feat(diagnostics): persistent node/RPC error banner at top of content (Foundation QoL)
A persistent horizontal strip now appears at the top of the content column whenever the
wallet can't reach its node — unlike the transient toasts it stays up for as long as the
fault persists, so an offline wallet is never silently mistaken for a working one.
The show/severity/action decision is a pure, unit-tested function
(ui/node_status_banner.h::evaluateNodeStatusBanner) fed a state snapshot by the new
App::renderNodeStatusBanner(). Three cases:
- full-node offline -> amber, "Reconnect" (App::tryConnect)
- embedded daemon crashed
& auto-restart gave up -> red, "Restart node" (App::restartDaemon)
- lite wallet open failed -> red, message-only
Suppressed during the wizard / wallet-switch / daemon-restart / screenshot-sweep / shutdown,
and while an expected startup phase (warmup / init / connect-in-progress) already owns the
screen. Banner height lives in res/themes/ui.toml (banners.node-status); colours come from the
material semantic palette; the detail text is ellipsis-clipped so it can't push the action
button off-screen. Drawn before the content edge-fade vertex capture so it stays fully opaque.
New i18n keys (node_banner_*). Build-clean both variants; ctest 1/1 (adds testNodeStatusBanner).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
141
src/app.cpp
141
src/app.cpp
@@ -68,6 +68,7 @@
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#include "ui/material/draw_helpers.h"
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#include "ui/widgets/copy_field.h"
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#include "ui/notifications.h"
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#include "ui/node_status_banner.h"
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#include "util/i18n.h"
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#include "util/connect_stall.h"
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#include "util/platform.h"
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@@ -1794,6 +1795,11 @@ void App::render()
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ImGui::BeginChild("##ContentArea", ImVec2(0, contentH), false, contentFlags);
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// Persistent node/RPC error banner — drawn first (before the edge-fade vertex capture below,
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// so it stays fully opaque) and above every page / overlay in the content column. It renders
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// nothing and consumes no space while the node is reachable.
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renderNodeStatusBanner();
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// Capture vertex start for edge fade mask
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ImDrawList* caDL = ImGui::GetWindowDrawList();
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int caVtxStart = caDL->VtxBuffer.Size;
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@@ -2142,6 +2148,141 @@ void App::render()
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ui::material::LatchBlurOverlayActive();
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}
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void App::renderNodeStatusBanner()
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{
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namespace m = ui::material;
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// Suppress during flows that legitimately have no connection, so the banner never contradicts
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// an overlay the app is already showing: the first-run wizard (no daemon started yet), a
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// wallet switch, an in-flight daemon restart, the screenshot sweep (forces demo state), and
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// shutdown. tryConnect() sets connection_in_progress_ before the first render on normal
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// startup, so the ordinary boot path is covered by the evaluator's own in-progress guard.
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if (capture_mode_ || isShuttingDown()) return;
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if (getWizardPhase() != WizardPhase::None) return;
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if (wallet_switch_phase_.load() != 0) return;
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if (daemon_restarting_.load()) return;
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ui::NodeBannerInputs in;
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in.lite = isLiteBuild();
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in.connected = state_.connected;
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in.warming_up = state_.warming_up;
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in.daemon_initializing = state_.daemon_initializing;
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in.connection_in_progress = connection_in_progress_;
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in.using_embedded_daemon = isUsingEmbeddedDaemon();
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in.has_daemon_controller = (daemon_controller_ != nullptr);
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in.daemon_running = isEmbeddedDaemonRunning();
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in.daemon_crash_count = daemon_controller_ ? daemon_controller_->crashCount() : 0;
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in.connection_status = connection_status_;
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in.daemon_last_error = daemon_controller_ ? daemon_controller_->lastError() : std::string();
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in.lite_open_error = lite_open_error_;
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const ui::NodeBannerState banner = ui::evaluateNodeStatusBanner(in);
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if (!banner.show) return;
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const auto& S = ui::schema::UI();
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const float minH = S.drawElement("banners.node-status", "min-height").size;
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const float baseH = S.drawElement("banners.node-status", "height").size;
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const float bannerH = std::max(minH, baseH * ui::Layout::vScale());
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const bool isError = (banner.severity == ui::NodeBannerSeverity::Error);
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const ImU32 sevCol = isError ? m::Error() : m::Warning();
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const ImU32 bgCol = m::WithAlphaF(sevCol, isError ? 0.20f : 0.15f);
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// Translated headline for the reason; `detail` is the live status text (may be empty).
