fix(ui): theme-aware modal backdrop + full-window lock overlay
Address two GUI-review points: 1. Light themes no longer get a dark modal backdrop: DrawFullWindowBlurBackdrop now tints toward the theme app background (WithAlpha(Background(), ...)) for both the opaque base and the frost, so a light theme gets a light frosted backdrop and a dark theme a dark one. Fixes all blur overlays, not just the lock screen. 2. The lock screen now blurs the WHOLE window (sidebar included), not just the content area: renderLockScreen opens a full-viewport borderless overlay window (##LockOverlay, same pattern as the modal overlays / portfolio, opened from within ##ContentArea) with an input blocker, instead of drawing in the content child. Removed the theme-independent dark scrim (contradicted point 1). Auth logic untouched. Needs GUI re-verify of all auth paths + that the whole screen (incl. sidebar) obscures on lock and unlock returns cleanly. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -767,9 +767,28 @@ void App::checkIdleMining() {
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void App::renderLockScreen() {
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using namespace ui::material;
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// Full-window lock overlay: cover the ENTIRE viewport (sidebar included) so the whole screen is
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// obscured while locked, not just the tab-content area. A borderless, transparent, focused window
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// over the main viewport (same pattern as the modal overlays; opened from within ##ContentArea,
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// like the portfolio modal). Ended at the bottom of this function.
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ImGuiViewport* vp = ImGui::GetMainViewport();
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ImVec2 winPos = vp->Pos, winSize = vp->Size;
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ImGui::SetNextWindowPos(winPos);
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ImGui::SetNextWindowSize(winSize);
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ImGui::SetNextWindowFocus();
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ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0)); // transparent — we draw the backdrop
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
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ImGui::Begin("##LockOverlay", nullptr,
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ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
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ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse |
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ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoSavedSettings);
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ImDrawList* dl = ImGui::GetWindowDrawList();
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ImVec2 winPos = ImGui::GetWindowPos();
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ImVec2 winSize = ImGui::GetWindowSize();
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// Consume input to everything behind (sidebar included) while locked.
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ImGui::SetCursorScreenPos(winPos);
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ImGui::InvisibleButton("##LockInputBlocker", winSize,
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ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle);
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// Live-blur backdrop over the wallet content while locked — matches the app's modal look AND
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// obscures the wallet for privacy (the old backdrop defaulted to 0 = fully visible). Capture-once
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@@ -793,10 +812,6 @@ void App::renderLockScreen() {
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cap.captureFrames--;
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}
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DrawFullWindowBlurBackdrop(dl, winPos, winMax, /*allowBlur=*/!justLocked);
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// A lock screen should read as a clearly-dimmed "locked" state; the blur alone is light in a
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// light theme, which washes out the card. Add a theme-independent dark scrim over the blur so
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// the card pops in both themes (standard lock-screen dimming).
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dl->AddRectFilled(winPos, winMax, IM_COL32(6, 8, 16, 140));
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MarkBlurOverlayDrawn(nullptr); // suppress foreground theme-effect bleed + re-capture on unlock
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}
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@@ -1068,6 +1083,10 @@ void App::renderLockScreen() {
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unlockWallet(std::string(lock_passphrase_buf_), timeout);
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}
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}
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ImGui::End(); // ##LockOverlay
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ImGui::PopStyleVar(3); // WindowRounding, WindowBorderSize, WindowPadding
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ImGui::PopStyleColor(); // WindowBg
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}
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// ===========================================================================
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@@ -497,7 +497,9 @@ inline void DrawGlassPanel(ImDrawList* dl, const ImVec2& pMin,
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inline void DrawFullWindowBlurBackdrop(ImDrawList* dl, const ImVec2& pMin, const ImVec2& pMax,
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bool allowBlur = true)
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{
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dl->AddRectFilled(pMin, pMax, IM_COL32(9, 10, 16, 255)); // opaque base (shows through if the blur is faint)
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// Theme-aware tones: a light theme gets a light frosted backdrop, a dark theme a dark one — the
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// backdrop tints toward the app background rather than a hardcoded dark.
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dl->AddRectFilled(pMin, pMax, WithAlpha(Background(), 255)); // opaque base (fallback / faint-blur show-through)
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if (allowBlur && IsBackdropActive() && !dragonx::ui::effects::isLowSpecMode()
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&& effects::ImGuiAcrylic::IsEnabled() && effects::ImGuiAcrylic::IsAvailable()) {
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// Safe to use a strong custom radius here: while a full-window overlay is active every glass
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@@ -507,7 +509,7 @@ inline void DrawFullWindowBlurBackdrop(ImDrawList* dl, const ImVec2& pMin, const
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params.blurRadius = 64.0f; // strong full-window blur
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params.fallbackColor.w = 1.0f; // full-strength blur so the live content reads
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effects::ImGuiAcrylic::DrawAcrylicRect(dl, pMin, pMax, params, 0.0f);
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dl->AddRectFilled(pMin, pMax, IM_COL32(6, 8, 18, 70)); // slight dim so the card reads as foreground
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dl->AddRectFilled(pMin, pMax, WithAlpha(Background(), 70)); // subtle theme-tinted frost so the card reads as foreground
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}
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}
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