ObsidianDragon - DragonX ImGui Wallet
Full-node GUI wallet for DragonX cryptocurrency. Built with Dear ImGui, SDL3, and OpenGL3/DX11. Features: - Send/receive shielded and transparent transactions - Autoshield with merged transaction display - Built-in CPU mining (xmrig) - Peer management and network monitoring - Wallet encryption with PIN lock - QR code generation for receive addresses - Transaction history with pagination - Console for direct RPC commands - Cross-platform (Linux, Windows)
This commit is contained in:
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src/ui/sidebar.h
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815
src/ui/sidebar.h
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// DragonX Wallet - ImGui Edition
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// Copyright 2024-2026 The Hush Developers
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// Released under the GPLv3
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#pragma once
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#include "imgui.h"
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#include "material/type.h"
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#include "material/colors.h"
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#include "material/draw_helpers.h"
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#include "layout.h"
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#include "schema/ui_schema.h"
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#include "../embedded/IconsMaterialDesign.h"
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#include <cstdio>
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#include <cmath>
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namespace dragonx {
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namespace ui {
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// Navigation pages — order matches sidebar display order
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enum class NavPage {
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Overview = 0,
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Send,
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Receive,
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History,
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// --- separator ---
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Mining,
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Market,
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// --- separator ---
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Console,
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Peers,
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Settings,
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Count_
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};
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struct NavItem {
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const char* label;
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NavPage page;
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const char* section_label; // if non-null, render section label above this item
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};
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inline const NavItem kNavItems[] = {
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{ "Overview", NavPage::Overview, nullptr },
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{ "Send", NavPage::Send, nullptr },
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{ "Receive", NavPage::Receive, nullptr },
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{ "History", NavPage::History, nullptr },
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{ "Mining", NavPage::Mining, "TOOLS" },
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{ "Market", NavPage::Market, nullptr },
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{ "Console", NavPage::Console, "ADVANCED" },
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{ "Network", NavPage::Peers, nullptr },
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{ "Settings", NavPage::Settings, nullptr },
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};
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static_assert(sizeof(kNavItems) / sizeof(kNavItems[0]) == (int)NavPage::Count_,
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"kNavItems must match NavPage::Count_");
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// Get the Material Design icon string for a navigation page.
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inline const char* GetNavIconMD(NavPage page)
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{
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switch (page) {
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case NavPage::Overview: return ICON_MD_HOME;
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case NavPage::Send: return ICON_MD_CALL_MADE;
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case NavPage::Receive: return ICON_MD_CALL_RECEIVED;
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case NavPage::History: return ICON_MD_HISTORY;
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case NavPage::Mining: return ICON_MD_CONSTRUCTION;
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case NavPage::Market: return ICON_MD_TRENDING_UP;
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case NavPage::Console: return ICON_MD_TERMINAL;
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case NavPage::Peers: return ICON_MD_HUB;
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case NavPage::Settings: return ICON_MD_SETTINGS;
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default: return ICON_MD_HOME;
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}
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}
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// Draw a Material Design icon centered at (cx, cy) with the given color.
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// Uses the medium (18px) icon font from Typography.
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inline void DrawNavIcon(ImDrawList* dl, NavPage page, float cx, float cy, float /*s*/, ImU32 col)
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{
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ImFont* iconFont = material::Type().iconMed();
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const char* icon = GetNavIconMD(page);
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ImVec2 sz = iconFont->CalcTextSizeA(iconFont->LegacySize, 1000.0f, 0.0f, icon);
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dl->AddText(iconFont, iconFont->LegacySize,
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ImVec2(cx - sz.x * 0.5f, cy - sz.y * 0.5f), col, icon);
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}
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// Lightweight badge / status data the caller provides each frame.
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// Counts <= 0 mean "no badge". -1 means "show dot only" (no number).
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struct SidebarStatus {
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int unconfirmedTxCount = 0; // badge on History
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bool miningActive = false; // green dot on Mining
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int peerCount = 0; // badge on Peers
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// Exit
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bool exitClicked = false;
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// Branding logo (optional — loaded at startup)
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ImTextureID logoTexID = 0;
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int logoW = 0;
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int logoH = 0;
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// Gradient overlay texture (optional)
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ImTextureID gradientTexID = 0;
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};
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// Draw an inset cutout bevel around a button rect — the "channel" carved
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// into the sidebar surface that the raised button sits inside.
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// Highlights and shadows are flipped relative to the button bevel so the
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// cutout looks like it is recessed into the material. Light source: top-left.
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inline void DrawGlassCutout(ImDrawList* dl, ImVec2 mn, ImVec2 mx,
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float rnd, float gap = 2.0f)
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{
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float w = mx.x - mn.x + gap * 2.0f;
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float h = mx.y - mn.y + gap * 2.0f;
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if (w < 1.0f || h < 1.0f) return;
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// Cached cutout style — refreshed once per theme reload
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struct CutoutStyleCache {
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uint32_t gen = 0;
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float shadowAlpha, highlightAlpha, lineW;
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float glowExpand, glowAlpha, glowLineW;
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};
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static CutoutStyleCache s_cc;
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{
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uint32_t g = schema::UI().generation();
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if (g != s_cc.gen) {
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s_cc.gen = g;
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auto rd = [](const char* key, float fb) {
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auto e = schema::UI().drawElement("components.sidebar", key);
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return e.size >= 0 ? e.size : fb;
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};
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s_cc.shadowAlpha = rd("cutout-shadow-alpha", 55.0f);
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s_cc.highlightAlpha = rd("cutout-highlight-alpha", 16.0f);
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s_cc.lineW = rd("cutout-line-width", 0.75f);
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s_cc.glowExpand = rd("cutout-glow-expand", 1.5f);
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s_cc.glowAlpha = rd("cutout-glow-alpha", 35.0f);
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s_cc.glowLineW = rd("cutout-glow-line-width", 1.5f);
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}
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}
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ImVec2 cMn(mn.x - gap, mn.y - gap);
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ImVec2 cMx(mx.x + gap, mx.y + gap);
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float cRnd = rnd + gap;
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float cx = (cMn.x + cMx.x) * 0.5f;
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float cy = (cMn.y + cMx.y) * 0.5f;
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// Fast directional light factor — algebraic approximation of angular
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// proximity to fixed light at -135°. Replaces atan2f per vertex with
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// a dot-product + clamp (no trig, no sqrt).
