Files
ObsidianDragon/src/ui/windows/balance_address_list.h
T
DanSandClaude Opus 5.5 c2c2a8325b perf(overview): clip the address list to the visible rows
The Overview address list built all N rows on every frame (icons,
labels, balances, buttons, an InvisibleButton and a context-menu
check per address) and allocated a vector of N row positions, however
few rows fit on screen; the edge mask then walked all their vertices.

An ImGuiListClipper now submits only the rows that intersect the
list's clip rect, plus:
- one guard row on each side, so dividers and anti-aliased edges at
  the clip boundary are drawn as before;
- the row being dragged and the row whose context menu is open, so
  drag-to-reorder and the menu keep working when they scroll away;
- the rows keyboard navigation targets (kept by the clipper itself).

Before each row the cursor is put back exactly where the unclipped
loop left it, so the density-scaled spacing, which depends on the
cursor position, and every row's geometry are unchanged. Row tops are
computed from the index, so the per-frame vector is gone, and the
scroll extent is the same. The row model (sort, filter) is still
rebuilt over all addresses each frame.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 09:50:03 -05:00

81 lines
2.8 KiB
C++

#pragma once
#include "data/wallet_state.h"
#include <string>
#include <vector>
namespace dragonx {
namespace ui {
struct AddressListInput {
const AddressInfo* info = nullptr;
bool isZ = false;
bool hidden = false;
bool favorite = false;
bool mining = false;
std::string label;
std::string icon;
int sortOrder = -1;
};
struct AddressListRow {
const AddressInfo* info = nullptr;
bool isZ = false;
bool hidden = false;
bool favorite = false;
bool mining = false;
std::string label;
std::string icon;
int sortOrder = -1;
};
struct AddressRowRect {
float x = 0.0f;
float y = 0.0f;
float width = 0.0f;
float height = 0.0f;
};
struct AddressRowLayout {
float contentStartX = 0.0f;
float contentStartY = 0.0f;
float labelX = 0.0f;
float contentRight = 0.0f;
float buttonSize = 0.0f;
AddressRowRect favoriteButton;
AddressRowRect visibilityButton;
};
bool AddressListMatchesFilter(const AddressListInput& input, const std::string& filter);
std::vector<AddressListRow> BuildAddressListRows(const std::vector<AddressListInput>& inputs,
const std::string& filter,
bool hideZeroBalances,
bool showHidden);
AddressRowLayout ComputeAddressRowLayout(float rowX,
float rowY,
float rowWidth,
float rowHeight,
float rowPadLeft,
float rowIconSize,
float spacingMd,
float spacingSm,
float spacingXs);
std::string FormatAddressUsdValue(double balance, double priceUsd);
// ---- Overview address-list clipping (fixed row pitch rowH from startY) ----
// [begin, end) = the rows intersecting [clipMinY, clipMaxY) plus ONE guard row on each side (a row draws its
// divider / AA fringe just past its own slot), clamped to [0, rowCount). Non-finite input -> every row.
struct AddressRowWindow {
int begin = 0;
int end = 0;
};
AddressRowWindow ComputeAddressRowWindow(float clipMinY, float clipMaxY, float startY, float rowH, int rowCount);
// Cursor y the unclipped row loop had when row i's body ran: row 0 = startY; row i > 0 = where ImGui::ItemSize
// (imgui 1.92.6) leaves it after row i-1's InvisibleButton(h = rowH) placed at startY + (i-1)*rowH, i.e.
// IM_TRUNC(top + rowH + ItemSpacing.y). Replaying it keeps the cursor-dependent Layout::spacing*() exact.
float AddressRowEntryCursorY(int i, float startY, float rowH, float itemSpacingY);
} // namespace ui
} // namespace dragonx