feat(settings): shared design components + Wallet button hierarchy

Step 1: promote the polished chat-settings building blocks into reusable material
components (src/ui/material/settings_controls.h) — SettingsSubheader (accent
small-caps), SettingsRow (label left / control right), SegmentedControl (iOS
track+pill), and a tiered ActionButton (Primary=accent fill, Secondary=glass,
Tertiary=ghost, Destructive=error) with an optional leading Material icon, plus a
ButtonFlow that wraps rows of buttons.

Step 2: rebuild the Wallet BACKUP & DATA button wall on them. The 9–11 identical
buttons that were font-scaled onto one row are now tier-ordered, icon-labelled,
and wrap to new rows: the emphasized actions the user flagged — Import key, Seed
phrase, Wallets…, Download Bootstrap — cluster on top as accent Primary buttons;
common actions (viewing-key import, Backup, Migrate, Setup Wizard) are Secondary;
exports are low-emphasis Tertiary. All click handlers/tooltips and the migrate
"legacy wallet" glow are preserved. Removes the SetWindowFontScale legibility hack.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-21 15:48:21 -05:00
parent 203967411a
commit 95ff9ce9ae
2 changed files with 239 additions and 92 deletions

View File

@@ -0,0 +1,193 @@
// DragonX Wallet - ImGui Edition
// Copyright 2024-2026 The Hush Developers
// Released under the GPLv3
//
// Settings design-system controls — the polished chat-settings look (accent subsection headers,
// labeled rows with right-aligned controls, iOS-style segmented controls) promoted to reusable
// components, plus a tiered ActionButton (Primary/Secondary/Tertiary/Destructive) with optional
// leading Material icon and a ButtonFlow that wraps rows of buttons instead of shrinking them.
#pragma once
#include "draw_helpers.h" // colors, type, layout, icons, WithAlpha, ScaleAlpha, DrawButtonGlassOverlay
#include "imgui.h"
#include <algorithm>
namespace dragonx {
namespace ui {
namespace material {
// Accent small-caps subsection header ("KEYS & BACKUP", "APPEARANCE"…) — the chat-settings section() look.
inline void SettingsSubheader(const char* text) {
const float dp = Layout::dpiScale();
ImGui::Dummy(ImVec2(0.0f, 8.0f * dp));
ImGui::PushFont(Type().caption());
ImGui::PushStyleColor(ImGuiCol_Text, WithAlpha(Primary(), 235));
ImGui::TextUnformatted(text);
ImGui::PopStyleColor();
ImGui::PopFont();
ImGui::Dummy(ImVec2(0.0f, 2.0f * dp));
}
// A labeled settings row: label left, control right-aligned in a fixed column. Construct once per card
// section with the content width (0 = auto), then call .label(text) before drawing each control (leaves
// the cursor at the control origin and sets the next item width to the control column).
struct SettingsRow {
float leftX, rowW, ctrlW, rowGap;
explicit SettingsRow(float contentWidth, float controlWidth = 250.0f) {
const float dp = Layout::dpiScale();
leftX = ImGui::GetCursorPosX();
rowW = (contentWidth > 0.0f) ? contentWidth : ImGui::GetContentRegionAvail().x;
ctrlW = controlWidth * dp;
rowGap = 5.0f * dp;
}
void label(const char* text) {
ImGui::Dummy(ImVec2(0.0f, rowGap));
ImGui::AlignTextToFramePadding();
ImGui::TextUnformatted(text);
ImGui::SameLine();
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), leftX + std::max(0.0f, rowW - ctrlW)));
ImGui::SetNextItemWidth(ctrlW);
}
};
// iOS-style segmented control (rounded track + inset pill on the selection). Draws its own labeled row
// and returns the (possibly changed) index.
