Commit Graph

10 Commits

Author SHA1 Message Date
156735eb06 feat(modals): fixed modal-backdrop blur, independent of the acrylic slider
The modal backdrop blur was params.blurRadius (96) scaled by the user's global
acrylic blur-strength slider (blurRadiusMultiplier), so lowering the slider also
weakened every modal's backdrop. Make the modal blur a fixed hardcoded value.

Add AcrylicParams::absoluteBlurRadius: when set, applyBlur() uses the radius
as-is and skips the multiplier (threaded through both the GL and DX11 blur paths
+ the no-op stub). DrawFullWindowBlurBackdrop sets it, so the modal backdrop is
always a 96px blur regardless of the slider. Panels/other acrylic still scale
with the slider as before.

Verified: rendering a modal at blur_multiplier 0.1 vs 2.0 now produces an
identical backdrop (max pixel diff 1/255) — previously those were ~9.6px vs
~192px of blur.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 07:41:53 -05:00
433c7ae46f fix(acrylic): frost glass panels at full strength (slider was a near no-op)
The per-panel acrylic composite drew the blurred capture at
`fallbackColor.w * uiOpacity` alpha. At a lowered UI opacity that's ~24%, so the
SHARP background bled straight through the panels — the acrylic slider changed
almost nothing (measured: blur 0% vs 100% differed in 0.33% of pixels, and the
marbled background was equally crisp at both).

Draw the blurred capture at (near) full strength so it actually FROSTS the panel
(the blurred background replaces the sharp one); UI opacity now scales only the
tint overlay in DrawGlassPanel, which is the correct acrylic model — opacity =
tint, not sharp-vs-blur. Fixed symmetrically in both the GL and DX11 drawRect
paths. Verified on GL: blur 0% now shows a sharp background, 100% a smooth
frosted wash (0.33% -> 8.3% pixels changed), and the default (high-opacity) card
look is unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 19:46:18 -05:00
0e8816e220 feat(effects): overlay-time live-framebuffer blur behind the portfolio modal
The acrylic system only blurred a frozen snapshot of the static app background. Add
an overlay-time re-capture so the Manage-portfolio modal blurs the LIVE tab content
behind it.

- AcrylicMaterial::captureLiveFramebuffer() (GL blit of FB 0 / DX11 CopyResource of the
  backbuffer + no-backend stub) mirrors captureBackgroundDirect but bypasses the
  dirtyFrames_ gate so it refreshes every frame the overlay is open, forcing a re-blur.
- ImGuiAcrylic::GetLiveCaptureCallback() returns a draw callback for it.
- market_tab: the modal inserts that callback (+ ImDrawCallback_ResetRenderState) at the
  START of its overlay draw list, before the backdrop, so the capture holds the app UI
  drawn below and the backdrop blurs it. On close, InvalidateCapture() re-captures the
  background so other glass panels don't keep blurring the stale live capture.
- Panel theme-effects are suppressed during the market render while the modal is open
  (their foreground-draw-list borders draw above all windows and would otherwise bleed
  over the overlay). Market tab body is rendered again (no longer skipped).
- Backdrop draws the acrylic at full strength (fallbackColor.w=1) over an opaque base so
  the blurred content reads clearly; lighter dim.

Design mapped via an Explore investigation of the capture/blur pipeline; compiles on
both OpenGL (Linux) and DX11 (Windows cross-build). Needs on-device visual verification.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-03 20:26:11 -05:00
dcd09dc542 refactor(audit): batch 7 — RPC/settings/lite/effects mechanical dedups
Six behavior-preserving consolidations from the audit:

