Files
ObsidianDragon/src/ui/windows/balance_address_list.cpp
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

133 lines
5.4 KiB
C++

#include "balance_address_list.h"
#include <algorithm>
#include <cctype>
#include <cmath>
#include <cstdio>
namespace dragonx {
namespace ui {
namespace {
bool containsIgnoreCase(const std::string& haystack, const std::string& needle)
{
if (needle.empty()) return true;
auto it = std::search(haystack.begin(), haystack.end(),
needle.begin(), needle.end(),
[](char a, char b) {
return std::tolower(static_cast<unsigned char>(a)) ==
std::tolower(static_cast<unsigned char>(b));
});
return it != haystack.end();
}
} // namespace
bool AddressListMatchesFilter(const AddressListInput& input, const std::string& filter)
{
if (!input.info) return false;
return containsIgnoreCase(input.info->address, filter) ||
containsIgnoreCase(input.info->label, filter) ||
containsIgnoreCase(input.label, filter);
}
std::vector<AddressListRow> BuildAddressListRows(const std::vector<AddressListInput>& inputs,
const std::string& filter,
bool hideZeroBalances,
bool showHidden)
{
std::vector<AddressListRow> rows;
rows.reserve(inputs.size());
for (const auto& input : inputs) {
if (!input.info) continue;
if (!AddressListMatchesFilter(input, filter)) continue;
if (input.hidden && !showHidden) continue;
// Keep mining-flagged addresses visible even at 0 balance (they receive payouts).
if (hideZeroBalances && input.info->balance < 1e-9 && !input.hidden && !input.favorite && !input.mining) continue;
rows.push_back({input.info, input.isZ, input.hidden, input.favorite, input.mining,
input.label, input.icon, input.sortOrder});
}
std::sort(rows.begin(), rows.end(),
[](const AddressListRow& a, const AddressListRow& b) {
bool aHasOrder = a.sortOrder >= 0;
bool bHasOrder = b.sortOrder >= 0;
if (aHasOrder && bHasOrder) return a.sortOrder < b.sortOrder;
if (aHasOrder != bHasOrder) return aHasOrder > bHasOrder;
if (a.favorite != b.favorite) return a.favorite > b.favorite;
if (a.isZ != b.isZ) return a.isZ > b.isZ;
return a.info->balance > b.info->balance;
});
return rows;
}
AddressRowLayout ComputeAddressRowLayout(float rowX,
float rowY,
float rowWidth,
float rowHeight,
float rowPadLeft,
float rowIconSize,
float spacingMd,
float spacingSm,
float spacingXs)
{
(void)spacingXs; // trailing button now insets by rowPadLeft (mirrors the left margin)
AddressRowLayout layout;
layout.contentStartX = rowX + rowPadLeft;
layout.contentStartY = rowY + spacingMd;
layout.buttonSize = rowHeight - spacingMd * 2.0f;
const float buttonY = rowY + (rowHeight - layout.buttonSize) * 0.5f;
const float rightEdge = rowX + rowWidth;
// Inset the trailing (favorite/star) button by the card's inner padding — the same margin the
// left content uses (rowPadLeft) — so it mirrors the left edge instead of hugging the card edge.
const float favoriteX = rightEdge - layout.buttonSize - rowPadLeft;
const float visibilityX = favoriteX - spacingSm - layout.buttonSize;
layout.favoriteButton = {favoriteX, buttonY, layout.buttonSize, layout.buttonSize};
layout.visibilityButton = {visibilityX, buttonY, layout.buttonSize, layout.buttonSize};
layout.contentRight = visibilityX - spacingSm;
layout.labelX = layout.contentStartX + rowIconSize * 2.0f + spacingMd;
return layout;
}
std::string FormatAddressUsdValue(double balance, double priceUsd)
{
if (priceUsd <= 0.0 || balance <= 0.0) return {};
char buffer[32];
const double usdValue = balance * priceUsd;
if (usdValue >= 1.0) {
std::snprintf(buffer, sizeof(buffer), "$%.2f", usdValue);
} else if (usdValue >= 0.01) {
std::snprintf(buffer, sizeof(buffer), "$%.4f", usdValue);
} else {
std::snprintf(buffer, sizeof(buffer), "$%.6f", usdValue);
}
return buffer;
}
AddressRowWindow ComputeAddressRowWindow(float clipMinY, float clipMaxY, float startY, float rowH, int rowCount)
{
AddressRowWindow w;
if (rowCount <= 0) return w;
w.end = rowCount; // fail open (every row) on degenerate input
if (!(rowH > 0.0f)) return w;
const double first = std::floor(((double)clipMinY - startY) / rowH) - 1.0;
const double last = std::ceil(((double)clipMaxY - startY) / rowH) + 1.0; // exclusive
if (!std::isfinite(first) || !std::isfinite(last)) return w;
w.begin = (int)std::clamp(first, 0.0, (double)rowCount);
w.end = (int)std::clamp(last, (double)w.begin, (double)rowCount);
return w;
}
float AddressRowEntryCursorY(int i, float startY, float rowH, float itemSpacingY)
{
if (i <= 0) return startY;
const float prevTop = startY + (i - 1) * rowH; // the row loop's row-top expression
return (float)(int)(prevTop + rowH + itemSpacingY); // ImGui::ItemSize: IM_TRUNC(line_y1 + line_height + ItemSpacing.y)
}
} // namespace ui
} // namespace dragonx