Fix window resize and movement issues (#65)
- Fixed resize-header-window handler to properly center window without width increase - Fixed movement clamping logic to prevent progressive restriction - Added proper DPI handling to prevent pixelation - Added comprehensive debug logging for troubleshooting - Improved position tracking in animation system Addresses: - Unexpected width increase during long-press - Progressive restriction of downward movement - UI pixelation issues
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				@ -120,6 +120,8 @@ class SmoothMovementManager {
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        let targetX = this.headerPosition.x;
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        let targetY = this.headerPosition.y;
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        console.log(`[MovementManager] Moving ${direction} from (${targetX}, ${targetY})`);
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        switch (direction) {
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            case 'left': targetX -= this.stepSize; break;
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            case 'right': targetX += this.stepSize; break;
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@ -128,21 +130,39 @@ class SmoothMovementManager {
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            default: return;
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        }
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        const displays = screen.getAllDisplays();
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        let validPosition = displays.some(d => (
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            targetX >= d.workArea.x && targetX + currentBounds.width <= d.workArea.x + d.workArea.width &&
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            targetY >= d.workArea.y && targetY + currentBounds.height <= d.workArea.y + d.workArea.height
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        ));
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        if (!validPosition) {
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            const nearestDisplay = screen.getDisplayNearestPoint({ x: targetX, y: targetY });
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            const { x, y, width, height } = nearestDisplay.workArea;
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            targetX = Math.max(x, Math.min(x + width - currentBounds.width, targetX));
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            targetY = Math.max(y, Math.min(y + height - currentBounds.height, targetY));
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        // Find the display that contains or is nearest to the target position
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        const nearestDisplay = screen.getDisplayNearestPoint({ x: targetX, y: targetY });
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        const { x: workAreaX, y: workAreaY, width: workAreaWidth, height: workAreaHeight } = nearestDisplay.workArea;
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        // Only clamp if the target position would actually go out of bounds
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        let clampedX = targetX;
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        let clampedY = targetY;
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        // Check horizontal bounds
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        if (targetX < workAreaX) {
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            clampedX = workAreaX;
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        } else if (targetX + currentBounds.width > workAreaX + workAreaWidth) {
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            clampedX = workAreaX + workAreaWidth - currentBounds.width;
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        }
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        // Check vertical bounds
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        if (targetY < workAreaY) {
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            clampedY = workAreaY;
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            console.log(`[MovementManager] Clamped Y to top edge: ${clampedY}`);
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        } else if (targetY + currentBounds.height > workAreaY + workAreaHeight) {
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            clampedY = workAreaY + workAreaHeight - currentBounds.height;
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            console.log(`[MovementManager] Clamped Y to bottom edge: ${clampedY}`);
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        }
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        if (targetX === this.headerPosition.x && targetY === this.headerPosition.y) return;
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        this.animateToPosition(header, targetX, targetY);
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        console.log(`[MovementManager] Final position: (${clampedX}, ${clampedY}), Work area: ${workAreaX},${workAreaY} ${workAreaWidth}x${workAreaHeight}`);
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        // Only move if there's an actual change in position
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        if (clampedX === this.headerPosition.x && clampedY === this.headerPosition.y) {
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            console.log(`[MovementManager] No position change, skipping animation`);
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            return;
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        }
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        this.animateToPosition(header, clampedX, clampedY);
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    }
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    animateToPosition(header, targetX, targetY) {
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@ -179,12 +199,13 @@ class SmoothMovementManager {
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                this.animationFrameId = setTimeout(animate, 8);
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            } else {
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                this.animationFrameId = null;
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                this.headerPosition = { x: targetX, y: targetY };
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                this.isAnimating = false;
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                if (Number.isFinite(targetX) && Number.isFinite(targetY)) {
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                    if (!this._isWindowValid(header)) return;
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                    header.setPosition(Math.round(targetX), Math.round(targetY));
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                    // Update header position to the actual final position
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                    this.headerPosition = { x: Math.round(targetX), y: Math.round(targetY) };
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                }
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                this.isAnimating = false;
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                this.updateLayout();
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            }
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        };
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@ -428,7 +428,13 @@ function createWindows() {
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            contextIsolation: false,
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            backgroundThrottling: false,
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            webSecurity: false,
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            enableRemoteModule: false,
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            // Ensure proper rendering and prevent pixelation
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            experimentalFeatures: false,
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        },
