Looks fine.
On 11/12/2017 14:39, Phil Race wrote:
Yes, it should be negative since we want to use this as the y origin of
the rectangle
relative to the baseline. I am using it correctly in the height calculation.
40 float height = ascent + descent + leading;
541 return new
Yes, it should be negative since we want to use this as the y origin of
the rectangle
relative to the baseline. I am using it correctly in the height calculation.
40 float height = ascent + descent + leading;
541 return new Rectangle2D.Float(0f, ascent, width, height);
Hi, Phil.
The new code will calculate the logical bounds this way:
541 new Rectangle2D.Float(0f, ascent, width, height);
But previously it was:
2613 new Rectangle2D.Float(0, -tl.getAscent(), tl.getAdvance(),
2614 tl.getAscent() + tl.getDescent() +
2615
Hello Phil
The change looks good to me.
I found two interesting changes in your webrev.
. The move to use FontDesignMetrics to compute width should be better than
generating GlyphVector for the same.
. Besides, the double conversion from chars[] to String and vice versa has been
avoided as