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const char* title;
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const char* icon;
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switch (banner.reason) {
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case ui::NodeBannerReason::DaemonCrashed:
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title = TR("node_banner_crashed_title"); icon = ICON_MD_ERROR; break;
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case ui::NodeBannerReason::LiteOpenFailed:
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title = TR("node_banner_lite_open_failed"); icon = ICON_MD_ERROR; break;
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case ui::NodeBannerReason::FullNodeOffline:
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default:
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title = TR("node_banner_offline_title"); icon = ICON_MD_CLOUD_OFF; break;
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}
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const char* actionLabel = nullptr;
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if (banner.action == ui::NodeBannerAction::Reconnect) actionLabel = TR("node_banner_reconnect");
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else if (banner.action == ui::NodeBannerAction::RestartNode) actionLabel = TR("node_banner_restart");
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const float padX = ui::Layout::spacingLg();
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ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::ColorConvertU32ToFloat4(bgCol));
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ImGui::BeginChild("##NodeStatusBanner",
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ImVec2(ImGui::GetContentRegionAvail().x, bannerH), false,
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ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse);
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const float winW = ImGui::GetWindowSize().x;
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ImFont* icoFont = m::Type().iconSmall();
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ImFont* txtFont = m::Type().body2();
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// Icon — centered on its own metrics.
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ImGui::SetCursorPos(ImVec2(padX, (bannerH - icoFont->LegacySize) * 0.5f));
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ImGui::PushFont(icoFont);
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ImGui::PushStyleColor(ImGuiCol_Text, sevCol);
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ImGui::TextUnformatted(icon);
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ImGui::PopStyleColor();
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ImGui::PopFont();
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const float txtCy = (bannerH - txtFont->LegacySize) * 0.5f;
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// Right-aligned action button geometry (measured first so the detail text can be clipped to
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// never run underneath it).
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float btnW = 0.0f, btnH = 0.0f, actionReserve = 0.0f;
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if (actionLabel) {
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btnH = std::max(0.0f, bannerH - ui::Layout::spacingSm() * 2.0f);
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btnW = ImGui::CalcTextSize(actionLabel).x + ui::Layout::spacingLg() * 1.6f;
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actionReserve = btnW + padX + ui::Layout::spacingMd();
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}
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// Title.
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ImGui::SameLine(0.0f, ui::Layout::spacingSm());
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ImGui::SetCursorPosY(txtCy);
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ImGui::PushFont(txtFont);
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ImGui::PushStyleColor(ImGuiCol_Text, sevCol);
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ImGui::TextUnformatted(title);
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ImGui::PopStyleColor();
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// Detail (dim) on the same row, clipped with an ellipsis so it can't push the button off-screen.
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if (!banner.detail.empty()) {
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ImGui::SameLine(0.0f, ui::Layout::spacingSm());
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ImGui::SetCursorPosY(txtCy);
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const float budget = winW - ImGui::GetCursorPosX() - actionReserve;
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if (budget > ImGui::CalcTextSize("W").x) {
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const std::string prefix = "\xC2\xB7 "; // "· "
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std::string detail = banner.detail;
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std::string shown = prefix + detail;
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if (ImGui::CalcTextSize(shown.c_str()).x > budget) {
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const std::string ell = "\xE2\x80\xA6"; // "…"
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while (!detail.empty() &&
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ImGui::CalcTextSize((prefix + detail + ell).c_str()).x > budget) {
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detail.pop_back();
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while (!detail.empty() &&
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(static_cast<unsigned char>(detail.back()) & 0xC0) == 0x80)
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detail.pop_back(); // drop the whole trailing UTF-8 code point
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}
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shown = prefix + detail + ell;
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}
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ImGui::PushStyleColor(ImGuiCol_Text, m::OnSurfaceMedium());
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ImGui::TextUnformatted(shown.c_str());
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ImGui::PopStyleColor();
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}
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}
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ImGui::PopFont();
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// Action button.
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if (actionLabel) {
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ImGui::SetCursorPos(ImVec2(winW - btnW - padX, (bannerH - btnH) * 0.5f));
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if (m::TactileButton(actionLabel, ImVec2(btnW, btnH))) {
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if (banner.action == ui::NodeBannerAction::RestartNode) restartDaemon();
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else if (banner.action == ui::NodeBannerAction::Reconnect) tryConnect();
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}
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}
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ImGui::EndChild();
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ImGui::PopStyleColor();
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}
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void App::renderStatusBar()
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{
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// Status bar layout from unified UI schema
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