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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khallaandClaude Opus 5.5 committed 2026-10-21 00:41:12 +02:00
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@@ -50,8 +50,9 @@ constexpr uint32_t kRowSelectedColour = 0xc0604818;
// The background of the menu screens across the whole render target (also
// beside the main menu's centred frame and full-screen windows in a game).
void DrawBackground(void* device);
// Whether a screen is shown (the main menu then does not draw centred).
bool AnyShown();
// Called once per main menu frame (menu thread): whether a screen is shown
// (the main menu then does not draw centred).
bool BeginMenuFrame();
// Draws the screen of `window`: the background across the whole render
// target, then body(context) in canvas coordinates.