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float invHalfW = 2.0f / w;
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float invHalfH = 2.0f / h;
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auto lightFactor = [cx, cy, invHalfW, invHalfH](float px, float py) -> float {
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float nx = (px - cx) * invHalfW;
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float ny = (py - cy) * invHalfH;
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return ImClamp(0.5f + 0.3536f * (-nx - ny), 0.0f, 1.0f);
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};
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float fadeStart = 0.30f, fadeEnd = 0.55f;
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int shA = (int)s_cc.shadowAlpha;
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int hiA = (int)s_cc.highlightAlpha;
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float lineW = s_cc.lineW;
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// --- Outer glow pass: wider, softer dark edge on top-left ---
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float glowExpand = s_cc.glowExpand;
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int glowA = (int)s_cc.glowAlpha;
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float glowLineW = s_cc.glowLineW;
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{
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ImVec2 gMn(cMn.x - glowExpand, cMn.y - glowExpand);
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ImVec2 gMx(cMx.x + glowExpand, cMx.y + glowExpand);
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float gRnd = cRnd + glowExpand;
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int v0 = dl->VtxBuffer.Size;
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dl->AddRect(gMn, gMx, IM_COL32(0, 0, 0, 1), gRnd, 0, glowLineW);
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int v1 = dl->VtxBuffer.Size;
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for (int i = v0; i < v1; i++) {
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ImDrawVert& v = dl->VtxBuffer[i];
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float lf = lightFactor(v.pos.x, v.pos.y);
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float fade = ImClamp((lf - 0.25f) / 0.30f, 0.0f, 1.0f);
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int a = (int)(glowA * fade);
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v.col = IM_COL32(0, 0, 0, (unsigned char)ImClamp(a, 0, 255));
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}
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}
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// --- Crisp shadow pass (on light-facing edges — top-left dark edge) ---
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{
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int v0 = dl->VtxBuffer.Size;
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dl->AddRect(cMn, cMx, IM_COL32(0, 0, 0, 1), cRnd, 0, lineW);
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int v1 = dl->VtxBuffer.Size;
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for (int i = v0; i < v1; i++) {
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ImDrawVert& v = dl->VtxBuffer[i];
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float lf = lightFactor(v.pos.x, v.pos.y);
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float fade = ImClamp((lf - fadeStart) / (fadeEnd - fadeStart), 0.0f, 1.0f);
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int a = (int)(shA * fade);
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v.col = IM_COL32(0, 0, 0, (unsigned char)ImClamp(a, 0, 255));
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}
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}
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// --- Highlight pass (on shadow-facing edges — bottom-right highlight) ---
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{
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int v0 = dl->VtxBuffer.Size;
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dl->AddRect(cMn, cMx, IM_COL32(255, 255, 255, 1), cRnd, 0, lineW);
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int v1 = dl->VtxBuffer.Size;
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for (int i = v0; i < v1; i++) {
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ImDrawVert& v = dl->VtxBuffer[i];
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float lf = lightFactor(v.pos.x, v.pos.y);
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float sf = 1.0f - lf;
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float fade = ImClamp((sf - fadeStart) / (fadeEnd - fadeStart), 0.0f, 1.0f);
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int a = (int)(hiA * fade);
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v.col = IM_COL32(255, 255, 255, (unsigned char)ImClamp(a, 0, 255));
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}
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}
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}
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// Draw a neumorphic button molded from the sidebar surface itself.
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// No contrasting fill — uses only shadows and highlights so the button
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// appears to be the exact same material as the sidebar, just shaped.
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// Light source: top-left. depth controls the press amount:
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// 0.0 = fully raised / convex (normal idle state)
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// 0.5 = half-pressed (hover state)
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// 1.0 = fully pressed in (selected / clicked)
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inline void DrawGlassBevelButton(ImDrawList* dl, ImVec2 mn, ImVec2 mx,
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float rnd, float depth = 0.0f, int /*fillAlpha*/ = 18)
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{
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float w = mx.x - mn.x;
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float h = mx.y - mn.y;
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if (w < 1.0f || h < 1.0f) return;
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float inv = 1.0f - depth; // 1 raised, 0 pressed
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// ---- Directional bevel + neumorphic glow ----
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// Multiple concentric AddRect outline passes with directional vertex
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// coloring. Wider outer passes (expanded rect) create soft shadow glow;
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// inner pass gives crisp bevel edge. All use AddRect with rounding so
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// every layer follows the rounded corners perfectly — no clip rects needed.
