D& lineRectangle, const LayoutDirection di
}
else if ( ( UnsignedByte ( alignment ) & Implementation : : AlignmentHorizontal ) = = Implementation : : AlignmentRight )
alignmentOffsetX = - lineRectangle . right ( ) ;
else CORRADE_INTERNAL_ASSERT_UNREACHABLE ( ) ; /* LCOV_EXCL_LINE */
/* Shift all positions */
for ( Vector2 & i : positions )
@ -224,8 +225,10 @@ Range2D alignRenderedBlock(const Range2D& blockRectangle, const LayoutDirection
/** @todo this assumes vertical layout advance, needs to be updated once
other directions are possible */
Float alignmentOffsetY = 0.0f ;
if ( ( UnsignedByte ( alignment ) & Implementation : : AlignmentVertical ) = = Implementation : : AlignmentBottom )
Float alignmentOffsetY ;
if ( ( UnsignedByte ( alignment ) & Implementation : : AlignmentVertical ) = = Implementation : : AlignmentLine )
alignmentOffsetY = 0.0f ;
else if ( ( UnsignedByte ( alignment ) & Implementation : : AlignmentVertical ) = = Implementation : : AlignmentBottom )
alignmentOffsetY = - blockRectangle . bottom ( ) ;
else if ( ( UnsignedByte ( alignment ) & Implementation : : AlignmentVertical ) = = Implementation : : AlignmentMiddle ) {
alignmentOffsetY = - blockRectangle . centerY ( ) ;
@ -235,6 +238,7 @@ Range2D alignRenderedBlock(const Range2D& blockRectangle, const LayoutDirection
}
else if ( ( UnsignedByte ( alignment ) & Implementation : : AlignmentVertical ) = = Implementation : : AlignmentTop )
alignmentOffsetY = - blockRectangle . top ( ) ;
else CORRADE_INTERNAL_ASSERT_UNREACHABLE ( ) ; /* LCOV_EXCL_LINE */
/* Shift all positions */
for ( Vector2 & i : positions )