Loading packages/SystemUI/compose/features/src/com/android/systemui/qs/ui/composable/QuickSettingsScene.kt +12 −3 Original line number Diff line number Diff line Loading @@ -417,17 +417,26 @@ private fun SceneScope.QuickSettingsScene( .navigationBarsPadding() .padding(horizontal = shadeHorizontalPadding), ) // The minimum possible value for the top of the notification stack. In other words: how // high is the notification stack allowed to get when the scene is at rest. It may still be // translated farther upwards by a transition animation but, at rest, the top edge of its // bounds must be limited to be at or below this value. // // A 1 pixel is added to compensate for any kind of rounding errors to make sure 100% that // the notification stack is entirely "below" the entire screen. val minNotificationStackTop = screenHeight.roundToInt() + 1 NotificationScrollingStack( shadeSession = shadeSession, stackScrollView = notificationStackScrollView, viewModel = notificationsPlaceholderViewModel, maxScrimTop = { screenHeight }, maxScrimTop = { minNotificationStackTop.toFloat() }, shouldPunchHoleBehindScrim = shouldPunchHoleBehindScrim, shouldIncludeHeadsUpSpace = false, supportNestedScrolling = true, modifier = Modifier.fillMaxWidth() .offset { IntOffset(x = 0, y = screenHeight.roundToInt()) } .offset { IntOffset(x = 0, y = minNotificationStackTop) } .padding(horizontal = shadeHorizontalPadding), ) NotificationStackCutoffGuideline( Loading @@ -436,7 +445,7 @@ private fun SceneScope.QuickSettingsScene( modifier = Modifier.align(Alignment.BottomCenter) .navigationBarsPadding() .offset { IntOffset(x = 0, y = screenHeight.roundToInt()) } .offset { IntOffset(x = 0, y = minNotificationStackTop) } .padding(horizontal = shadeHorizontalPadding), ) } Loading Loading
packages/SystemUI/compose/features/src/com/android/systemui/qs/ui/composable/QuickSettingsScene.kt +12 −3 Original line number Diff line number Diff line Loading @@ -417,17 +417,26 @@ private fun SceneScope.QuickSettingsScene( .navigationBarsPadding() .padding(horizontal = shadeHorizontalPadding), ) // The minimum possible value for the top of the notification stack. In other words: how // high is the notification stack allowed to get when the scene is at rest. It may still be // translated farther upwards by a transition animation but, at rest, the top edge of its // bounds must be limited to be at or below this value. // // A 1 pixel is added to compensate for any kind of rounding errors to make sure 100% that // the notification stack is entirely "below" the entire screen. val minNotificationStackTop = screenHeight.roundToInt() + 1 NotificationScrollingStack( shadeSession = shadeSession, stackScrollView = notificationStackScrollView, viewModel = notificationsPlaceholderViewModel, maxScrimTop = { screenHeight }, maxScrimTop = { minNotificationStackTop.toFloat() }, shouldPunchHoleBehindScrim = shouldPunchHoleBehindScrim, shouldIncludeHeadsUpSpace = false, supportNestedScrolling = true, modifier = Modifier.fillMaxWidth() .offset { IntOffset(x = 0, y = screenHeight.roundToInt()) } .offset { IntOffset(x = 0, y = minNotificationStackTop) } .padding(horizontal = shadeHorizontalPadding), ) NotificationStackCutoffGuideline( Loading @@ -436,7 +445,7 @@ private fun SceneScope.QuickSettingsScene( modifier = Modifier.align(Alignment.BottomCenter) .navigationBarsPadding() .offset { IntOffset(x = 0, y = screenHeight.roundToInt()) } .offset { IntOffset(x = 0, y = minNotificationStackTop) } .padding(horizontal = shadeHorizontalPadding), ) } Loading