Merge pull request 'Fix certification comment' (#15) from fix-certification-comment into master
Release / release (push) Failing after 7m3s

Reviewed-on: #15
This commit was merged in pull request #15.
This commit is contained in:
2026-09-03 05:00:16 +00:00
@@ -1,5 +1,7 @@
using System.Windows;
using System.Windows.Interop;
using System.Windows.Media;
using System.Windows.Threading;
using CursorLang.Core.Interop;
using CursorLang.Settings.Interop;
@@ -23,6 +25,15 @@ public sealed class MainWindowPlacement
// what has to be remembered is only what the user chose
private bool _isPlacing;
// Captured once, before anything narrows MaxHeight to a particular monitor —
// otherwise a later, more generous monitor would stay capped at whatever a
// previous, shorter one left behind
private double? _designMaxHeight;
// Captured once, so a DPI change has a known-correct value to reassert — see
// RestoreDesignWidth
private double? _designWidth;
/// <summary>
/// Takes over the placement of the window: puts it in place by the first show
/// and follows where the user moves it.
@@ -31,6 +42,7 @@ public sealed class MainWindowPlacement
{
window.SourceInitialized += OnSourceInitialized;
window.LocationChanged += OnLocationChanged;
window.DpiChanged += OnDpiChanged;
}
/// <summary>
@@ -83,10 +95,108 @@ public sealed class MainWindowPlacement
}
window.SourceInitialized -= OnSourceInitialized;
_designMaxHeight = window.MaxHeight;
_designWidth = window.Width;
LimitHeightToOwnMonitor(window);
window.UpdateLayout();
Apply(window);
}
// A monitor is not necessarily final at creation time — Windows may place the new
// window on one monitor before Apply moves it to another, and the user is free to
// drag it to a third one later. Every one of those is a real DPI change, and this
// runs again for each: recomputing the cap from whichever monitor holds the window
// right now, rather than trusting a value worked out for a previous one.
private void OnDpiChanged(object sender, DpiChangedEventArgs e)
{
if (sender is not Window window)
{
return;
}
// Deferred rather than run inline: this event fires while WPF is still in
// the middle of its own response to the same DPI change (its per-monitor
// rescale of Width touches it after this handler if the fix-up runs
// synchronously, undoing it). Posting behind that on the dispatcher queue
// lets our fix-up run once WPF's own pass has finished.
window.Dispatcher.BeginInvoke(DispatcherPriority.ContextIdle, new Action(() =>
{
LimitHeightToOwnMonitor(window);
RestoreDesignWidth(window);
ReapplySizeToContent(window);
}));
}
// The width is a plain, explicit value rather than something SizeToContent
// computes, and WPF's own per-monitor rescaling does not reliably keep it at the
// same logical width when the system's scaling changes live under an
// already-open window, as opposed to the window being dragged onto a different
// monitor — it can come out scaled by roughly the ratio between the old and the
// new DPI instead of staying put. Reasserting the original value here is simpler
// than chasing exactly where that rescale goes wrong.
private void RestoreDesignWidth(Window window)
{
if (_designWidth is { } designWidth)
{
window.Width = designWidth;
}
}
// UpdateLayout alone settles the measure/arrange pass of the visual tree, but
// does not reliably make WPF redo its own step of resizing the native window to
// match SizeToContent when the change originates from a DPI event rather than an
// ordinary content change. Left alone, the window can end up either too tall — a
// blank strip below the real content, once MaxHeight has just pulled the content
// shorter — or stuck too short after being dragged back to a monitor with room to
// grow again. Turning SizeToContent off and back on forces that resizing step to
// run again from scratch.
private static void ReapplySizeToContent(Window window)
{
SizeToContent original = window.SizeToContent;
window.SizeToContent = SizeToContent.Manual;
window.SizeToContent = original;
window.UpdateLayout();
}
// MaxHeight in XAML is a constant tuned for an ordinary desktop monitor at 100%
// scaling. At a high scale factor the same number of device-independent pixels
// turns into more physical pixels than a short or heavily scaled monitor has, and
// SizeToContent then grows the window past the bottom of the screen instead of
// asking the ScrollViewer inside it to scroll — with nothing to grab, the excess
// is unreachable. Capping MaxHeight to what the window's own monitor really offers
// keeps the whole window on screen and lets the ScrollViewer take over.
private void LimitHeightToOwnMonitor(Window window)
{
if (_designMaxHeight is not { } designMaxHeight)
{
return;
}
IntPtr handle = new WindowInteropHelper(window).Handle;
if (handle == IntPtr.Zero
|| WindowPlacementNative.TryGetBounds(handle) is not { } bounds
|| WindowPlacementNative.TryGetWorkAreaNear(bounds) is not { } work
|| IsEmpty(work))
{
return;
}
double scale = VisualTreeHelper.GetDpi(window).DpiScaleY;
if (scale <= 0)
{
return;
}
// Leaves room for the title bar and a margin from the edges of the screen,
// in the same units as the work area height once the monitor's scale is
// divided out
const double reservedForChrome = 80;
double workAreaHeight = (work.Bottom - work.Top) / scale;
window.MaxHeight = Math.Min(designMaxHeight, Math.Max(200, workAreaHeight - reservedForChrome));
}
private void OnLocationChanged(object? sender, EventArgs e)
{
if (_isPlacing || sender is not Window { WindowState: WindowState.Normal } window)