feat(material): promote blur-overlay modal primitives (Phase 0a)
First step toward unifying all app modals on the Manage-Portfolio visual style. Add, as shared material:: helpers (additive — no caller yet, no visible change): - blur-overlay open refcount + 1-frame latch (Push/Pop/AnyBlurOverlayActive[LastFrame], LatchBlurOverlayActive) so App::render's effect guard can be modal-agnostic; - capture-frame query (IsCapturingBlurBackdrop) for scroll-fade suppression; - RightAlignX and SegmentedControl (promoted verbatim from market_tab); - BeginFadeScrollChild/EndFadeScrollChild in a dedicated overlay_scroll.h (kept out of the widely-included draw_helpers.h because effects::ScrollFadeShader's GL headers clash with SDL's in some TUs). Also fix IsCurrentWindowOverlayDialog to prefix-match "##OverlayScrim" so suffixed overlay windows are recognized by the modal-aware hover check. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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src/ui/material/overlay_scroll.h
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68
src/ui/material/overlay_scroll.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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// Edge-fade scroll region for the blur-backdrop modals (smooth scroll + Settings-tab edge fade +
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// a thicker, inset, rounded scrollbar). Split out of draw_helpers.h because it depends on
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// effects::ScrollFadeShader, whose GL/DX headers must not be pulled into the widely-included base
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// header (they clash with SDL's GL headers in some TUs). Include this only from modal .cpp files.
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#include "draw_helpers.h" // IsCapturingBlurBackdrop, ApplySmoothScroll
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#include "../effects/scroll_fade_shader.h"
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#include "../effects/low_spec.h"
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#include "imgui.h"
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#include <algorithm>
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#include <string>
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namespace dragonx {
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namespace ui {
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namespace material {
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// Scroll region with smooth scrolling + edge fade + a thicker, inset, rounded scrollbar. Uses a
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// bordered/rounded OUTER frame whose padding insets the scrollbar, holding an INNER scrolling child.
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// `fade` must persist across frames (one instance per scroll region); `pad` is the inner content
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// inset. Returns the inner draw list; pair with EndFadeScrollChild().
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inline ImDrawList* BeginFadeScrollChild(const char* id, effects::ScrollFadeShader& fade,
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const ImVec2& pad, float dp)
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{
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ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 6.0f * dp);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(6.0f * dp, 6.0f * dp));
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ImGui::BeginChild(id, ImVec2(0, std::max(120.0f * dp, ImGui::GetContentRegionAvail().y)), true,
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ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse);
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ImGui::PopStyleVar(2); // ChildRounding + outer WindowPadding (captured by the outer child)
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ImGui::PushStyleVar(ImGuiStyleVar_ScrollbarSize, 11.0f * dp);
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ImGui::PushStyleVar(ImGuiStyleVar_ScrollbarRounding, 5.5f * dp);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, pad);
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std::string innerId = std::string(id) + "_i";
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ImGui::BeginChild(innerId.c_str(), ImVec2(0, 0), false, ImGuiWindowFlags_NoScrollWithMouse);
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ImGui::PopStyleVar(); // inner WindowPadding — captured by this child; don't cascade to tooltips
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ApplySmoothScroll();
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ImDrawList* dl = ImGui::GetWindowDrawList();
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const float fadeH = 22.0f * dp;
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if (!effects::isLowSpecMode() && !IsCapturingBlurBackdrop() && fade.init()) {
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ImVec2 cMin = ImGui::GetWindowPos();
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ImVec2 cMax(cMin.x + ImGui::GetWindowSize().x, cMin.y + ImGui::GetWindowSize().y);
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float sY = ImGui::GetScrollY(), sMax = ImGui::GetScrollMaxY();
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fade.fadeTopY = cMin.y;
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fade.fadeBottomY = cMax.y;
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fade.fadeZoneTop = (sY > 1.0f) ? fadeH : 0.0f;
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fade.fadeZoneBottom = (sMax > 0.0f && sY < sMax - 1.0f) ? fadeH : 0.0f;
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fade.addBind(dl);
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}
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return dl;
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}
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inline void EndFadeScrollChild(effects::ScrollFadeShader& fade, ImDrawList* dl)
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{
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if (!effects::isLowSpecMode() && !IsCapturingBlurBackdrop() && fade.ready)
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effects::ScrollFadeShader::addUnbind(dl);
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ImGui::EndChild(); // inner
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ImGui::PopStyleVar(2); // ScrollbarSize + ScrollbarRounding
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ImGui::EndChild(); // outer
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}
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} // namespace material
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} // namespace ui
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} // namespace dragonx
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