fix #371: straddling rows clip at the viewport edge instead of vanishing whole
Gate-3 screenshot review (user): 'the chat tab looks like it is missing per window config' — Chat Window 1's header rendered over a void at the DEFAULT scroll offset because its 260px self-sized filter block straddled the viewport's bottom edge and UiScrollablePanel hid straddling rows WHOLE (AP-201's predicted symptom, now user-observed at scroll position zero, upgrading it from polish to blocking). By fix time the UI renderer HAD everything needed: UiRenderContext's clip stack (PushClip/PopClip with rect intersection + per-draw quad clipping) and UiElement's ClipsChildren hook, already honored by both the generic draw walk and hit-testing. The fix is therefore exactly the shape the filing asked for, in the panel itself: - ClipsChildren => true: children draw and hit-test clipped to the viewport rect. - The layout cull keeps any INTERSECTING row Visible (was: fully-inside only), with a half-pixel margin excluding zero-overlap edge rows; fully-outside rows stay hidden as the cheap skip. AP-201 retired in this commit (AP actives 142 -> 141); #371 closed; the gate script's Chat-tab steps re-written to expect clean edge clipping and to treat any whole-block vanish as a regression. Pinned by StraddlingRow_StaysVisible_AndClipsInsteadOfVanishing (the exact gate-3 geometry: header + 260px straddler in a 430px viewport) and ViewportClipsChildDrawingAndHitTesting (the clipped slice is not clickable). Full Release suite: 13,089 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5 changed files with 118 additions and 20 deletions
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@ -24,6 +24,26 @@ What does NOT go here:
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- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
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- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
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## #377 — Startup CRASH (0xC0000005 in Glfw.GetVideoMode) when settings.json has `fullscreen: true`
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**Status:** OPEN — filed 2026-08-11. Reproduced deterministically on this
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machine: with the persisted display settings carrying `fullscreen: true`
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(left behind by #374's stolen dropdown click during gate 2), the client
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dies during `GameWindow.OnLoad` → `GameWindowCompositionPipeline.Run` →
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`Silk.NET.GLFW.Glfw.GetVideoMode(Monitor*)` with an access violation —
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a native AV, not a managed exception, so no graceful error path runs.
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Windowed startup (`fullscreen: false`) is unaffected. Likely site:
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`DisplayFramePacingController` reading `_window.Monitor?.VideoMode`
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(`src/AcDream.App/Rendering/DisplayFramePacingController.cs:35`) while
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the window is mid-fullscreen-transition (or `Monitor` returning a
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non-null but invalid handle in that state) — to CONFIRM, not assume.
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Root-cause before fixing; the fix must make fullscreen startup safe, not
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suppress the read (no workarounds rule). Until then: a user whose
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settings carry `fullscreen: true` cannot launch — workaround is editing
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settings.json back to `false` by hand. Related: #376 (fullscreen video-
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mode switching), #374 (how the value got corrupted — that entry path is
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fixed).
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## #376 — Fullscreen resolution picks cannot switch the display mode (Silk API limit; needs native glfwSetWindowMonitor)
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**Status:** OPEN — filed 2026-08-11, split from #374's investigation.
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@ -240,7 +260,23 @@ can never regress green again.
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## #371 — Options-panel row viewport culls whole rows instead of clipping; tall filter blocks can vanish entirely at some scroll offsets
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**Status:** OPEN — filed 2026-08-11 at the OP5 review-fix round (S2).
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**Status:** DONE — fixed 2026-08-11 at the Campaign OP gate-3 fix round.
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The user's gate-3 screenshot review caught the predicted symptom at the
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DEFAULT scroll offset ("the chat tab looks like it is missing per window
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config" — Chat Window 1's header rendered over a void, its 260px filter
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block whole-row-culled, windows 2-4 below the fold). By fix time the UI
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renderer HAD grown a clip stack (`UiRenderContext.PushClip`, already
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honored by the generic draw walk and hit-test via `ClipsChildren`), so
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the fix is exactly the shape this filing asked for: `UiScrollablePanel`
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now sets `ClipsChildren => true` and culls by INTERSECTION instead of
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full containment — straddling rows render their visible slice, clipped
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at the viewport edge for both drawing and clicks. Register row AP-201
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retired in the same commit. Pinned by
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`UiScrollablePanelTests.StraddlingRow_StaysVisible_AndClipsInsteadOfVanishing`
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and `ViewportClipsChildDrawingAndHitTesting`.
