The fixes 9f9242f 
<https://github.com/Polymer/core-header-panel/commit/9f9242fc3ba72509028e68ce1153d7c14fe4850a>
 do 
not make it possible to create components, sons of "#mainContainer" in 
position: fixed
In the previous version the bug was not present.

Fixes 9f9242f 
<https://github.com/Polymer/core-header-panel/commit/9f9242fc3ba72509028e68ce1153d7c14fe4850a>
 code
#mainContainer {transform: translateZ(0);}

Consider solution code
#mainContainer {transform: translateZ(1);}


 

On Sunday, 17 May 2015 03:02:42 UTC+2, Eric Eslinger wrote:
>
> I have two codepens:
>
> http://codepen.io/ericeslinger/pen/bdedgp
>
> and
>
> http://codepen.io/ericeslinger/pen/jPrPyy
>
> Both are basic core-scaffolds that more-or-less do the same thing. There's 
> a core-scaffold, inside the main is a small thing and a tall thing, so the 
> core-header-panel in the scaffold has to scroll up and down.
>
> In the first pen, there's a position: fixed element *inside* the <div 
> main> element in the core-scaffold. This is a light dom element that's 
> getting projected into the shadow root.
>
> In the second pen, the position: fixed element is outside the 
> <core-scaffold>. It renders how I would expect things - fixed to the bottom 
> of the window, and the core-header-panel scrolls below it.
>
> The thing is, according to the MDN documentation on position: fixed, I'd 
> expect these two things to render the same way. A position fixed element 
> should be as large as the window's viewport, and stuck to the bottom of the 
> viewport. In this case, that's not happening. Instead, the position-fixed 
> item inside the core-scaffold renders at the bottom of the viewport when it 
> first draws, but subsequent scrolling makes it scroll up and down. Further, 
> it's the width of its parent, rather than the width of the viewport.
>
> Is this expected behavior?
>
> At the end of the day, I want a classic "bottom-drawer" type of interface 
> item here, but something which I can define inside the scroller (due to 
> data scoping). I'd rather not have to manually add and subtract these 
> things on the Body itself, as that messes up other event passing.
>

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