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>
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>
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>
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>
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>
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>
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)
- 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
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
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)