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<!-- original filing -->
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**(filed OPEN)** — 2026-08-11 at the OP5 review-fix round (S2).
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`UiScrollablePanel.LayoutScrollableChildren` (`src/AcDream.App/UI/UiScrollablePanel.cs:69`)
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has no scissor stack, so a row that straddles the viewport's visible edge is
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hidden WHOLE (`child.Visible = top >= -0.5f && top + child.Height <=
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File diff suppressed because one or more lines are too long
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@ -403,16 +403,15 @@ chat windows already read when deciding which lines to show.
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block has all 13.
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2. **Scroll the list.** All six sections are reachable; the block heights
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visibly differ from a flat 100px box — each block is exactly tall enough
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to show all of its own rows with no clipping and no dead space below the
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last row (AP-195's self-sizing). **Known, registered behavior (AP-201,
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OP5 review fix S2): the row viewport culls whole rows rather than
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clipping them (no scissor stack yet — `UiScrollablePanel.cs`), so a
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240-260px filter block that straddles the visible edge at a given scroll
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position can vanish ENTIRELY at that exact offset rather than showing a
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partially-clipped view. Keep scrolling a little further and the block
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reappears whole. This is the registered cull-vs-clip divergence, not a
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self-sizing regression — do not report a block's disappear-then-
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reappear-whole behavior as a bug.**
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to show all of its own rows with no dead space below the last row
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(AP-195's self-sizing). **Gate-3 fix (#371, AP-201 retired): blocks now
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CLIP at the viewport edges instead of vanishing whole.** At the default
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scroll position you should see the Main Chat Window block in full, then
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"Chat Window 1"'s header and as many of its checkboxes as fit, cut off
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cleanly at the panel's bottom edge — scrolling reveals the rest
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smoothly. A block that disappears ENTIRELY while its header stays (the
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pre-fix void your gate-3 screenshot review caught) is a regression —
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report it.
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3. **Look closely at a row whose mask covers MULTIPLE underlying message
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types** (Gameplay, Combat, Allegiance, or Fellowship — the composite-mask
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rows per the research doc) versus a single-bit row (e.g. "Error" or
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@ -518,10 +517,9 @@ chat windows already read when deciding which lines to show.
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- Reset/Defaults not behaving as described in 11-12.
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- Any block that is STILL missing rows, or leaves a large empty gap below
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its last row, once fully scrolled into view (a genuine self-sizing
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regression). **Not a regression:** a block that disappears entirely at
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some intermediate scroll position and reappears whole a little further —
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that is the registered whole-row-cull behavior (AP-201, see step 2), not
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a clipping bug.
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regression). A block that disappears ENTIRELY at any scroll position is
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ALSO a regression now — the gate-3 fix (#371) made straddling blocks
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clip at the viewport edge instead of vanishing whole (see step 2).
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- Any setting that reverts to default after a full relaunch (a persistence
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regression) — remember this is local-only, so a SERVER-side relog is not
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the right test here (see item 15's note).
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@ -7,11 +7,19 @@ namespace AcDream.App.UI;
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/// <summary>
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/// Simple vertical viewport for controller-built row lists. It shares the same
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/// pixel scroll model as chat text and item grids, and clips whole rows because
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/// the UI renderer does not have a scissor stack yet.
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/// pixel scroll model as chat text and item grids. A row that straddles the
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/// viewport edge stays visible and is CLIPPED to the viewport (#371 —
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/// <see cref="ClipsChildren"/> routes the draw walk and hit-testing through
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/// <see cref="UiRenderContext.PushClip"/>); before that fix this class hid a
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/// straddling row WHOLE, which made the Chat tab's 260px per-window filter
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/// blocks vanish into a void at the default scroll offset (AP-201's predicted
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/// symptom, user-observed at Campaign OP gate 3).
