cef/libcef/browser/geometry_util.cc

102 lines
3.2 KiB
C++

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