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{
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float cx = (mn.x + mx.x) * 0.5f;
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float cy = (mn.y + mx.y) * 0.5f;
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// Fast directional light factor — algebraic dot-product approximation
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// of angular proximity to fixed light at -135°. No trig, no sqrt.
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float invHalfW = 2.0f / w;
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float invHalfH = 2.0f / h;
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auto lightFactor = [cx, cy, invHalfW, invHalfH](float px, float py) -> float {
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float nx = (px - cx) * invHalfW;
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float ny = (py - cy) * invHalfH;
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return ImClamp(0.5f + 0.3536f * (-nx - ny), 0.0f, 1.0f);
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};
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struct BevelPass { float expand; float lineW; float fadeStart; float fadeEnd; };
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BevelPass passes[] = {
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{ 0.5f, 0.75f, 0.30f, 0.55f }, // Outer glow (thin)
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{ 0.0f, 0.75f, 0.38f, 0.58f }, // Inner crisp bevel
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};
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for (auto& bp : passes) {
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// Compute directional alpha.
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// Outer passes fade out when pressed; inner bevel swaps direction.
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int hiA, shA;
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if (bp.expand > 0.0f) {
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float baseHi = (bp.expand > 1.0f) ? 12.0f : 18.0f;
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float baseSh = (bp.expand > 1.0f) ? 20.0f : 30.0f;
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hiA = (int)(baseHi * inv);
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shA = (int)(baseSh * inv);
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} else {
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hiA = (int)(40.0f * inv + 15.0f * depth);
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shA = (int)(45.0f * inv + 60.0f * depth);
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}
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ImVec2 pMn(mn.x - bp.expand, mn.y - bp.expand);
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ImVec2 pMx(mx.x + bp.expand, mx.y + bp.expand);
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float pRnd = rnd + bp.expand;
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// Highlight pass (light-facing edges)
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{
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int v0 = dl->VtxBuffer.Size;
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dl->AddRect(pMn, pMx, IM_COL32(255, 255, 255, 1), pRnd, 0, bp.lineW);
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int v1 = dl->VtxBuffer.Size;
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for (int i = v0; i < v1; i++) {
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ImDrawVert& v = dl->VtxBuffer[i];
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float lf = lightFactor(v.pos.x, v.pos.y);
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float fade = ImClamp((lf - bp.fadeStart) / (bp.fadeEnd - bp.fadeStart), 0.0f, 1.0f);
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int targetA = (depth < 0.5f) ? hiA : shA;
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int a = (int)(targetA * fade);
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v.col = (depth < 0.5f)
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? IM_COL32(255, 255, 255, (unsigned char)ImClamp(a, 0, 255))
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: IM_COL32(0, 0, 0, (unsigned char)ImClamp(a, 0, 255));
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}
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}
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// Shadow pass (shadow-facing edges)
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{
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int v0 = dl->VtxBuffer.Size;
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dl->AddRect(pMn, pMx, IM_COL32(0, 0, 0, 1), pRnd, 0, bp.lineW);
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int v1 = dl->VtxBuffer.Size;
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for (int i = v0; i < v1; i++) {
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ImDrawVert& v = dl->VtxBuffer[i];
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float lf = lightFactor(v.pos.x, v.pos.y);
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float sf = 1.0f - lf;
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float fade = ImClamp((sf - bp.fadeStart) / (bp.fadeEnd - bp.fadeStart), 0.0f, 1.0f);
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int targetA = (depth < 0.5f) ? shA : hiA;
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int a = (int)(targetA * fade);
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v.col = (depth < 0.5f)
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? IM_COL32(0, 0, 0, (unsigned char)ImClamp(a, 0, 255))
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: IM_COL32(255, 255, 255, (unsigned char)ImClamp(a, 0, 255));
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}
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}
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}
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}
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// ---- 3. Inset shadow (scales with depth, emanates from all edges inward) ----
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// Uses concentric rounded rects with decreasing alpha to avoid triangle
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// interpolation artifacts that occur with single-rect vertex color hacking.
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// Cached inset shadow style — refreshed once per theme reload
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struct InsetCache {
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uint32_t gen = 0;
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float threshold, inset, maxAlpha, fadeRatio;
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};
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static InsetCache s_ic;
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{
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uint32_t g = schema::UI().generation();
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if (g != s_ic.gen) {
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s_ic.gen = g;
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auto rd = [](const char* key, float fb) {
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auto e = schema::UI().drawElement("components.sidebar", key);
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return e.size >= 0 ? e.size : fb;
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};
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s_ic.threshold = rd("inset-shadow-threshold", 0.1f);
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s_ic.inset = rd("inset-shadow-inset", 1.0f);
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s_ic.maxAlpha = rd("inset-shadow-max-alpha", 140.0f);
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s_ic.fadeRatio = rd("inset-shadow-fade-ratio", 0.35f);
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}
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}
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if (depth > s_ic.threshold) {
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float baseInset = s_ic.inset;
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int shadowMax = (int)(s_ic.maxAlpha * depth);
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float fadeRatio = s_ic.fadeRatio;
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float bW = mx.x - mn.x - baseInset * 2.0f;
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float bH = mx.y - mn.y - baseInset * 2.0f;
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if (bW > 0.0f && bH > 0.0f) {
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float fadeDepth = ImMin(bW, bH) * fadeRatio;
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const int steps = 8;
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// Draw inside-out: innermost (lightest) first, then progressively
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// larger/darker rects on top. Each outer rect extends further toward
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// the edges, adding darkness only at the perimeter.