inline int SegmentedControl(SettingsRow& row, const char* label, const char* const* items, int count, int value) {
const float dp = Layout::dpiScale();
row.label(label);
const ImVec2 origin = ImGui::GetCursorScreenPos();
const float h = ImGui::GetFrameHeight();
const float seg = row.ctrlW / static_cast<float>(count);
const float round = 7.0f * dp;
ImDrawList* dl = ImGui::GetWindowDrawList();
dl->AddRectFilled(origin, ImVec2(origin.x + row.ctrlW, origin.y + h), WithAlpha(OnSurface(), 20), round);
int result = value;
ImGui::PushID(label);
for (int i = 0; i < count; ++i) {
ImGui::PushID(i);
const ImVec2 mn(origin.x + i * seg, origin.y), mx(origin.x + (i + 1) * seg, origin.y + h);
ImGui::SetCursorScreenPos(mn);
if (ImGui::InvisibleButton("##s", ImVec2(seg, h))) result = i;
const bool hov = ImGui::IsItemHovered();
if (hov) ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
const bool sel = (value == i);
if (sel) {
const float in = 2.0f * dp;
dl->AddRectFilled(ImVec2(mn.x + in, mn.y + in), ImVec2(mx.x - in, mx.y - in),
WithAlpha(Primary(), 210), std::max(1.0f, round - in));
} else if (hov) {
dl->AddRectFilled(mn, mx, WithAlpha(OnSurface(), 26), round);
}
const ImVec2 ts = ImGui::CalcTextSize(items[i]);
const float lpad = 4.0f * dp;
const float tx = (ts.x <= seg - 2.0f * lpad) ? (seg - ts.x) * 0.5f : lpad;
ImGui::PushClipRect(mn, mx, true);
dl->AddText(ImVec2(mn.x + tx, mn.y + (h - ts.y) * 0.5f),
sel ? IM_COL32(255, 255, 255, 236) : OnSurfaceMedium(), items[i]);
ImGui::PopClipRect();
ImGui::PopID();
}
ImGui::PopID();
ImGui::SetCursorScreenPos(origin);
ImGui::Dummy(ImVec2(row.ctrlW, h)); // reserve the control's rect for layout flow
return result;
}
// ── Tiered action buttons ───────────────────────────────────────────────────
// Primary = filled accent (the one main action of a group)
// Secondary = glass (default — common actions)
// Tertiary = ghost / low-emphasis (rarely used)
// Destructive = error-tinted outline (delete / reset)
enum class ActionTier { Primary, Secondary, Tertiary, Destructive };
// The width an ActionButton will occupy (for ButtonFlow / manual layout).
inline float ActionButtonWidth(const char* label, const char* icon, float minWidth = 0.0f) {
ImFont* lf = Type().button();
ImFont* icf = Type().iconSmall();
const float dp = Layout::dpiScale();
const float padX = 12.0f * dp, gap = 6.0f * dp;
const float labelW = lf->CalcTextSizeA(lf->LegacySize, FLT_MAX, 0, label).x;
const float iconW = (icon && icon[0] && icf) ? icf->CalcTextSizeA(icf->LegacySize, FLT_MAX, 0, icon).x : 0.0f;
const float w = padX * 2.0f + iconW + (iconW > 0.0f ? gap : 0.0f) + labelW;
return std::max(w, minWidth);
}
// A tiered action button with an optional leading Material icon (ICON_MD_* or nullptr). Auto-sizes to
// its content (>= minWidth). Respects BeginDisabled() (dims via the style alpha, not clickable).
inline bool ActionButton(const char* id, const char* label, const char* icon, ActionTier tier, float minWidth = 0.0f) {
ImFont* lf = Type().button();
ImFont* icf = Type().iconSmall();
const float dp = Layout::dpiScale();
const float gap = 6.0f * dp;
const float h = ImGui::GetFrameHeight();
const bool hasIcon = icon && icon[0] && icf;
const float labelW = lf->CalcTextSizeA(lf->LegacySize, FLT_MAX, 0, label).x;
const float iconW = hasIcon ? icf->CalcTextSizeA(icf->LegacySize, FLT_MAX, 0, icon).x : 0.0f;
const float w = ActionButtonWidth(label, icon, minWidth);
const ImVec2 pos = ImGui::GetCursorScreenPos();
const bool pressed = ImGui::InvisibleButton(id, ImVec2(w, h));
const bool hov = ImGui::IsItemHovered(), act = ImGui::IsItemActive();
if (hov) ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
ImDrawList* dl = ImGui::GetWindowDrawList();
const ImVec2 pMax(pos.x + w, pos.y + h);
const float round = ImGui::GetStyle().FrameRounding;
const float a = ImGui::GetStyle().Alpha; // BeginDisabled() lowers this
ImU32 bg = 0, border = 0, fg = OnSurface();
bool glass = false;
switch (tier) {
case ActionTier::Primary:
bg = WithAlpha(Primary(), act ? 255 : (hov ? 245 : 220));
fg = IM_COL32(255, 255, 255, 240);
break;
case ActionTier::Secondary:
bg = WithAlpha(OnSurface(), hov ? 26 : 16);
border = WithAlpha(OnSurface(), 40);
glass = true;
fg = OnSurface();
break;
case ActionTier::Tertiary:
bg = hov ? WithAlpha(OnSurface(), 18) : 0;
fg = OnSurfaceMedium();
break;
case ActionTier::Destructive:
bg = hov ? WithAlpha(Error(), 32) : WithAlpha(Error(), 12);
border = WithAlpha(Error(), 90);
fg = Error();
break;
}
if (bg) dl->AddRectFilled(pos, pMax, ScaleAlpha(bg, a), round);
if (border) dl->AddRect(pos, pMax, ScaleAlpha(border, a), round, 0, 1.0f);
if (glass) DrawButtonGlassOverlay(dl, pos, pMax, round, act, hov);
fg = ScaleAlpha(fg, a);
const float contentW = iconW + (iconW > 0.0f ? gap : 0.0f) + labelW;
float cx = pos.x + (w - contentW) * 0.5f;
if (hasIcon) {
dl->AddText(icf, icf->LegacySize, ImVec2(cx, pos.y + (h - icf->LegacySize) * 0.5f), fg, icon);
cx += iconW + gap;
}
dl->AddText(lf, lf->LegacySize, ImVec2(cx, pos.y + (h - lf->LegacySize) * 0.5f), fg, label);
return pressed;
}
// Places ActionButtons left→right, wrapping to a new row when the next one won't fit (instead of the
// old font-scale-to-fit). Call next(width) before each ActionButton.
