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style(runner): trim non-load-bearing comments from this PR's runner code and tests
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@@ -440,10 +440,8 @@ func appIsForeground(ctx context.Context, options Options) bool {
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if foreground != options.BundleID {
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return false
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}
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// The app is the resumed activity, but a system overlay (the notification
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// shade) can own the focused window while the app stays resumed; firing the
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// action would land on the overlay. Mirror ensureForeground's focus check
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// here so the apply-time guard skips and the next step dismisses it.
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// A system overlay can own the focused window while the app stays resumed,
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// so mirror ensureForeground's focus check rather than act on the overlay.
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focusChecker, ok := options.Driver.(driver.FocusedWindowChecker)
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if !ok {
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return true
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@@ -463,7 +461,7 @@ const foregroundReadyAttempts = 8
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// focusTapSettle is the pause after tapping a field to focus it, before typing.
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// Long enough for focus to land, short enough to avoid the ~500ms-1s full
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// settle the keyboard's open animation would otherwise cost every InputText
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// step on a physical device. A var so tests can shorten it.
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// step on a physical device.
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var focusTapSettle = 250 * time.Millisecond
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// waitForForeground blocks until the app under test is actually on screen, so
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@@ -793,15 +791,9 @@ func clampGestureToSafeArea(fromX, fromY, toX, toY int, screen hierarchy.Bounds)
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if width <= 0 || height <= 0 {
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return fromX, fromY, toX, toY
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}
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// Only the touch-down point opens the shade, and only when it lands in the
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// top status strip; the margin clears it (calibrated as a fraction of
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// height so origins below ~8% of height no longer open the shade). When the
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// origin is too high, translate the whole segment down by the same delta
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// rather than clamping the origin alone, which could push it past the
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// destination and reverse the gesture (a near-top scroll would then flip
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// direction). Side and bottom edge gestures are disabled by
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// ForceThreeButtonNav, so only the top needs a margin; endpoints are
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// otherwise just kept on screen.
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// Translate the whole segment when the origin is in the top margin, rather
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// than clamping the origin alone, which could push it past the destination
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// and reverse a near-top scroll.
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marginY := height / 12
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if shortfall := (screen.Top + marginY) - fromY; shortfall > 0 {
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fromY += shortfall
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