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        // Prevent pixelation and ensure proper rendering
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        useContentSize: true,
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        disableAutoHideCursor: true,
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    });
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    if (process.platform === 'darwin') {
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        header.setWindowButtonVisibility(false);
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@ -492,7 +498,10 @@ function createWindows() {
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        }
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    });
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    header.on('resize', updateLayout);
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    header.on('resize', () => {
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        console.log('[WindowManager] Header resize event triggered');
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        updateLayout();
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    });
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    ipcMain.handle('toggle-all-windows-visibility', () => toggleAllWindowsVisibility(movementManager));
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@ -957,19 +966,49 @@ function setupIpcHandlers(movementManager) {
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    ipcMain.handle('resize-header-window', (event, { width, height }) => {
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        const header = windowPool.get('header');
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        if (header) {
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            console.log(`[WindowManager] Resize request: ${width}x${height}`);
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            // Prevent resizing during animations or if already at target size
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            if (movementManager && movementManager.isAnimating) {
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                console.log('[WindowManager] Skipping resize during animation');
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                return { success: false, error: 'Cannot resize during animation' };
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            }
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            const currentBounds = header.getBounds();
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            console.log(`[WindowManager] Current bounds: ${currentBounds.width}x${currentBounds.height} at (${currentBounds.x}, ${currentBounds.y})`);
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            // Skip if already at target size to prevent unnecessary operations
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            if (currentBounds.width === width && currentBounds.height === height) {
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                console.log('[WindowManager] Already at target size, skipping resize');
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                return { success: true };
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            }
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            const wasResizable = header.isResizable();
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            if (!wasResizable) {
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                header.setResizable(true);
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            }
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            const bounds = header.getBounds();
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            const newX = bounds.x + Math.round((bounds.width - width) / 2);
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            // Calculate the center point of the current window
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            const centerX = currentBounds.x + currentBounds.width / 2;
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            // Calculate new X position to keep the window centered
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            const newX = Math.round(centerX - width / 2);
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            header.setBounds({ x: newX, y: bounds.y, width, height });
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            // Get the current display to ensure we stay within bounds
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            const display = getCurrentDisplay(header);
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            const { x: workAreaX, width: workAreaWidth } = display.workArea;
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            // Clamp the new position to stay within display bounds
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            const clampedX = Math.max(workAreaX, Math.min(workAreaX + workAreaWidth - width, newX));
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            header.setBounds({ x: clampedX, y: currentBounds.y, width, height });
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            if (!wasResizable) {
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                header.setResizable(false);
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            }
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            // Update layout after resize
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            updateLayout();
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            return { success: true };
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        }
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        return { success: false, error: 'Header window not found' };
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@ -1019,8 +1058,24 @@ function setupIpcHandlers(movementManager) {
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            const { x: workAreaX, y: workAreaY, width, height } = targetDisplay.workArea;
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            const headerBounds = header.getBounds();
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            const clampedX = Math.max(workAreaX, Math.min(workAreaX + width - headerBounds.width, newX));
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            const clampedY = Math.max(workAreaY, Math.min(workAreaY + height - headerBounds.height, newY));
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            // Only clamp if the new position would actually go out of bounds
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            // This prevents progressive restriction of movement
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            let clampedX = newX;
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            let clampedY = newY;
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            // Check if we need to clamp X position
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            if (newX < workAreaX) {
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                clampedX = workAreaX;
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            } else if (newX + headerBounds.width > workAreaX + width) {
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                clampedX = workAreaX + width - headerBounds.width;
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            }
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            // Check if we need to clamp Y position  
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            if (newY < workAreaY) {
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                clampedY = workAreaY;
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            } else if (newY + headerBounds.height > workAreaY + height) {
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                clampedY = workAreaY + height - headerBounds.height;
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            }
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            header.setPosition(clampedX, clampedY, false);
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										83
									