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for (int s = steps - 1; s >= 0; s--) {
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float t = (float)s / (float)(steps - 1); // 0 = edge, 1 = deepest
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float shrink = baseInset + t * fadeDepth;
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ImVec2 sMn(mn.x + shrink, mn.y + shrink);
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ImVec2 sMx(mx.x - shrink, mx.y - shrink);
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if (sMx.x <= sMn.x || sMx.y <= sMn.y) continue;
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float sRnd = ImMax(rnd - shrink, 0.0f);
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// Quadratic falloff: darkest at edge (t=0), zero at center (t=1)
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float alpha01 = (1.0f - t) * (1.0f - t);
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int a = (int)((float)shadowMax * alpha01);
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if (a < 1) continue;
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dl->AddRectFilled(sMn, sMx, IM_COL32(0, 0, 0, (unsigned char)ImClamp(a, 0, 255)), sRnd);
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}
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}
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}
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// (No specular highlight — same matte material as sidebar)
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}
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// Render the sidebar navigation. Returns true if the page changed.
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// collapsed: when true, sidebar is in icon-only mode (narrow width).
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// The caller can toggle collapsed via a reference if a toggle button is desired.
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inline bool RenderSidebar(NavPage& current, float sidebarWidth, float contentHeight,
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SidebarStatus& status, bool& collapsed)
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{
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using namespace material;
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bool changed = false;
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// Collect button rects so we can punch holes in the glass panel fill
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// to avoid opacity stacking (buttons should be same opacity as sidebar).
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struct Rect { ImVec2 mn, mx; float rnd; };
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ImVector<Rect> buttonRects;
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const auto& S = schema::UISchema::instance();
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// Read sidebar layout from schema (with fallbacks)
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// All TOML values are in logical pixels; multiply by DPI scale
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// for correct physical pixel sizing on high-DPI displays.
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const float dp = Layout::dpiScale();
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auto sde = [&](const char* key, float fallback) {
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auto e = S.drawElement("components.sidebar", key);
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return (e.size >= 0 ? e.size : fallback) * dp;
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};
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const float sbWidth = sde("width", 160.0f);
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const float sbCollapsedWidth = sde("collapsed-width", 64.0f);
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const float glassMarginY = sde("glass-margin-y", 6.0f);
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const float glassMarginL = sde("glass-margin-left", 6.0f);
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const float glassMarginR = sde("glass-margin-right", 2.0f);
|
||||
const float stripH = sde("strip-height", 20.0f);
|
||||
const float btnPadCollapsed = sde("button-pad-collapsed", 8.0f);
|
||||
const float btnPadExpanded = sde("button-pad-expanded", 14.0f);
|
||||
const float iconHalfSize = sde("icon-half-size", 7.0f);
|
||||
const float iconLabelGap = sde("icon-label-gap", 8.0f);
|
||||
const float badgeRadiusDot = sde("badge-radius-dot", 4.0f);
|
||||
const float badgeRadiusNumber = sde("badge-radius-number", 8.0f);
|
||||
const float bottomPadding = sde("bottom-padding", 6.0f);
|
||||
const float exitIconGap = sde("exit-icon-gap", 4.0f);
|
||||
const float sbSectionLabelPadLeft = sde("section-label-pad-left", 16.0f);
|
||||
const float sbItemPadX = sde("item-pad-x", 8.0f);
|
||||
|
||||
// Base values for responsive scaling
|
||||
const float baseItemHeight = sde("item-height", 46.0f);
|
||||
const float baseNavGap = sde("nav-gap", 20.0f);
|
||||
const float baseSectionGap = sde("section-gap", 12.0f);
|
||||
const float baseButtonSpacing = sde("button-spacing", 3.0f);
|
||||
|
||||
// Estimate total sidebar content height at base sizes to detect overflow.
|
||||
// Fixed chrome: top margin + collapse strip + exit strip + bottom padding
|
||||
const float fixedChrome = glassMarginY + stripH + stripH + bottomPadding;
|
||||
// Section labels: 2 sections × (gap + label height + pad)
|
||||
const float sectionLabelH = 2.0f * (baseSectionGap + 13.0f * dp);
|
||||
// Nav items: 9 items × (height + spacing)
|
||||
const float navItemsH = (float)(int)NavPage::Count_ * (baseItemHeight + baseButtonSpacing);
|
||||
const float baseContentH = fixedChrome + baseNavGap + navItemsH + sectionLabelH;
|
||||
|
||||
// Responsive shrink: if content would overflow, scale down flexible sizes.
|
||||
// Clamp scale so buttons never shrink below what fits in the minimum
|
||||
// sidebar height defined in ui.toml ("min-height").
