Previously, alignment had to be implemented by each actor, so it was
only ever supported by Sprite and BitmapText. Handle it globally, using m_size. This way, an actor only needs to set m_size to support alignment. This means alignment can be set for non-drawing ActorFrames, if a size is set explicitly. This allows stretching from the border of a frame without playing games with extra nested frames. "setsize,100,100;valign,4;zoomx,.5" This adds an extra matrix multiply. This will only happen for actors actually set to non-centered alignment, which is the exception. BitmapText still overrides this behavior a bit. Alignment for text does two things: changes the alignment of the bounding box vs. the X/Y position (the generic behavior), and changes the alignment of the text within the bounding box.
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@@ -188,12 +188,8 @@ void BitmapText::BuildChars()
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/* There's padding between every line: */
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m_size.y += iPadding * int(m_wTextLines.size()-1);
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RageVector2 center = m_size;
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// center.x *= m_fHorizAlign*-0.5f;
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center.y *= m_fVertAlign*-0.5f;
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// the top position of the first row of characters
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int iY = lrintf(center.y - m_size.y/2.0f);
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int iY = lrintf(-m_size.y/2.0f);
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for( unsigned i=0; i<m_wTextLines.size(); i++ ) // foreach line
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{
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@@ -203,9 +199,9 @@ void BitmapText::BuildChars()
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if( m_pFont->IsRightToLeft() )
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reverse( sLine.begin(), sLine.end() );
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const int iLineWidth = m_iLineWidths[i];
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float fCenterX = iLineWidth * m_fHorizAlign * -0.5f;
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int iX = lrintf(fCenterX - iLineWidth/2.0f);
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float fX = SCALE( m_fHorizAlign, 0.0f, 1.0f, -m_size.x/2.0f, +m_size.x/2.0f - iLineWidth );
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int iX = lrintf( fX );
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for( unsigned i = 0; i < sLine.size(); ++i )
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{
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