Widescreen experiment: native render size via dxwrapper, classic menus

- mods/widescreen: redirect the world view's reads of the 1024.0/768.0
  constants and the 3D ortho extents to our variables; render size =
  monitor; relocate the world view's tile draw list (1750 entries, no
  bounds check) into an enlarged object (16384 entries).
- mods/dxwrapper: route DirectDraw through dxwrapper (Dd7to9, D3D9) since
  Windows' D3D7 cannot render to targets larger than 2048; fix the game's
  device info GUID pointer that dxwrapper's enumeration leaves invalid.
  Pinned release fetched by CMake (hash-checked), installed next to the DLL.
- Main menu (UI thread) and loading screen render in a 1024x768 viewport
  and are presented scaled ("classic" layout); in-game uses the full size.
- re/patch: verified code patches (operand redirect, push immediates,
  displacements) and startup hooks; build.ps1/CMake download fixes.

In-game view untested yet; HUD still at the top-left.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
khallaandClaude Opus 5.5 committed 2026-10-14 00:47:03 +02:00
1 parent c8dc689bc6
commit 795fe8f087
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@@ -15,5 +15,7 @@ $env:PATH = "$(Split-Path $vswhere);$env:PATH"
# re-configuring here would clash with VS Code's CMake Tools, which caches
# the full path of cl.exe instead of the preset's plain "cl".
$configure = if (Test-Path "build\$Preset\CMakeCache.txt") { "" } else { "cmake --preset $Preset && " }
cmd /c "`"$vcvars`" x86 >nul && $configure cmake --build --preset $Preset"
# 2>&1 inside cmd: Windows PowerShell turns any native stderr line (e.g. CMake's
# download progress) into a terminating error under ErrorActionPreference=Stop.
cmd /c "`"$vcvars`" x86 >nul && $configure cmake --build --preset $Preset 2>&1"
if ($LASTEXITCODE -ne 0) { exit $LASTEXITCODE }