Added a comment to nit 2.
As for testing, create a long Latin savefile name, then grab the long Arabic
savefile name from the bug. all file- and mapnames should be properly aligned
in the Load Game and New Game screens both when you pick a Latin or an Arabic
language.
I know that navigating through the UI in a language yo can't read can be a bit
scary, but Arabic is only partially translated, and your brain should have some
muscle memory as to where the buttons are.
Diff comments:
>
> === modified file 'src/ui_basic/table.cc'
> --- src/ui_basic/table.cc 2015-12-31 08:36:41 +0000
> +++ src/ui_basic/table.cc 2016-01-06 12:13:29 +0000
> @@ -365,8 +374,25 @@
> text_width = text_width + m_scrollbar->get_w();
> }
> UI::correct_for_align(alignment, text_width,
> entry_text_im->height(), &point);
> - // Crop to column width
> - dst.blitrect(point, entry_text_im, Rect(0, 0, curw -
> picw, lineheight));
> +
> + // Crop to column width while blitting
> + if (((static_cast<int32_t>(curw) + picw) < text_width))
> {
The type mismatch we have here is that coordinates are int because they can
become negative, and width/height are uint. But I agree that we shoudln't run
into any overflow issues if I change the type.
> + // Fix positioning for BiDi languages.
> + if (UI::g_fh1->fontset().is_rtl()) {
> + point.x = alignment & Align_Right ?
> curx : curx + picw;
> + }
> + // We want this always on, e.g. for mixed
> language savegame filenames
> + if
> (i18n::has_rtl_character(entry_string.c_str(), 20)) { // Restrict check for
> efficiency
> + dst.blitrect(point,
> +
> entry_text_im,
> +
> Rect(text_width - curw + picw, 0, text_width, lineheight));
> + }
> + else {
> + dst.blitrect(point, entry_text_im,
> Rect(0, 0, curw - picw, lineheight));
> + }
> + } else {
> + dst.blitrect(point, entry_text_im, Rect(0, 0,
> curw - picw, lineheight));
> + }
> curx += curw;
> }
>
--
https://code.launchpad.net/~widelands-dev/widelands/table_align/+merge/279685
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