fix(ui): make HiDPI-overflowing containers scrollable — wizard, overlay dialogs, balance recent-tx

At font_scale 1.5 (dpiScale 1.5) three fixed, non-scrolling containers clipped
content off the bottom with no scroll escape:

- First-run wizard: the hand-drawn cards grow ~1.5x past the fixed window,
  pushing Continue / Encrypt & Continue / Skip off-screen (a setup blocker).
  Inject a wheel-driven scroll offset into the layout seed + a scroll indicator;
  gate the wheel on !IsPopupOpen + NoPopupHierarchy so an open combo popup does
  not scroll the wizard behind it. No-op at 1.0x.
- Overlay dialogs (BeginOverlayDialog): auto-height cards taller than the
  viewport (About, Request Payment) ran their footer off the bottom. Add a
  sticky per-open overflow flag that clamps the card to the viewport and makes
  the content child scrollable; short dialogs still center unchanged. Give the
  nested settings clear-history confirm its own idSuffix so it can't inherit the
  parent dialog's overflow state or collide on the child window id.
- Balance Recent Transactions: the dp-scaled address card evicted the recent-tx
  list off the non-scrolling tab host. Cap the card inside RenderSharedAddressList
  against the space that actually remains (minus a caller-provided reserve) so
  the section below stays on-screen — covers all 10 balance layouts.

Verified at font_scale 1.5 across full-node + Lite + Windows (ctest green) and an
adversarial diff review (two low-severity regressions found + fixed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-18 20:12:01 -05:00
co-authored by Claude Opus 4.8
parent e24ca015d1
commit 755cf22ad0
6 changed files with 96 additions and 24 deletions
+36 -1
View File
@@ -177,8 +177,28 @@ void App::renderFirstRunWizard() {
// DPI scale factor — multiply all pixel constants by dp
const float dp = ui::Layout::dpiScale();
// Vertical scroll: the wizard cards are hand-drawn at absolute Y offsets and grow ~1.5x with the
// font-scale setting, so at high scale the focused card's primary button (Continue / Encrypt & Continue
// / Skip) can fall below the fixed window. Offset the whole layout by a wheel-driven scroll, clamped to
// last frame's measured content height, so every control stays reachable. The window keeps
// NoScrollWithMouse, so ImGui doesn't consume the wheel — we read the raw delta and apply our own offset.
static float s_wizScroll = 0.0f, s_wizContentH = 0.0f;
if (ImGui::IsWindowAppearing()) s_wizScroll = 0.0f;
const float wizMaxScroll = std::max(0.0f, s_wizContentH - winSize.y);
// Don't steal the wheel from an open combo popup (e.g. the 9-item Language dropdown, which is a
// scrollable popup): NoPopupHierarchy stops the popup counting as hovering the wizard, and the
// IsPopupOpen guard ensures no wheel is consumed for the whole wizard while any popup is showing.
const bool wizPopupOpen = ImGui::IsPopupOpen("", ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel);
if (wizMaxScroll > 0.0f && !wizPopupOpen &&
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) {
float wheel = ImGui::GetIO().MouseWheel;
if (wheel != 0.0f) s_wizScroll -= wheel * 60.0f * dp;
}
s_wizScroll = std::max(0.0f, std::min(s_wizScroll, wizMaxScroll));
const float scrollY = s_wizScroll;
// --- Header: Logo + Welcome ---
float headerCy = winPos.y + 20.0f * dp;
float headerCy = winPos.y - scrollY + 20.0f * dp;
float logoSize = S.drawElement("screens.first-run", "logo").sizeOr(56.0f);
if (logo_tex_ != 0) {
float aspect = (logo_h_ > 0) ? (float)logo_w_ / (float)logo_h_ : 1.0f;
@@ -1428,6 +1448,21 @@ void App::renderFirstRunWizard() {
// Merge channels: backgrounds → content → overlays
dl->ChannelsMerge();
// Measure this frame's content height (feeds next frame's scroll clamp) and, when it overflows the
// window, draw a slim scroll indicator so the off-screen content is discoverable.
{
float contentBottom = std::max(card0Bot, std::max(card1Bot, card2Bot));
s_wizContentH = (contentBottom - winPos.y + scrollY) + 24.0f * dp;
if (wizMaxScroll > 0.0f && s_wizContentH > 0.0f) {
float trackH = winSize.y - 8.0f * dp;
float thumbH = std::min(trackH, std::max(32.0f * dp, trackH * (winSize.y / s_wizContentH)));
float thumbY = winPos.y + 4.0f * dp + (trackH - thumbH) * (scrollY / wizMaxScroll);
float barX = winPos.x + winSize.x - 6.0f * dp;
dl->AddRectFilled(ImVec2(barX, thumbY), ImVec2(barX + 3.0f * dp, thumbY + thumbH),
ui::material::WithAlpha(ui::material::OnSurface(), 55), 1.5f * dp);
}
}
ImGui::End();
}