|
||||
float sidebarMinHeight = sde("min-height", 360.0f);
|
||||
float scaleFloor = 0.55f;
|
||||
if (sidebarMinHeight > fixedChrome) {
|
||||
float flexH = baseContentH - fixedChrome;
|
||||
if (flexH > 0.0f) {
|
||||
float minFlex = sidebarMinHeight - fixedChrome;
|
||||
scaleFloor = std::max(0.55f, minFlex / flexH);
|
||||
}
|
||||
}
|
||||
float sidebarScale = 1.0f;
|
||||
if (baseContentH > contentHeight && contentHeight > fixedChrome) {
|
||||
float flexH = baseContentH - fixedChrome;
|
||||
float availFlex = contentHeight - fixedChrome;
|
||||
sidebarScale = std::max(scaleFloor, availFlex / flexH);
|
||||
}
|
||||
|
||||
const float sbItemHeight = baseItemHeight * sidebarScale;
|
||||
const float navGap = baseNavGap * sidebarScale;
|
||||
const float sbSectionGap = baseSectionGap * sidebarScale;
|
||||
const float buttonSpacing = baseButtonSpacing * sidebarScale;
|
||||
|
||||
// How "expanded" are we? 0.0 = fully collapsed, 1.0 = fully expanded
|
||||
float expandFrac = (sbWidth > sbCollapsedWidth)
|
||||
? (sidebarWidth - sbCollapsedWidth) / (sbWidth - sbCollapsedWidth)
|
||||
: 1.0f;
|
||||
if (expandFrac < 0.0f) expandFrac = 0.0f;
|
||||
if (expandFrac > 1.0f) expandFrac = 1.0f;
|
||||
bool showLabels = expandFrac > 0.3f; // hide labels during early part of animation
|
||||
|
||||
// Glass panel rounding from responsive schema
|
||||
float glassRounding = [&]() {
|
||||
float v = S.drawElement("responsive", "glass-rounding").size;
|
||||
return (v >= 0 ? v : 8.0f) * dp;
|
||||
}();
|
||||
|
||||
ImGui::BeginChild("##Sidebar", ImVec2(sidebarWidth, contentHeight), false,
|
||||
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoBackground);
|
||||
|
||||
ImDrawList* dl = ImGui::GetWindowDrawList();
|
||||
ImVec2 wp = ImGui::GetWindowPos();
|
||||
|
||||
// Glass card background — inset with rounded corners, matching content cards
|
||||
float sidebarMarginY = glassMarginY; // top & bottom inset
|
||||
float sidebarMarginL = glassMarginL; // left inset
|
||||
float sidebarMarginR = glassMarginR; // right inset (tighter on content side)
|
||||
// Panel bounds
|
||||
float panelLeft = wp.x + sidebarMarginL;
|
||||
float panelRight = wp.x + sidebarWidth - sidebarMarginR;
|
||||
|
||||
// Defer glass panel drawing until we know content height (channel 0 = background)
|
||||
ImDrawListSplitter splitter;
|
||||
splitter.Split(dl, 2);
|
||||
splitter.SetCurrentChannel(dl, 1);
|
||||
|
||||
// Top padding (just the margin — collapse button sits at panel top)
|
||||
ImGui::Dummy(ImVec2(0, sidebarMarginY));
|
||||
|
||||
// ---- Collapse toggle — flush strip at top of sidebar panel ----
|
||||
{
|
||||
ImVec2 savedCursor = ImGui::GetCursorScreenPos();
|
||||
float rnd = glassRounding;
|
||||
// Strip spans full panel width, sits inside top of panel
|
||||
float stripX = panelLeft;
|
||||
float stripW = panelRight - panelLeft;
|
||||
float stripY = wp.y + sidebarMarginY;
|
||||
ImVec2 stripMin(stripX, stripY);
|
||||
ImVec2 stripMax(stripX + stripW, stripY + stripH);
|
||||
|
||||
ImGui::SetCursorScreenPos(stripMin);
|
||||
if (ImGui::InvisibleButton("##SidebarCollapse", ImVec2(stripW, stripH))) {
|
||||
collapsed = !collapsed;
|
||||
}
|
||||
bool btnHover = ImGui::IsItemHovered();
|
||||
|
||||
// Draw strip background — flush with panel top (no extra rounding, blends in)
|
||||
ImU32 stripBg = btnHover ? schema::UI().resolveColor("var(--sidebar-hover)", IM_COL32(255, 255, 255, 25)) : IM_COL32(0, 0, 0, 0);
|
||||
if (btnHover) {
|
||||
dl->AddRectFilled(stripMin, stripMax, stripBg,
|
||||
rnd, ImDrawFlags_RoundCornersTop);
|
||||
}
|
||||
// Subtle bottom separator
|
||||
dl->AddLine(ImVec2(stripMin.x + rnd * 0.5f, stripMax.y),
|
||||
ImVec2(stripMax.x - rnd * 0.5f, stripMax.y),
|
||||
schema::UI().resolveColor("var(--sidebar-divider)", IM_COL32(255, 255, 255, 15)), 1.0f);
|
||||
|
||||
if (btnHover) ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
|
||||
|
||||
// Chevron icon centered in strip
|
||||
ImU32 iconCol = btnHover ? OnSurface() : schema::UI().resolveColor("var(--sidebar-icon)", IM_COL32(255, 255, 255, 60));
|
||||
float cx = stripX + stripW * 0.5f;
|
||||
float cy = stripY + stripH * 0.5f;
|
||||
{
|
||||
ImFont* iconFont = Type().iconSmall();
|
||||
const char* chevIcon = collapsed ? ICON_MD_CHEVRON_RIGHT : ICON_MD_CHEVRON_LEFT;
|
||||
ImVec2 chevSz = iconFont->CalcTextSizeA(iconFont->LegacySize, 1000.0f, 0.0f, chevIcon);