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/// </summary>
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public sealed class UiScrollablePanel : UiPanel
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{
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/// <inheritdoc/>
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protected override bool ClipsChildren => true;
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private readonly Dictionary<UiElement, float> _baseTops = new(ReferenceEqualityComparer.Instance);
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public UiScrollable Scroll { get; } = new();
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@ -66,7 +74,12 @@ public sealed class UiScrollablePanel : UiPanel
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float top = baseTop - Scroll.ScrollY;
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child.Top = top;
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child.Visible = top >= -0.5f && top + child.Height <= Height + 0.5f;
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// #371: INTERSECTION, not full containment — a straddling row stays
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// visible and ClipsChildren trims it to the viewport at draw and
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// hit-test time. Rows entirely outside stay hidden (cheap skip);
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// the half-pixel margin excludes zero-overlap rows sitting exactly
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// on either edge.
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child.Visible = top + child.Height > 0.5f && top < Height - 0.5f;
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}
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}
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@ -23,6 +23,57 @@ public sealed class UiScrollablePanelTests
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Assert.True(panel.Children[2].Visible);
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}
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[Fact]
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public void StraddlingRow_StaysVisible_AndClipsInsteadOfVanishing()
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{
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// #371 (Campaign OP gate 3, the Chat tab's "missing per-window
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// config"): a tall self-sized block (AP-195's 260px filter blocks)
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// straddling the viewport's bottom edge used to be hidden WHOLE,
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// leaving a void under its section header at the default scroll
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// offset. It must stay Visible (the draw/hit walk clips it via
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// ClipsChildren) — only rows with zero overlap are hidden.
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var panel = new UiScrollablePanel { Width = 300, Height = 430, LineHeight = 20 };
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var header = new UiPanel { Top = 0, Width = 300, Height = 18 };
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var mainBlock = new UiPanel { Top = 18, Width = 300, Height = 260 };
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var header2 = new UiPanel { Top = 278, Width = 300, Height = 18 };
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var straddler = new UiPanel { Top = 296, Width = 300, Height = 260 }; // 296..556 in a 430 viewport
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var below = new UiPanel { Top = 556, Width = 300, Height = 260 }; // fully outside
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foreach (var c in new[] { header, mainBlock, header2, straddler, below })
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panel.AddChild(c);
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panel.LayoutScrollableChildren();
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Assert.True(header.Visible);
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Assert.True(mainBlock.Visible);
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Assert.True(header2.Visible);
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Assert.True(straddler.Visible); // the pre-fix bug: this was false
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Assert.False(below.Visible);
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// Scrolling far enough hides the first block entirely and keeps the
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// straddler fully in view — intersection semantics on both edges.
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panel.Scroll.SetScrollY(296);
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panel.LayoutScrollableChildren();
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Assert.False(mainBlock.Visible); // now fully above the viewport
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Assert.True(straddler.Visible);
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}
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[Fact]
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public void ViewportClipsChildDrawingAndHitTesting()
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{
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// The clip half of #371: ClipsChildren must gate the panel's hit-test
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// so a straddling row's off-viewport portion cannot be clicked.
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var root = new UiRoot { Width = 800, Height = 600 };
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var panel = new UiScrollablePanel { Left = 0, Top = 0, Width = 300, Height = 100, LineHeight = 20 };
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var row = new UiPanel { Top = 60, Width = 300, Height = 120 }; // 60..180, viewport ends at 100
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panel.AddChild(row);
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root.AddChild(panel);
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panel.LayoutScrollableChildren();
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Assert.True(row.Visible);
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Assert.Same(row, root.Pick(150, 80)); // visible slice: clickable
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Assert.NotSame(row, root.Pick(150, 140) ?? panel); // clipped slice: not the row
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}
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[Fact]
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public void ScrollEvent_MovesByLineHeight()
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{
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