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

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/branches/WX_3_0_BRANCH@75363 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Julian Smart
2013-12-08 10:30:39 +00:00
parent 3d60682cf5
commit e60fe373fb

View File

@@ -4949,20 +4949,12 @@ 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;
@@ -5171,20 +5163,12 @@ 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;