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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@@ -50,8 +50,9 @@ constexpr uint32_t kRowSelectedColour = 0xc0604818;
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// The background of the menu screens across the whole render target (also
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// beside the main menu's centred frame and full-screen windows in a game).
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void DrawBackground(void* device);
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// Whether a screen is shown (the main menu then does not draw centred).
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bool AnyShown();
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// Called once per main menu frame (menu thread): whether a screen is shown
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// (the main menu then does not draw centred).
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bool BeginMenuFrame();
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// Draws the screen of `window`: the background across the whole render
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// target, then body(context) in canvas coordinates.
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