Export screen: widescreen frame, black sides, slots can be cleared
- cUI_Character (export) and cUI_Savegame draw inside the centred 1024x768 frame (viewport) with the render target beside it cleared black; the export screen's 3D heroes were stretched across the wide viewport, away from their labels and hit areas. - Export screen shows the game's erase button for an occupied slot and reloads the heroes after a delete. Overwriting was already the game's own path once clicks hit the right slot. - game/ui/control.h: shared show/hide for cUI_Control2. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -126,3 +126,19 @@ offset, that reset reached past the render target, `SetViewport` failed and
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the small viewport stayed set: the cursor (drawn after the UI) was only
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visible inside it. A viewport at x 0 across the whole render width is now
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passed unshifted.
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## Full-screen windows: frame viewport and black sides (2026-10-18)
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The character export screen (Esc menu "Exportieren", cUI_Character) and the
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save game window (cUI_Savegame) cover the 1024 frame with a picture. Request:
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black instead of the world beside it, and the export screen adapted to the
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wide view. Measured on a screenshot: the export screen's 3D scene (heroes on
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their stones) is projected for a 1024x768 viewport; across the widened one
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it was stretched 1.8x wide, away from the slot labels and their hit areas.
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Their render hooks (`HUD_RENDER_FRAMED`, `HUD_RENDER3_FRAMED`) run the window
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inside `FrameScope`: while the window is visible, the render target left and
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right of the centred frame is cleared black, then the viewport is set to the
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frame (dx, 0, 1024x768) and restored afterwards. `Clear` clips to the
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viewport, so the sides are cleared first. Both calls go to the unhooked
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device methods (`IDirect3DDevice7` 10 Clear, 13 SetViewport, 15 GetViewport).
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