feat(material): extract DialogActionFooter + GlassSectionScope helpers
Phase 0b of the settings-modal redesign — pull the reference dialog's two repeated patterns into shared helpers so the upcoming migrations are mechanical and identical: - material::DialogActionFooter(primary, enabled, close, &outPrimary, &outClose) — the centered fixed-width primary+Close TactileButton pair with no divider. - material::GlassSectionScope — an RAII auto-sized glass sub-section using a LOCAL ImDrawListSplitter (combo-safe, unlike GlassCardScope's shared ChannelsSplit) with the reference's 12/10 padding and 8dp rounding; interiorWidth() for full-width kids. Dogfooded by refactoring renderImportKeyDialog's footer and scan-height panel onto them — same padding/spec/centering, so the render is unchanged. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -1706,6 +1706,70 @@ inline void DialogConfirmFooter(const char* cancelId, const char* confirmLabel,
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}
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}
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// Reference dialog footer: a centered primary + Close (or Cancel) TactileButton pair, fixed width,
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// NO divider above (the reference dropped the separator). Sets outPrimary/outClose when the respective
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// button is clicked — the caller runs the bodies (so the primary's action can be arbitrary). The
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// primary is BeginDisabled'd when !primaryEnabled. btnW<=0 → 130·dp default.
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inline void DialogActionFooter(const char* primaryLabel, bool primaryEnabled,
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const char* closeLabel, bool& outPrimary, bool& outClose,
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float btnW = 0.0f)
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{
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const float dp = Layout::dpiScale();
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if (btnW <= 0.0f) btnW = 130.0f * dp;
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const float total = btnW * 2.0f + ImGui::GetStyle().ItemSpacing.x;
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const float off = (ImGui::GetContentRegionAvail().x - total) * 0.5f;
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if (off > 0.0f) ImGui::SetCursorPosX(ImGui::GetCursorPosX() + off);
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ImGui::BeginDisabled(!primaryEnabled);
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if (TactileButton(primaryLabel, ImVec2(btnW, 0))) outPrimary = true;
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ImGui::EndDisabled();
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ImGui::SameLine();
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if (TactileButton(closeLabel, ImVec2(btnW, 0))) outClose = true;
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}
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// RAII glass sub-section for grouping an optional/advanced block inside a dialog (the reference's
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// scan-height panel). Auto-sizes to its content and paints a subtle glass panel behind it. Uses a
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// LOCAL ImDrawListSplitter — safe with BeginCombo popups, unlike the shared ChannelsSplit that
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// GlassCardScope uses. padX/padY are the interior insets (in logical px, dp-scaled here). Render the
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// section body between construction and destruction; use interiorWidth() for full-width children.
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struct GlassSectionScope {
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ImDrawListSplitter splitter;
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ImDrawList* dl;
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ImVec2 cardMin;
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float panelW, padX, padY;
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GlassPanelSpec spec;
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explicit GlassSectionScope(float padXLogical = 12.0f, float padYLogical = 10.0f)
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{
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const float dp = Layout::dpiScale();
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padX = padXLogical * dp;
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padY = padYLogical * dp;
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spec.rounding = 8.0f * dp;
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spec.fillAlpha = 20;
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spec.borderAlpha = 30;
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dl = ImGui::GetWindowDrawList();
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panelW = ImGui::GetContentRegionAvail().x;
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cardMin = ImGui::GetCursorScreenPos();
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splitter.Split(dl, 2);
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splitter.SetCurrentChannel(dl, 1); // content above the panel background
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ImGui::Dummy(ImVec2(0, padY));
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ImGui::Indent(padX);
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}
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~GlassSectionScope()
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{
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ImGui::Unindent(padX);
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ImGui::Dummy(ImVec2(0, padY));
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const ImVec2 cardMax(cardMin.x + panelW, ImGui::GetCursorScreenPos().y);
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splitter.SetCurrentChannel(dl, 0);
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DrawGlassPanel(dl, cardMin, cardMax, spec);
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splitter.Merge(dl);
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}
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// Interior content width (panel width minus both side insets) for full-width children.
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float interiorWidth() const { return panelW - 2.0f * padX; }
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GlassSectionScope(const GlassSectionScope&) = delete;
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GlassSectionScope& operator=(const GlassSectionScope&) = delete;
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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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