- RPCClient::call() overloads share a private performCall() (payload dump +
  curl_easy_perform + http code) and a static parseRpcResult() (error->RpcError
  extraction). The timeout overload restores the prior timeout in both the
  success and catch paths, exactly as before.
- The six UnifiedCallback methods delegate to one splitUnified() that builds
  the (Callback, ErrorCallback) pair once (null-check preserved).
- One liteTrimCopy() in lite_connection_service replaces 5 file-local
  trim-copy helpers across the lite slice.
- lite_wallet_controller's inline height JSON parse now routes through the
  tested parseLiteHeightResponse().
- theme_effects.cpp: unpackRGB()/scaledAlpha() replace 14 RGB-unpack + 5
  alpha-scale copy-paste blocks.
- settings.cpp load() uses loadScalar()/loadClamped() helpers for ~44 scalar
  fields. Besides removing boilerplate this HARDENS loading: ~44 fields that
  previously only checked contains() now also verify the JSON type, so a
  malformed value in settings.json falls back to the default instead of
  throwing/misreading. Custom cases (enum parses, legacy migrations, arrays)
  stay inline; save() is unchanged.

Full-node + Lite build clean; ctest 1/1; hygiene clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 19:56:54 -05:00
280a71e973 refactor(audit): batch 3 — decompose App::update() + collapse acrylic fork
Three P1 structural refactors from the audit; no behavior change.

1. Extract the ~180-line daemon-stdout rescan/witness parser out of the
   ~790-line App::update() into a pure, static, unit-testable
   NetworkRefreshService::parseDaemonRescanOutput() returning a
   DaemonRescanScan result struct (sits next to the existing static parse*
   siblings). The scanning half moved verbatim; App::update() keeps the
   state-application half, now reading scan.* fields. Adds
   testParseDaemonRescanOutput() covering all six daemon signals + edge
   cases against fixture log snippets — previously untestable without a
   live daemon.

2. Extract the ~95-line global keyboard-shortcut block (Ctrl+, / theme
   cycle / F5 / low-spec / effects / gradient / wizard) out of
   App::update() into App::handleGlobalShortcuts().

3. Collapse the ImGuiAcrylic frontend fork: the GLAD and DX11 namespaces
   were ~375 lines of semantically-identical code (the frontend makes zero
   direct GL/DX calls — all backend work delegates to AcrylicMaterial, which
   has a backend per API). Extended the single frontend's guard to
   #if defined(DRAGONX_HAS_GLAD) || defined(DRAGONX_USE_DX11) and deleted the
   DX11 duplicate, leaving the no-backend stub. Kills the Windows/DX11 drift
   hazard (acrylic frontend changes now made once).

Verified: full-node + Lite build clean; ctest 1/1 (incl. the new parser
tests); source-hygiene clean; and the collapsed acrylic path was
compile-verified under DX11 via the mingw-w64 Windows cross-build
(ObsidianDragon.exe links).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 16:40:40 -05:00
af252575cf chore: remove dead UI header files (scroll_fade_fbo.h, gpu_mask.h)
Both are header-only, in no CMake target, #included nowhere, and their only
symbols (ScrollFadeRT, DrawScrollFadeMask) are referenced nowhere:
- src/ui/effects/scroll_fade_fbo.h — superseded by the shader-based
  scroll_fade_shader.h (the implementation actually used by settings_page).
- src/ui/material/gpu_mask.h — a GPU blend-mask helper never integrated.

App + test build clean after removal; tests pass; hygiene clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 20:35:18 -05:00
2b3277529e macOS port: build, rendering, daemon, and mining fixes
Build & setup:
- Fix setup.sh and build.sh for macOS (bundle daemon, xmrig, sapling params, asmap.dat into .app)
- Fix CMakeLists.txt libsodium linking for macOS
- Fix incbin.h to use __DATA,__const section on macOS
- Remove vendored libsodium-1.0.18 source tree (use fetch script instead)
- Remove prebuilt-binaries/xmrig (replaced by xmrig-hac)
- Add .DS_Store to .gitignore