|
||||
dl->AddText(iconFont, iconFont->LegacySize,
|
||||
ImVec2(cx - chevSz.x * 0.5f, cy - chevSz.y * 0.5f), iconCol, chevIcon);
|
||||
}
|
||||
|
||||
ImGui::SetCursorScreenPos(savedCursor); // restore — toggle is an overlay
|
||||
}
|
||||
|
||||
// Gap between collapse divider and first nav item
|
||||
ImGui::Dummy(ImVec2(0, navGap));
|
||||
|
||||
// ---- Navigation items ----
|
||||
for (int i = 0; i < (int)NavPage::Count_; ++i) {
|
||||
const NavItem& item = kNavItems[i];
|
||||
|
||||
// Section label (only when expanded)
|
||||
if (item.section_label && showLabels) {
|
||||
ImGui::Dummy(ImVec2(0, sbSectionGap));
|
||||
ImFont* olFont = Type().overline();
|
||||
float labelY = ImGui::GetCursorScreenPos().y;
|
||||
ImVec4 olCol = ImGui::ColorConvertU32ToFloat4(OnSurfaceMedium());
|
||||
olCol.w *= expandFrac;
|
||||
dl->AddText(olFont, olFont->LegacySize,
|
||||
ImVec2(wp.x + sbSectionLabelPadLeft, labelY),
|
||||
ImGui::ColorConvertFloat4ToU32(olCol), item.section_label);
|
||||
ImGui::Dummy(ImVec2(0, olFont->LegacySize + 2.0f));
|
||||
} else if (item.section_label && !showLabels) {
|
||||
// Collapsed: thin separator instead of label
|
||||
ImGui::Dummy(ImVec2(0, sbSectionGap * 0.4f));
|
||||
float sepY2 = ImGui::GetCursorScreenPos().y;
|
||||
dl->AddLine(ImVec2(wp.x + btnPadCollapsed, sepY2), ImVec2(wp.x + sidebarWidth - btnPadCollapsed, sepY2),
|
||||
Divider(), 1.0f);
|
||||
ImGui::Dummy(ImVec2(0, sbSectionGap * 0.4f));
|
||||
}
|
||||
|
||||
bool selected = (current == item.page);
|
||||
|
||||
ImGui::PushID(i);
|
||||
|
||||
float itemH = sbItemHeight;
|
||||
float btnRnd = itemH * 0.22f; // moderate rounding
|
||||
float btnPadX = collapsed ? btnPadCollapsed : btnPadExpanded; // tighter padding when collapsed
|
||||
ImVec2 cursor = ImGui::GetCursorScreenPos();
|
||||
// Keep button height constant (itemH) so sidebar content height doesn't
|
||||
// change during collapse animation, which would destabilize centering.
|
||||
float btnH = itemH;
|
||||
// Item bounds for icon/label placement (inset)
|
||||
ImVec2 itemMin(wp.x + sbItemPadX, cursor.y);
|
||||
ImVec2 itemMax(wp.x + sidebarWidth - sbItemPadX, cursor.y + btnH);
|
||||
// Button bounds — inset from panel edges for spacing
|
||||
ImVec2 indMin(panelLeft + btnPadX, cursor.y);
|
||||
ImVec2 indMax(panelRight - btnPadX, cursor.y + btnH);
|
||||
|
||||
// All buttons are embossed; hover presses halfway, selected presses fully
|
||||
bool hovered = material::IsRectHovered(indMin, indMax);
|
||||
{
|
||||
float btnDepth = 0.0f;
|
||||
if (selected) btnDepth = 1.0f;
|
||||
else if (hovered) btnDepth = 0.5f;
|
||||
|
||||
// Theme effects behind active button
|
||||
if (selected) {
|
||||
auto& fx = effects::ThemeEffects::instance();
|
||||
fx.drawGlowPulse(dl, indMin, indMax, btnRnd);
|
||||
fx.drawEdgeTrace(dl, indMin, indMax, btnRnd);
|
||||
fx.drawEmberRise(dl, indMin, indMax);
|
||||
fx.drawShimmer(dl, indMin, indMax, btnRnd);
|
||||
fx.drawGradientBorderShift(dl, indMin, indMax, btnRnd);
|
||||
}
|
||||
|
||||
DrawGlassCutout(dl, indMin, indMax, btnRnd, 1.5f);
|
||||
DrawGlassBevelButton(dl, indMin, indMax, btnRnd, btnDepth, 18);
|
||||
buttonRects.push_back({indMin, indMax, btnRnd});
|
||||
}
|
||||
|
||||
if (hovered) {
|
||||
ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
|
||||
}
|
||||
|
||||
// Click detection
|
||||
if (hovered && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
|
||||
current = item.page;
|
||||
changed = true;
|
||||
}
|
||||
|
||||
// Icon + label — centered horizontally within button bounds
|
||||
float iconS = iconHalfSize; // icon half-size in pixels
|
||||
float iconCY = cursor.y + btnH * 0.5f;
|
||||
float textY = cursor.y + (btnH - ImGui::GetTextLineHeight()) * 0.5f;
|
||||
ImU32 textCol = selected ? Primary() : OnSurfaceMedium();
|
||||
|
||||
if (showLabels) {
|
||||
// Measure total width of icon + gap + label, then center
|
||||
ImFont* font = selected ? Type().subtitle2() : Type().body2();
|
||||
float gap = iconLabelGap;
|
||||
ImVec2 labelSz = font->CalcTextSizeA(font->LegacySize, 1000.0f, 0.0f, item.label);
|
||||
float totalW = iconS * 2.0f + gap + labelSz.x;
|
||||
float btnCX = (indMin.x + indMax.x) * 0.5f;
|
||||
float startX = btnCX - totalW * 0.5f;
|
||||
|
||||
float iconCX = startX + iconS;
|
||||
DrawNavIcon(dl, item.page, iconCX, iconCY, iconS, textCol);
|
||||
|
||||
