Couple fixes related to Fullscreen game list rendering
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@ -294,7 +294,7 @@ namespace Playnite.FullscreenApp.Controls
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OnInternalChildrenGenerated();
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}
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if (availableSize.Width == double.PositiveInfinity || availableSize.Height == double.PositiveInfinity)
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if (double.IsPositiveInfinity(availableSize.Width) || double.IsPositiveInfinity(availableSize.Height))
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{
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return GetExtent();
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}
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@ -327,6 +327,13 @@ namespace Playnite.FullscreenApp.Controls
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{
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if (UseHorizontalLayout)
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{
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if (computedRows == 0)
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return new Rect(
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itemWidth * 0.25,
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centerMargin,
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itemWidth,
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itemHeight);
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var row = itemIndex % computedRows;
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var column = itemIndex < row ? 0 : (int)Math.Floor(itemIndex / (double)computedRows);
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return new Rect(
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@ -337,6 +344,13 @@ namespace Playnite.FullscreenApp.Controls
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}
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else
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{
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if (computedColumns == 0)
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return new Rect(
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centerMargin,
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(marginOffset / 2) * itemHeight,
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itemWidth,
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itemHeight);
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var column = itemIndex % computedColumns;
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var row = itemIndex < column ? 0 : (int)Math.Floor(itemIndex / (double)computedColumns);
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return new Rect(
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@ -441,6 +455,9 @@ namespace Playnite.FullscreenApp.Controls
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if (UseHorizontalLayout)
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{
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if (computedRows == 0)
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return new Size(centerMargin * 2, viewport.Height);
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var totalColumns = (int)Math.Ceiling(itemCount / (double)computedRows);
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return new Size(
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(totalColumns * itemWidth) + (centerMargin * 2),
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@ -448,6 +465,9 @@ namespace Playnite.FullscreenApp.Controls
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}
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else
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{
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if (computedColumns == 0)
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return new Size(viewport.Width, 0);
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var totalRows = (int)Math.Ceiling(itemCount / (double)computedColumns);
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return new Size(
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viewport.Width,
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