struct ButtonFlow {
float availW, gap; float x = 0.0f; bool firstOnRow = true;
explicit ButtonFlow(float availWidth, float gapPx = 8.0f) : availW(availWidth) {
gap = gapPx * Layout::dpiScale();
}
void next(float w) {
if (firstOnRow) { firstOnRow = false; x = w; return; }
if (x + gap + w <= availW) { ImGui::SameLine(0, gap); x += gap + w; }
else { x = w; } // natural newline wraps to the next row
}
};
} // namespace material
} // namespace ui
} // namespace dragonx

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@@ -31,6 +31,7 @@
#include "../effects/low_spec.h"
#include "../effects/scroll_fade_shader.h"
#include "../material/draw_helpers.h"
#include "../material/settings_controls.h"
#include "../material/type.h"
#include "../material/colors.h"
#include "../windows/validate_address_dialog.h"
@@ -1390,119 +1391,72 @@ void RenderSettingsPage(App* app) {
if (ImGui::IsItemHovered()) material::Tooltip("%s", TR("tt_clear_ztx"));
}
// --- Backup & Data (merged in from its former standalone card) ---
// --- Backup & Data ---
ImGui::Dummy(ImVec2(0, Layout::spacingMd()));
Type().textColored(TypeStyle::Overline, OnSurfaceMedium(), TR("backup_data"));
ImGui::Dummy(ImVec2(0, Layout::spacingXs()));
{
float btnPad = S.drawElement("components.settings-page", "wallet-btn-padding").sizeOr(24.0f);
const char* r1[] = {TR("settings_import_key"), TR("settings_export_key"), TR("settings_export_all"), TR("settings_backup"), TR("settings_export_csv")};
const char* t1[] = { TR("tt_import_key"), TR("tt_export_key"), TR("tt_export_all"), TR("tt_backup"), TR("tt_export_csv") };
const bool showFullNodeLifecycleActions = app->supportsFullNodeLifecycleActions();
const char* wizLabel = TR("setup_wizard");
const char* bsLabel = TR("download_bootstrap");
float sp = Layout::spacingSm();
ImFont* btnFont = S.resolveFont("button");
using AT = material::ActionTier;
const bool fullNode = app->supportsFullNodeLifecycleActions();
// Tier-ordered, icon-labelled buttons that WRAP to new rows (no more font-scale-to-fit).
// Emphasized actions (accent) cluster on top, then common actions, then low-emphasis exports.
auto btn = [&](material::ButtonFlow& fl, const char* id, const char* label, const char* icon,
AT tier, const char* tip) -> bool {
fl.next(material::ActionButtonWidth(label, icon));
const bool p = material::ActionButton(id, label, icon, tier);
if (ImGui::IsItemHovered() && tip && tip[0]) material::Tooltip("%s", tip);
return p;
};
float btnPadX = btnPad * 2;
float naturalW = 0;
for (int i = 0; i < 5; i++)
naturalW += ImGui::CalcTextSize(r1[i]).x + btnPadX;
float impViewW = ImGui::CalcTextSize(TR("settings_import_viewkey")).x + btnPadX;
naturalW += impViewW; // the extra "Import viewing key" button (rendered after Import key)
float wizW = showFullNodeLifecycleActions ? ImGui::CalcTextSize(wizLabel).x + btnPadX : 0.0f;
float bsW = showFullNodeLifecycleActions ? ImGui::CalcTextSize(bsLabel).x + btnPadX : 0.0f;
// Full-node-only "Seed phrase" + "Migrate to seed" buttons trail the Backup button.
