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>
122 lines
3.6 KiB
C#
122 lines
3.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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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. 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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public int LineHeight { get; set; } = 16;
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public int ContentHeight { get; private set; }
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public UiScrollablePanel()
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{
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BackgroundColor = Vector4.Zero;
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BorderColor = Vector4.Zero;
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}
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public override void AddChild(UiElement child)
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{
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base.AddChild(child);
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Track(child);
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}
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public override bool RemoveChild(UiElement child)
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{
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bool removed = base.RemoveChild(child);
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if (removed)
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{
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_baseTops.Remove(child);
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RecomputeContentHeight();
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}
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return removed;
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}
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public void ClearContent()
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{
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foreach (var child in ChildrenBackToFrontSnapshot())
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RemoveChild(child);
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_baseTops.Clear();
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ContentHeight = 0;
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Scroll.SetScrollY(0);
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}
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internal void LayoutScrollableChildren()
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{
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Scroll.LineHeight = Math.Max(1, LineHeight);
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Scroll.ContentHeight = ContentHeight;
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Scroll.ViewHeight = Math.Max(0, (int)MathF.Floor(Height));
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Scroll.SetScrollY(Scroll.ScrollY);
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foreach (var child in Children)
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{
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if (!_baseTops.TryGetValue(child, out float baseTop))
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continue;
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float top = baseTop - Scroll.ScrollY;
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child.Top = top;
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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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public override bool OnEvent(in UiEvent e)
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{
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if (e.Type == UiEventType.Scroll)
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{
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Scroll.ScrollByLines(-e.Data0);
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LayoutScrollableChildren();
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return true;
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}
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return base.OnEvent(e);
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}
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protected override void OnDraw(UiRenderContext ctx)
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{
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LayoutScrollableChildren();
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base.OnDraw(ctx);
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}
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private void Track(UiElement child)
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{
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child.Anchors = AnchorEdges.None;
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_baseTops[child] = child.Top;
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RecomputeContentHeight();
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}
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private void RecomputeContentHeight()
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{
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float bottom = 0f;
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foreach (var child in Children)
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{
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if (!_baseTops.TryGetValue(child, out float top))
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continue;
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bottom = MathF.Max(bottom, top + child.Height);
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}
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ContentHeight = (int)MathF.Ceiling(bottom);
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Scroll.SetScrollY(Scroll.ScrollY);
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}
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}
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