Rendering & UI:
- Use GLSL #version 150 and OpenGL 3.2 Core Profile on macOS
- Force dpiScale=1.0 on macOS to fix Retina double-scaling
- Set default window/UI opacity to 100% on Mac/Linux
- Add scroll fade shader guard for macOS GL compatibility
- Add ImGui error recovery around render loop and mining tab

Daemon & bootstrap:
- Fix getDragonXDataDir() to return ~/Library/Application Support/Hush/DRAGONX/ on macOS
- Fix isPortInUse() with connect() fallback (no /proc/net/tcp on macOS)
- Increase daemon watchdog timeout from 3s to 15s
- Add daemon status indicator (colored dot + label) in wizard bootstrap phases

Mining tab:
- Fix EmbeddedDaemon::getMemoryUsageMB() crash on macOS (was using Linux /proc)
- Fix XmrigManager::getMemoryUsageMB() to use ps on macOS instead of /proc
- Restructure RenderMiningTab with wrapper pattern for exception safety
- Fix default pool URL to include port (pool.dragonx.is:3433)
2026-03-19 14:26:04 -05:00
2c5a658ea5 feat: Full UI internationalization, pool hashrate stats, and layout caching
- Replace all hardcoded English strings with TR() translation keys across
  every tab, dialog, and component (~20 UI files)
- Expand all 8 language files (de, es, fr, ja, ko, pt, ru, zh) with
  complete translations (~37k lines added)
- Improve i18n loader with exe-relative path fallback and English base
  fallback for missing keys
- Add pool-side hashrate polling via pool stats API in xmrig_manager
- Introduce Layout::beginFrame() per-frame caching and refresh balance
  layout config only on schema generation change
- Offload daemon output parsing to worker thread
- Add CJK subset fallback font for Chinese/Japanese/Korean glyphs
2026-03-11 00:40:50 -05:00
e2265b0bdf improve diagnostics, security UX, and network tab refresh
Diagnostics & logging:
- add verbose logging system (VERBOSE_LOGF) with toggle in Settings
- forward app-level log messages to Console tab for in-UI visibility
- add detailed connection attempt logging (attempt #, daemon state,
  config paths, auth failures, port owner identification)
- detect HTTP 401 auth failures and show actionable error messages
- identify port owner process (PID + name) on both Linux and Windows
- demote noisy acrylic/shader traces from DEBUG_LOGF to VERBOSE_LOGF
- persist verbose_logging preference in settings.json
- link iphlpapi on Windows for GetExtendedTcpTable

Security & encryption:
- update local encryption state immediately after encryptwallet RPC
  so Settings reflects the change before daemon restarts
- show notifications for encrypt success/failure and PIN skip
- use dedicated RPC client for z_importwallet during decrypt flow
  to avoid blocking main rpc_ curl_mutex (which starved peer/tx refresh)
- force full state refresh (addresses, transactions, peers) after
  successful wallet import

Network tab:
- redesign peers refresh button as glass-panel with icon + label,
  matching the mining button style
- add spinning arc animation while peer data is loading
  (peer_refresh_in_progress_ atomic flag set/cleared in refreshPeerInfo)
- prevent double-click spam during refresh
- add refresh-button size to ui.toml

Other:
- use fast_rpc_ for rescan polling to avoid blocking on main rpc_
- enable DRAGONX_DEBUG in all build configs (was debug-only)
- setup.sh: pull latest xmrig-hac when repo already exists
2026-03-05 05:26:04 -06:00
3aee55b49c ObsidianDragon - DragonX ImGui Wallet
Full-node GUI wallet for DragonX cryptocurrency.
Built with Dear ImGui, SDL3, and OpenGL3/DX11.

Features:
- Send/receive shielded and transparent transactions
- Autoshield with merged transaction display
- Built-in CPU mining (xmrig)
- Peer management and network monitoring
- Wallet encryption with PIN lock
- QR code generation for receive addresses
- Transaction history with pagination
- Console for direct RPC commands
- Cross-platform (Linux, Windows)
2026-02-27 00:26:01 -06:00