float seedW = showFullNodeLifecycleActions ? ImGui::CalcTextSize(TR("seed_backup_button")).x + btnPadX : 0.0f;
float migrateW = showFullNodeLifecycleActions ? ImGui::CalcTextSize(TR("seed_migrate_button")).x + btnPadX : 0.0f;
float totalW = naturalW + sp * 6; // 6 base buttons (incl. Import viewing key)
if (showFullNodeLifecycleActions) totalW += wizW + bsW + seedW + migrateW + sp * 4;
float scale = (totalW > contentW) ? contentW / totalW : 1.0f;
if (scale < 1.0f) ImGui::SetWindowFontScale(scale);
float scaledSp = sp * scale;
if (TactileButton(r1[0], ImVec2(0, 0), btnFont))
// Emphasized (Primary): import key + (full-node) seed / wallets / bootstrap.
material::ButtonFlow fPrim(contentW);
if (btn(fPrim, "##imp_key", TR("settings_import_key"), ICON_MD_KEY, AT::Primary, TR("tt_import_key")))
app->showImportKeyDialog();
if (ImGui::IsItemHovered()) material::Tooltip("%s", t1[0]);
// Watch-only shielded viewing-key import (separate button — different key type + scan-height).
ImGui::SameLine(0, scaledSp);
if (TactileButton(TR("settings_import_viewkey"), ImVec2(0, 0), btnFont))
app->showImportViewingKeyDialog();
if (ImGui::IsItemHovered()) material::Tooltip("%s", TR("tt_import_viewkey"));
ImGui::SameLine(0, scaledSp);
if (TactileButton(r1[1], ImVec2(0, 0), btnFont))
app->showExportKeyDialog();
if (ImGui::IsItemHovered()) material::Tooltip("%s", t1[1]);
ImGui::SameLine(0, scaledSp);
if (TactileButton(r1[2], ImVec2(0, 0), btnFont))
ExportAllKeysDialog::show();
if (ImGui::IsItemHovered()) material::Tooltip("%s", t1[2]);
ImGui::SameLine(0, scaledSp);
if (TactileButton(r1[3], ImVec2(0, 0), btnFont))
app->showBackupDialog();
if (ImGui::IsItemHovered()) material::Tooltip("%s", t1[3]);
if (showFullNodeLifecycleActions) {
// Back up the wallet's BIP39 seed phrase (full-node mnemonic wallets).
ImGui::SameLine(0, scaledSp);
if (TactileButton(TR("seed_backup_button"), ImVec2(0, 0), btnFont))
if (fullNode) {
if (btn(fPrim, "##seed", TR("seed_backup_button"), ICON_MD_VPN_KEY, AT::Primary, TR("tt_seed_backup")))
app->showSeedBackupDialog();
if (ImGui::IsItemHovered()) material::Tooltip("%s", TR("tt_seed_backup"));
// Migrate to a new seed-phrase wallet (create in isolation, then sweep funds). A
// legacy (pre-seed-phrase) wallet glows the button to nudge the user toward migrating.
ImGui::SameLine(0, scaledSp);
if (btn(fPrim, "##wallets", TR("wallets_button"), ICON_MD_ACCOUNT_BALANCE_WALLET, AT::Primary, TR("tt_wallets_button")))
ui::WalletsDialog::show(app);
if (btn(fPrim, "##bootstrap", TR("download_bootstrap"), ICON_MD_CLOUD_DOWNLOAD, AT::Primary, TR("tt_download_bootstrap")))
BootstrapDownloadDialog::show(app);
}
// Common (Secondary): viewing-key import, backup, (full-node) migrate + setup wizard.
