102 lines
3.2 KiB
C++
102 lines
3.2 KiB
C++
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// Copyright (c) 2022 The Chromium Embedded Framework Authors. All rights
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// reserved. Use of this source code is governed by a BSD-style license that
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// can be found in the LICENSE file.
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#include "libcef/browser/geometry_util.h"
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#include <algorithm>
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#include "ui/gfx/geometry/rect.h"
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namespace {
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constexpr int kMinWidth = 0;
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constexpr int kMinHeight = 0;
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// Makes sure that line segment lies entirely between min and max.
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int clamp_segment_start(int start, int len, int min, int max) {
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start = std::clamp(start, min, max);
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const int end = start + len;
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const int excess = end - max;
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if (excess > 0) {
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start = start - excess;
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}
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return start;
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}
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} // namespace
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gfx::Rect MakeVisibleOnScreenRect(const gfx::Rect& rect,
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const gfx::Rect& screen) {
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const int width = std::clamp(rect.width(), kMinWidth, screen.width());
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const int height = std::clamp(rect.height(), kMinHeight, screen.height());
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const int right_border = screen.x() + screen.width();
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const int x = clamp_segment_start(rect.x(), width, screen.x(), right_border);
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const int bottom_border = screen.y() + screen.height();
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const int y =
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clamp_segment_start(rect.y(), height, screen.y(), bottom_border);
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return gfx::Rect(x, y, width, height);
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}
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gfx::Rect SubtractOverlayFromBoundingBox(const gfx::Rect& bounds,
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const gfx::Rect& overlay,
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int max_distance) {
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if (overlay.Contains(bounds)) {
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// Early exit; |bounds| is completely inside |overlay|.
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return bounds;
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}
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// Portion of |overlay| that is inside |bounds|.
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auto overlap = overlay;
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overlap.Intersect(bounds);
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if (overlap.IsEmpty()) {
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// Early exit; |bounds| and |overlay| don't intersect.
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return bounds;
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}
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gfx::Insets insets;
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if (overlap.width() >= overlap.height()) {
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// Wide overlay; maybe inset |bounds| in the Y direction.
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const int delta_top = overlap.y() - bounds.y();
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const int delta_bottom =
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bounds.y() + bounds.height() - overlap.y() - overlap.height();
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// Inset from the closest side that meets |max_distance| requirements.
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if (delta_top <= delta_bottom && delta_top <= max_distance) {
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// Inset from the top.
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insets.set_top(delta_top + overlap.height());
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} else if (delta_bottom <= max_distance) {
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// Inset from the bottom.
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insets.set_bottom(delta_bottom + overlap.height());
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}
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} else {
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// Tall overlay; maybe inset |bounds| in the X direction.
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const int delta_left = overlap.x() - bounds.x();
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const int delta_right =
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bounds.x() + bounds.width() - overlap.x() - overlap.width();
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// Inset from the closest side that meets |max_distance| requirements.
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if (delta_left <= delta_right && delta_left <= max_distance) {
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// Inset from the left.
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insets.set_left(delta_left + overlap.width());
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} else if (delta_right <= max_distance) {
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// Inset from the right.
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insets.set_right(delta_right + overlap.width());
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}
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}
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if (insets.IsEmpty()) {
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// |overlay| is too far inside |bounds| to trigger insets.
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return bounds;
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}
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auto result = bounds;
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result.Inset(insets);
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return result;
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}
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