float labelX = startX + iconS * 2.0f + gap;
|
||||
ImVec4 lc = ImGui::ColorConvertU32ToFloat4(textCol);
|
||||
lc.w *= expandFrac;
|
||||
dl->AddText(font, font->LegacySize, ImVec2(labelX, textY),
|
||||
ImGui::ColorConvertFloat4ToU32(lc), item.label);
|
||||
} else {
|
||||
float iconCX = (indMin.x + indMax.x) * 0.5f;
|
||||
DrawNavIcon(dl, item.page, iconCX, iconCY, iconS, textCol);
|
||||
}
|
||||
|
||||
// Tooltip when collapsed + hovered
|
||||
if (!showLabels && hovered) {
|
||||
ImGui::SetTooltip("%s", item.label);
|
||||
}
|
||||
|
||||
// ---- Badge indicator ----
|
||||
{
|
||||
int badgeCount = 0;
|
||||
bool dotOnly = false;
|
||||
ImU32 badgeCol = Primary();
|
||||
ImU32 badgeTextCol = OnPrimary();
|
||||
|
||||
if (item.page == NavPage::History && status.unconfirmedTxCount > 0) {
|
||||
badgeCount = status.unconfirmedTxCount;
|
||||
badgeCol = Warning();
|
||||
badgeTextCol = OnWarning();
|
||||
} else if (item.page == NavPage::Mining && status.miningActive) {
|
||||
dotOnly = true;
|
||||
badgeCol = Success();
|
||||
} else if (item.page == NavPage::Peers && status.peerCount > 0) {
|
||||
badgeCount = status.peerCount;
|
||||
}
|
||||
|
||||
if (badgeCount > 0 || dotOnly) {
|
||||
float badgeR = dotOnly ? badgeRadiusDot : badgeRadiusNumber;
|
||||
float badgeX, badgeY;
|
||||
|
||||
// Upper-right corner of button, offset from edges
|
||||
badgeX = indMax.x - badgeR - 6.0f;
|
||||
badgeY = indMin.y + badgeR + 5.0f;
|
||||
|
||||
dl->AddCircleFilled(ImVec2(badgeX, badgeY), badgeR, badgeCol);
|
||||
|
||||
if (!dotOnly && showLabels) {
|
||||
char buf[16];
|
||||
snprintf(buf, sizeof(buf), "%d", badgeCount > 99 ? 99 : badgeCount);
|
||||
ImFont* capFont = Type().caption();
|
||||
ImVec2 ts = capFont->CalcTextSizeA(capFont->LegacySize, 1000.0f, 0.0f, buf);
|
||||
dl->AddText(capFont, capFont->LegacySize,
|
||||
ImVec2(badgeX - ts.x * 0.5f, badgeY - ts.y * 0.5f),
|
||||
badgeTextCol, buf);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::Dummy(ImVec2(sidebarWidth, btnH + buttonSpacing)); // extra vertical spacing between buttons
|
||||
ImGui::PopID();
|
||||
}
|
||||
|
||||
// (Pill indicator removed — glass bevel on active button is sufficient)
|
||||
|
||||
// Reserve space for exit strip at panel bottom (drawn as overlay below)
|
||||
ImGui::Dummy(ImVec2(0, stripH));
|
||||
|
||||
// ---- Keyboard navigation ----
|
||||
if (!ImGui::GetIO().WantTextInput && !ImGui::GetIO().KeyCtrl) {
|
||||
int idx = static_cast<int>(current);
|
||||
bool nav = false;
|
||||
|
||||
if (ImGui::IsKeyPressed(ImGuiKey_UpArrow) || ImGui::IsKeyPressed(ImGuiKey_K)) {
|
||||
if (idx > 0) { idx--; nav = true; }
|
||||
}
|
||||
if (ImGui::IsKeyPressed(ImGuiKey_DownArrow) || ImGui::IsKeyPressed(ImGuiKey_J)) {
|
||||
if (idx < (int)NavPage::Count_ - 1) { idx++; nav = true; }
|
||||
}
|
||||
|
||||
// Toggle collapse with [ key
|
||||
if (ImGui::IsKeyPressed(ImGuiKey_LeftBracket)) {
|
||||
collapsed = !collapsed;
|
||||
}
|
||||
|
||||
if (nav) {
|
||||
current = static_cast<NavPage>(idx);
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Bottom padding
|
||||
ImGui::Dummy(ImVec2(0, bottomPadding));
|
||||
|
||||
// Measure total sidebar content height
|
||||
float totalContentEndY = ImGui::GetCursorScreenPos().y;
|
||||
|
||||
// Draw glass panel background — capped to sidebar bounds so corners are visible
|
||||
float panelBottomY = totalContentEndY;
|
||||
float panelTopY = wp.y + sidebarMarginY;
|
||||
// Clamp bottom so rounded corners are never clipped by the child window
|
||||
float maxPanelBottom = wp.y + contentHeight - sidebarMarginY;
|
||||
if (panelBottomY > maxPanelBottom) panelBottomY = maxPanelBottom;
|
||||
splitter.SetCurrentChannel(dl, 0);
|
||||
{
|
||||
float rnd = glassRounding;
|
||||
ImVec2 panelMin(panelLeft, panelTopY);
|
||||
ImVec2 panelMax(panelRight, panelBottomY);
|
||||
GlassPanelSpec sidebarGlass;
|
||||
sidebarGlass.rounding = rnd;
|
||||
sidebarGlass.fillAlpha = 14;
|
||||
sidebarGlass.borderAlpha = 25;
|
||||
sidebarGlass.borderWidth = 1.0f;
|
||||
// Record vertex range before drawing the glass panel fill
|
||||
int glassVtx0 = dl->VtxBuffer.Size;
|
||||
DrawGlassPanel(dl, panelMin, panelMax, sidebarGlass);
|
||||
int glassVtx1 = dl->VtxBuffer.Size;
|
||||
|
||||
// Punch holes: zero out glass panel vertices that fall inside
|
||||
// any button rect so the button area doesn't double-up opacity.
