Shared chest, menu after a game, dialogs over 16:9 screens
- Shared chest: emptied and not saved from the moment a save game is read until it reloads; a hero saved inside a load wrote the new world's objects (stale ids) as the chest's items. - Main menu after a game: shown 16:9 screens are tracked on the menu thread only and expire after 2 frames; a destroyed in-game window kept the menu unframed (old pictures, frame at the left). - Dialogs over a 16:9 screen in the main menu are centred, their dimming covers the screen. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -53,14 +53,21 @@ thread_local bool g_eventShifted = false;
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// Canvas: a 16:9 screen (kCanvasWidth), centred.
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enum class Anchor { Center, Right, Screen, Canvas };
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// Offset of the main menu's 1024 frame while it is drawn centred (set each
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// menu frame by RenderMenuFrame; 0 while a 16:9 screen draws itself).
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std::atomic<int> g_menuFrameDx = 0;
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int OffsetFor(Anchor anchor) {
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static const bool enabled = re::ConfigInt("hud", "Enabled", 1) != 0;
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const int width = mods::widescreen::RenderWidth();
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if (anchor == Anchor::Canvas) {
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return width > kCanvasWidth ? (width - kCanvasWidth) / 2 : 0;
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}
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if (!enabled || width <= kLayoutWidth || mods::widescreen::IsClassicFrame() ||
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mods::widescreen::MenuIsShowing() || anchor == Anchor::Screen) {
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// The main menu's frame shifts the windows in it; over a 16:9 screen
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// (no frame) dialogs are centred like in a game (user, 2026-10-21).
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const bool inMenuFrame = mods::widescreen::MenuIsShowing() && g_menuFrameDx != 0;
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if (!enabled || width <= kLayoutWidth || mods::widescreen::IsClassicFrame() || inMenuFrame ||
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anchor == Anchor::Screen) {
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return 0;
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}
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return anchor == Anchor::Center ? (width - kLayoutWidth) / 2 : width - kLayoutWidth;
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@@ -868,10 +875,6 @@ int HandleCentred(void* event, int (*body)(void* context), void* context) {
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return body(context);
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}
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// Offset of the main menu's 1024 frame while it is drawn centred (set each
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// menu frame by RenderMenuFrame; 0 while a 16:9 screen draws itself).
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std::atomic<int> g_menuFrameDx = 0;
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void SetHiddenTextures(void* const* surfaces, int count) {
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for (int i = 0; i < kHiddenTextureMax; ++i) {
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g_hiddenTextures[i].store(i < count ? surfaces[i] : nullptr, std::memory_order_relaxed);
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