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@@ -149,7 +149,7 @@ Vector2f FloatedBoxSpace::NextBoxPosition(const BlockContainer* parent, float& m
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// Were we pushed out of our containing box? If so, try again at the next cursor position.
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if (box_position.x < parent_edge_left || box_position.x + dimensions.x > parent_edge_right)
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- return NextBoxPosition(parent, maximum_box_width, next_cursor + 0.01f, dimensions, nowrap, float_property);
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+ return NextBoxPosition(parent, maximum_box_width, next_cursor, dimensions, nowrap, float_property);
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}
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}
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@@ -185,7 +185,7 @@ Vector2f FloatedBoxSpace::NextBoxPosition(const BlockContainer* parent, float& m
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if (collision && !nowrap)
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{
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next_cursor = Math::Min(next_cursor, fixed_box.offset.y + fixed_box.dimensions.y);
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- return NextBoxPosition(parent, maximum_box_width, next_cursor + 0.01f, dimensions, nowrap, float_property);
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+ return NextBoxPosition(parent, maximum_box_width, next_cursor, dimensions, nowrap, float_property);
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}
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}
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@@ -218,7 +218,7 @@ Vector2f FloatedBoxSpace::NextBoxPosition(const BlockContainer* parent, float& m
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// D'oh! We hit this box. Ah well; we'll try again lower down the page, at the highest bottom-edge of any
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// of the boxes we've been pushed around by so far.
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next_cursor = Math::Min(next_cursor, fixed_box.offset.y + fixed_box.dimensions.y);
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- return NextBoxPosition(parent, maximum_box_width, next_cursor + 0.01f, dimensions, nowrap, float_property);
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+ return NextBoxPosition(parent, maximum_box_width, next_cursor, dimensions, nowrap, float_property);
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}
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}
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