ImGui::Dummy(ImVec2(0, Layout::spacingXs()));
material::ButtonFlow fSec(contentW);
if (btn(fSec, "##imp_vk", TR("settings_import_viewkey"), ICON_MD_VISIBILITY, AT::Secondary, TR("tt_import_viewkey")))
app->showImportViewingKeyDialog();
if (btn(fSec, "##backup", TR("settings_backup"), ICON_MD_BACKUP, AT::Secondary, TR("tt_backup")))
app->showBackupDialog();
if (fullNode) {
const bool migrateGlow = app->isPreSeedWallet();
if (TactileButton(TR("seed_migrate_button"), ImVec2(0, 0), btnFont))
if (btn(fSec, "##migrate", TR("seed_migrate_button"), ICON_MD_SWAP_HORIZ, AT::Secondary, TR("tt_seed_migrate")))
app->showSeedMigrationDialog();
if (migrateGlow) {
if (migrateGlow) { // pulsing accent halo nudging a legacy wallet to migrate
const ImVec2 gmn = ImGui::GetItemRectMin(), gmx = ImGui::GetItemRectMax();
const float gdp = Layout::dpiScale();
const float pulse = 0.5f + 0.5f * std::sin((float)ImGui::GetTime() * 3.2f); // 0..1
const float pulse = 0.5f + 0.5f * std::sin((float)ImGui::GetTime() * 3.2f);
ImDrawList* gdl = ImGui::GetWindowDrawList();
for (int g = 3; g >= 1; --g) { // soft, pulsing outward halo in the accent color
for (int g = 3; g >= 1; --g) {
const float e = (float)g * 2.2f * gdp;
const int a = (int)((70.0f + pulse * 95.0f) / (float)g);
gdl->AddRect(ImVec2(gmn.x - e, gmn.y - e), ImVec2(gmx.x + e, gmx.y + e),
material::WithAlpha(material::Primary(), a), 6.0f * gdp + e, 0, 1.6f * gdp);
}
}
if (ImGui::IsItemHovered()) material::Tooltip("%s", TR("tt_seed_migrate"));
// Multi-wallet: list wallet files + switch the active one.
ImGui::SameLine(0, scaledSp);
if (TactileButton(TR("wallets_button"), ImVec2(0, 0), btnFont))
ui::WalletsDialog::show(app);
if (ImGui::IsItemHovered()) material::Tooltip("%s", TR("tt_wallets_button"));
}
ImGui::SameLine(0, scaledSp);
if (TactileButton(r1[4], ImVec2(0, 0), btnFont))
ExportTransactionsDialog::show();
if (ImGui::IsItemHovered()) material::Tooltip("%s", t1[4]);
if (showFullNodeLifecycleActions) {
// Right-align Setup Wizard + Download Bootstrap.
float framePadX2 = ImGui::GetStyle().FramePadding.x * 2.0f;
float curX = ImGui::GetCursorScreenPos().x;
float wizBtnW = ImGui::CalcTextSize(wizLabel).x + framePadX2;
float bsBtnW = ImGui::CalcTextSize(bsLabel).x + framePadX2;
float rightEdge = cardMin.x + availWidth - pad;
float rightGroupW = bsBtnW + scaledSp + wizBtnW;
float groupX = rightEdge - rightGroupW;
if (groupX > curX) {
ImGui::SameLine(0, 0);
ImGui::SetCursorScreenPos(ImVec2(groupX, ImGui::GetCursorScreenPos().y));
} else {
ImGui::SameLine(0, scaledSp);
}
if (TactileButton(bsLabel, ImVec2(0, 0), btnFont))
BootstrapDownloadDialog::show(app);
if (ImGui::IsItemHovered()) material::Tooltip("%s", TR("tt_download_bootstrap"));
ImGui::SameLine(0, scaledSp);
if (TactileButton(wizLabel, ImVec2(0, 0), btnFont))
if (btn(fSec, "##wizard", TR("setup_wizard"), ICON_MD_AUTO_FIX_HIGH, AT::Secondary, TR("tt_wizard")))
app->restartWizard();
if (ImGui::IsItemHovered()) material::Tooltip("%s", TR("tt_wizard"));
}
if (scale < 1.0f) ImGui::SetWindowFontScale(1.0f);
// Low-emphasis (Tertiary): exports.
ImGui::Dummy(ImVec2(0, Layout::spacingXs()));
material::ButtonFlow fTer(contentW);
if (btn(fTer, "##exp_key", TR("settings_export_key"), ICON_MD_LOGOUT, AT::Tertiary, TR("tt_export_key")))
app->showExportKeyDialog();
if (btn(fTer, "##exp_all", TR("settings_export_all"), ICON_MD_ARCHIVE, AT::Tertiary, TR("tt_export_all")))
ExportAllKeysDialog::show();
if (btn(fTer, "##exp_csv", TR("settings_export_csv"), ICON_MD_DESCRIPTION, AT::Tertiary, TR("tt_export_csv")))
ExportTransactionsDialog::show();
}
}