|
||||
for (int vi = glassVtx0; vi < glassVtx1; vi++) {
|
||||
ImDrawVert& v = dl->VtxBuffer[vi];
|
||||
for (int bi = 0; bi < buttonRects.Size; bi++) {
|
||||
const Rect& r = buttonRects[bi];
|
||||
// Inset test slightly (0.5px) to avoid killing edge pixels
|
||||
if (v.pos.x > r.mn.x + 0.5f && v.pos.x < r.mx.x - 0.5f &&
|
||||
v.pos.y > r.mn.y + 0.5f && v.pos.y < r.mx.y - 0.5f) {
|
||||
v.col = (v.col & 0x00FFFFFFu); // zero alpha
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Exit button — flush strip at bottom of sidebar panel ----
|
||||
splitter.SetCurrentChannel(dl, 1);
|
||||
{
|
||||
float rnd = glassRounding;
|
||||
float exitStripH = stripH;
|
||||
float exitStripX = panelLeft;
|
||||
float exitStripW = panelRight - panelLeft;
|
||||
float exitStripY = panelBottomY - exitStripH;
|
||||
ImVec2 exitMin(exitStripX, exitStripY);
|
||||
ImVec2 exitMax(exitStripX + exitStripW, exitStripY + exitStripH);
|
||||
|
||||
ImGui::SetCursorScreenPos(exitMin);
|
||||
if (ImGui::InvisibleButton("##ExitBtn", ImVec2(exitStripW, exitStripH))) {
|
||||
status.exitClicked = true;
|
||||
}
|
||||
bool exitHover = ImGui::IsItemHovered();
|
||||
|
||||
// Hover highlight with rounded bottom corners (matching panel)
|
||||
if (exitHover) {
|
||||
ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
|
||||
dl->AddRectFilled(exitMin, exitMax, schema::UI().resolveColor("var(--sidebar-hover)", IM_COL32(255, 255, 255, 25)),
|
||||
rnd, ImDrawFlags_RoundCornersBottom);
|
||||
}
|
||||
|
||||
// Subtle top separator
|
||||
dl->AddLine(ImVec2(exitMin.x + rnd * 0.5f, exitMin.y),
|
||||
ImVec2(exitMax.x - rnd * 0.5f, exitMin.y),
|
||||
schema::UI().resolveColor("var(--sidebar-divider)", IM_COL32(255, 255, 255, 15)), 1.0f);
|
||||
|
||||
// Exit icon (+ label when expanded) centered in strip
|
||||
ImU32 exitCol = exitHover ? Error() : schema::UI().resolveColor("var(--sidebar-icon)", IM_COL32(255, 255, 255, 60));
|
||||
float cx = exitStripX + exitStripW * 0.5f;
|
||||
float cy = exitStripY + exitStripH * 0.5f;
|
||||
|
||||
if (showLabels) {
|
||||
ImFont* iconFont = Type().iconSmall();
|
||||
ImFont* font = Type().caption();
|
||||
const char* exitIcon = ICON_MD_EXIT_TO_APP;
|
||||
ImVec2 iconSz = iconFont->CalcTextSizeA(iconFont->LegacySize, 1000.0f, 0.0f, exitIcon);
|
||||
ImVec2 labelSz = font->CalcTextSizeA(font->LegacySize, 1000.0f, 0.0f, "Exit");
|
||||
float gap = exitIconGap;
|
||||
float totalW = iconSz.x + gap + labelSz.x;
|
||||
float startX = cx - totalW * 0.5f;
|
||||
|
||||
dl->AddText(iconFont, iconFont->LegacySize,
|
||||
ImVec2(startX, cy - iconSz.y * 0.5f), exitCol, exitIcon);
|
||||
|
||||
ImVec4 lc = ImGui::ColorConvertU32ToFloat4(exitCol);
|
||||
lc.w *= expandFrac;
|
||||
dl->AddText(font, font->LegacySize,
|
||||
ImVec2(startX + iconSz.x + gap, cy - labelSz.y * 0.5f),
|
||||
ImGui::ColorConvertFloat4ToU32(lc), "Exit");
|
||||
} else {
|
||||
ImFont* iconFont = Type().iconSmall();
|
||||
const char* exitIcon = ICON_MD_EXIT_TO_APP;
|
||||
ImVec2 iconSz = iconFont->CalcTextSizeA(iconFont->LegacySize, 1000.0f, 0.0f, exitIcon);
|
||||
dl->AddText(iconFont, iconFont->LegacySize,
|
||||
ImVec2(cx - iconSz.x * 0.5f, cy - iconSz.y * 0.5f),
|
||||
exitCol, exitIcon);
|
||||
}
|
||||
|
||||
if (!showLabels && exitHover) {
|
||||
ImGui::SetTooltip("Exit");
|
||||
}
|
||||
}
|
||||
|
||||
splitter.Merge(dl);
|
||||
|
||||
ImGui::EndChild();
|
||||
return changed;
|
||||
}
|
||||
|
||||
} // namespace ui
|
||||
} // namespace dragonx
|
||||
Reference in New Issue
Block a user