Files
ObsidianDragon/src/ui/material/overlay_scroll.h
DanS 4b46d4a20c feat(material): promote blur-overlay modal primitives (Phase 0a)
First step toward unifying all app modals on the Manage-Portfolio visual style.
Add, as shared material:: helpers (additive — no caller yet, no visible change):
- blur-overlay open refcount + 1-frame latch (Push/Pop/AnyBlurOverlayActive[LastFrame],
  LatchBlurOverlayActive) so App::render's effect guard can be modal-agnostic;
- capture-frame query (IsCapturingBlurBackdrop) for scroll-fade suppression;
- RightAlignX and SegmentedControl (promoted verbatim from market_tab);
- BeginFadeScrollChild/EndFadeScrollChild in a dedicated overlay_scroll.h (kept
  out of the widely-included draw_helpers.h because effects::ScrollFadeShader's GL
  headers clash with SDL's in some TUs).
Also fix IsCurrentWindowOverlayDialog to prefix-match "##OverlayScrim" so suffixed
overlay windows are recognized by the modal-aware hover check.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-04 02:05:03 -05:00

69 lines
3.2 KiB
C++

// DragonX Wallet - ImGui Edition
// Copyright 2024-2026 The Hush Developers
// Released under the GPLv3
#pragma once
// Edge-fade scroll region for the blur-backdrop modals (smooth scroll + Settings-tab edge fade +
// a thicker, inset, rounded scrollbar). Split out of draw_helpers.h because it depends on
// effects::ScrollFadeShader, whose GL/DX headers must not be pulled into the widely-included base
// header (they clash with SDL's GL headers in some TUs). Include this only from modal .cpp files.
#include "draw_helpers.h" // IsCapturingBlurBackdrop, ApplySmoothScroll
#include "../effects/scroll_fade_shader.h"
#include "../effects/low_spec.h"
#include "imgui.h"
#include <algorithm>
#include <string>
namespace dragonx {
namespace ui {
namespace material {
// Scroll region with smooth scrolling + edge fade + a thicker, inset, rounded scrollbar. Uses a
// bordered/rounded OUTER frame whose padding insets the scrollbar, holding an INNER scrolling child.
// `fade` must persist across frames (one instance per scroll region); `pad` is the inner content
// inset. Returns the inner draw list; pair with EndFadeScrollChild().
inline ImDrawList* BeginFadeScrollChild(const char* id, effects::ScrollFadeShader& fade,
const ImVec2& pad, float dp)
{
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 6.0f * dp);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(6.0f * dp, 6.0f * dp));
ImGui::BeginChild(id, ImVec2(0, std::max(120.0f * dp, ImGui::GetContentRegionAvail().y)), true,
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse);
ImGui::PopStyleVar(2); // ChildRounding + outer WindowPadding (captured by the outer child)
ImGui::PushStyleVar(ImGuiStyleVar_ScrollbarSize, 11.0f * dp);
ImGui::PushStyleVar(ImGuiStyleVar_ScrollbarRounding, 5.5f * dp);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, pad);
std::string innerId = std::string(id) + "_i";
ImGui::BeginChild(innerId.c_str(), ImVec2(0, 0), false, ImGuiWindowFlags_NoScrollWithMouse);
ImGui::PopStyleVar(); // inner WindowPadding — captured by this child; don't cascade to tooltips
ApplySmoothScroll();
ImDrawList* dl = ImGui::GetWindowDrawList();
const float fadeH = 22.0f * dp;
if (!effects::isLowSpecMode() && !IsCapturingBlurBackdrop() && fade.init()) {
ImVec2 cMin = ImGui::GetWindowPos();
ImVec2 cMax(cMin.x + ImGui::GetWindowSize().x, cMin.y + ImGui::GetWindowSize().y);
float sY = ImGui::GetScrollY(), sMax = ImGui::GetScrollMaxY();
fade.fadeTopY = cMin.y;
fade.fadeBottomY = cMax.y;
fade.fadeZoneTop = (sY > 1.0f) ? fadeH : 0.0f;
fade.fadeZoneBottom = (sMax > 0.0f && sY < sMax - 1.0f) ? fadeH : 0.0f;
fade.addBind(dl);
}
return dl;
}
inline void EndFadeScrollChild(effects::ScrollFadeShader& fade, ImDrawList* dl)
{
if (!effects::isLowSpecMode() && !IsCapturingBlurBackdrop() && fade.ready)
effects::ScrollFadeShader::addUnbind(dl);
ImGui::EndChild(); // inner
ImGui::PopStyleVar(2); // ScrollbarSize + ScrollbarRounding
ImGui::EndChild(); // outer
}
} // namespace material
} // namespace ui
} // namespace dragonx