Fixed overlapping text and floating objects by simplifying the available rectangle calculation

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@75362 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Julian Smart
2013-12-08 10:30:28 +00:00
parent 548eb1850c
commit 2d8b8e1725

View File

@@ -5004,20 +5004,12 @@ bool wxRichTextParagraph::Layout(wxDC& dc, wxRichTextDrawingContext& context, co
if (wxRichTextBuffer::GetFloatingLayoutMode() && collector)
{
wxRect floatAvailableRect = collector->GetAvailableRect(rect.y + currentPosition.y, rect.y + currentPosition.y + lineHeight);
// Adjust availableRect to the space that is available when taking floating objects into account.
if (floatAvailableRect.x + startOffset > availableRect.x)
{
int newX = floatAvailableRect.x + startOffset;
int newW = availableRect.width - (newX - availableRect.x);
availableRect.x = newX;
availableRect.width = newW;
}
if (floatAvailableRect.width < availableRect.width)
availableRect.width = floatAvailableRect.width;
wxRect floatAvailableRect = collector->GetAvailableRect(rect.y + currentPosition.y, rect.y + currentPosition.y + lineHeight);
int x1 = wxMax(availableRect.x, (floatAvailableRect.x + startOffset));
int x2 = wxMin(availableRect.GetRight(), (floatAvailableRect.GetRight() - rightIndent));
availableRect.x = x1;
availableRect.width = x2 - x1 + 1;
}
currentPosition.x = availableRect.x - rect.x;
@@ -5226,20 +5218,12 @@ bool wxRichTextParagraph::Layout(wxDC& dc, wxRichTextDrawingContext& context, co
// Take into account floating objects for the last line
if (wxRichTextBuffer::GetFloatingLayoutMode() && collector)
{
wxRect floatAvailableRect = collector->GetAvailableRect(rect.y + currentPosition.y, rect.y + currentPosition.y + lineHeight);
// Adjust availableRect to the space that is available when taking floating objects into account.
if (floatAvailableRect.x + startOffset > availableRect.x)
{
int newX = floatAvailableRect.x + startOffset;
int newW = availableRect.width - (newX - availableRect.x);
availableRect.x = newX;
availableRect.width = newW;
}
if (floatAvailableRect.width < availableRect.width)
availableRect.width = floatAvailableRect.width;
wxRect floatAvailableRect = collector->GetAvailableRect(rect.y + currentPosition.y, rect.y + currentPosition.y + lineHeight);
int x1 = wxMax(availableRect.x, (floatAvailableRect.x + startOffset));
int x2 = wxMin(availableRect.GetRight(), (floatAvailableRect.GetRight() - rightIndent));
availableRect.x = x1;
availableRect.width = x2 - x1 + 1;
}
currentPosition.x = availableRect.x - rect.x;