ApplyScrollEdgeMask, which fades a scroll area's content at its top and bottom edges, walked every vertex the area emitted on every frame and tested both edges per vertex, even when the content fit without scrolling and no vertex could ever be written. It now returns before the walk when neither edge fades. The fade maths moved unchanged into scroll_edge_fade.h and is tested against the old inline expression, so rendering is identical. All six callers benefit without an edit: the Overview address list, Mining's recent blocks, Console, History, Explorer and Peers. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
48 lines
1.4 KiB
C++
48 lines
1.4 KiB
C++
// DragonX Wallet - ImGui Edition
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// Copyright 2024-2026 The Hush Developers
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// Released under the GPLv3
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//
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// Pure maths of ApplyScrollEdgeMask (draw_helpers.h), split out so it is unit-testable without ImGui.
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#pragma once
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#include <algorithm>
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namespace dragonx {
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namespace ui {
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namespace material {
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struct ScrollEdgeFade {
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bool top = false; // content scrolled off the top edge
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bool bottom = false; // more content below the bottom edge
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bool any() const { return top || bottom; }
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};
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inline ScrollEdgeFade ComputeScrollEdgeFade(float scrollY, float scrollMaxY)
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{
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ScrollEdgeFade f;
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f.top = scrollY > 1.0f; // only when scrolled down
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f.bottom = scrollMaxY > 0 && scrollY < scrollMaxY - 1.0f; // only when not at the scroll bottom
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return f;
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}
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// Alpha multiplier (0..1) for a vertex at screen-y `posY`. Same maths as the former inline loop.
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inline float ScrollEdgeAlpha(const ScrollEdgeFade& f, float posY, float topEdge, float bottomEdge, float fadeZone)
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{
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float alpha = 1.0f;
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if (f.top) {
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float d = posY - topEdge;
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if (d < fadeZone)
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alpha = std::min(alpha, std::max(0.0f, d / fadeZone));
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}
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if (f.bottom) {
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float d = bottomEdge - posY;
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if (d < fadeZone)
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alpha = std::min(alpha, std::max(0.0f, d / fadeZone));
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}
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return alpha;
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}
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} // namespace material
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} // namespace ui
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} // namespace dragonx
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