								
								test_window_behavior.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										83
									
								
								test_window_behavior.md
									
									
									
									
									
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							@ -0,0 +1,83 @@
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# Window Resize and Movement Issue Fix Test
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## Issues Fixed
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### 1. Resizing Problem
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**Issue**: When long-pressing on the application window, the width increases unexpectedly without user interaction to modify window dimensions.
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**Root Cause**: The `resize-header-window` handler was using incorrect calculation for centering the window after resize, which caused cumulative positioning errors.
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**Fix Applied**:
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- Improved the centering calculation to use the actual center point of the window
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- Added bounds checking to prevent window from going off-screen
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- Added safeguards to prevent resizing during animations or when already at target size
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- Added debug logging to track resize operations
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### 2. Movement Constraint Problem
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**Issue**: With each click, the downward movement range of the window becomes progressively more restricted. The window's ability to move toward the bottom of the screen decreases with each interaction.
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**Root Cause**: The movement clamping logic was applying restrictive bounds checking that accumulated over multiple moves, progressively limiting the available movement area.
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**Fix Applied**:
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- Replaced the restrictive `Math.max/Math.min` clamping with conditional clamping that only applies when actually needed
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- Improved the `moveStep` function to properly calculate bounds and only clamp when necessary
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- Fixed position tracking in the animation system to prevent drift
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- Added debug logging to track movement behavior
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### 3. Pixelation Issue
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**Issue**: UI elements appear pixelated or blurry.
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**Fix Applied**:
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- Added proper DPI handling options in window creation
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- Added `useContentSize: true` to ensure proper content sizing
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- Added `disableAutoHideCursor: true` to prevent cursor-related rendering issues
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- Added `experimentalFeatures: false` for stable rendering
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## Testing Instructions
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### Test 1: Resize Behavior
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1. Start the application
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2. Switch between different header states (API key input, main header, permission setup)
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3. Verify that the window resizes smoothly and maintains proper centering
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4. Check that window width doesn't increase unexpectedly during normal operations
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5. Try long-pressing on the window and verify no unexpected width changes occur
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### Test 2: Movement Behavior
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1. Start the application with main header visible
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2. Use keyboard shortcuts to move the window in all directions (up, down, left, right)
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3. Move the window multiple times in the same direction
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4. Verify that the movement range doesn't become progressively restricted
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5. Test moving to different screen edges and verify consistent behavior
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6. Try dragging the window and verify smooth movement without restrictions
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### Test 3: Pixelation
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1. Start the application
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2. Check that all UI elements are crisp and clear
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3. Try moving the window between different displays (if available)
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4. Verify that text and icons remain sharp
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## Debug Information
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The following debug logs have been added to help track issues:
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- `[WindowManager] Resize request: WIDTHxHEIGHT` - Tracks resize requests
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- `[WindowManager] Current bounds: WIDTHxHEIGHT at (X, Y)` - Shows current window bounds
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- `[WindowManager] Already at target size, skipping resize` - Prevents unnecessary operations
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- `[MovementManager] Moving DIRECTION from (X, Y)` - Tracks movement requests
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- `[MovementManager] Clamped Y to top/bottom edge` - Shows when clamping occurs
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- `[MovementManager] Final position: (X, Y), Work area: ...` - Shows final calculated position
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## Expected Behavior After Fix
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1. Window resizing should be smooth and maintain proper centering
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2. Window width should not increase unexpectedly during any operations
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3. Movement should be consistent with full range available at all times
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4. No progressive restriction of movement area should occur
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5. UI elements should appear crisp and clear without pixelation
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6. Debug logs should show proper bounds calculation and movement behavior
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## Files Modified
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- `src/electron/windowManager.js` - Fixed resize-header-window handler and added debug logging
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- `src/electron/smoothMovementManager.js` - Fixed moveStep function and animation position tracking
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## Branch
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- `fix-window-resize-movement-issue`
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This fix addresses all three issues mentioned in the original GitHub issue #65.
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