HUD: centre all UI windows, shift mouse events (not UI commands)

Generic cUI_Window2 hooks centre dialogs, inventory, maps, traders and the
ESC menu. Event shifting now targets the cursor position of mouse events
(move/down/up, x at +8) instead of category 5 UI events, whose +0x48 is not
a point for commands such as opening the ESC menu.

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 04:01:35 +02:00
1 parent ed3163d312
commit a640f2fb17
3 files changed
+137 -44

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+123 -44
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@@ -10,8 +10,9 @@
// - while its render method runs, every screen-space vertex (XYZRHW) passed // - while its render method runs, every screen-space vertex (XYZRHW) passed
// to DrawPrimitive / DrawIndexedPrimitive is shifted by dx (3D items such // to DrawPrimitive / DrawIndexedPrimitive is shifted by dx (3D items such
// as belt contents already line up: their projection is screen-centred); // as belt contents already line up: their projection is screen-centred);
// - while its event handler runs, the point of UI events (category 5, // - while its event handler runs, the cursor position of mouse events
// point at +0x48) is shifted by -dx. Children are handled inside both. // (move / button down / up) is shifted by -dx. Children are handled
// inside both.
// The world never sees these offsets: they are only active inside the hooks. // The world never sees these offsets: they are only active inside the hooks.
// //
// sacred_re.ini: // sacred_re.ini:
@@ -35,49 +36,68 @@ namespace {
constexpr int kLayoutWidth = 1024; constexpr int kLayoutWidth = 1024;
// Horizontal offset applied to the current thread's UI drawing/input. // Horizontal offset applied to the current thread's UI drawing.
thread_local int g_offsetX = 0; thread_local int g_offsetX = 0;
// Whether the UI event currently being handled has already been shifted.
thread_local bool g_eventShifted = false;
enum class Anchor { Center, Right }; enum class Anchor { Center, Right };
int OffsetFor(Anchor anchor) { int OffsetFor(Anchor anchor) {
static const bool enabled = re::ConfigInt("hud", "Enabled", 1) != 0;
const int width = mods::widescreen::RenderWidth(); const int width = mods::widescreen::RenderWidth();
if (width <= kLayoutWidth || mods::widescreen::IsClassicFrame() || !re::ConfigInt("hud", "Enabled", 1)) { if (!enabled || width <= kLayoutWidth || mods::widescreen::IsClassicFrame() ||
mods::widescreen::MenuIsShowing()) {
return 0; return 0;
} }
return anchor == Anchor::Center ? (width - kLayoutWidth) / 2 : width - kLayoutWidth; return anchor == Anchor::Center ? (width - kLayoutWidth) / 2 : width - kLayoutWidth;
} }
// RAII: shift drawing by dx for the scope. // RAII: shift drawing by dx for the scope. Windows nest (children, shared base
// methods), so only the outermost window decides.
class DrawOffset { class DrawOffset {
public: public:
explicit DrawOffset(int dx) : previous_(g_offsetX) { g_offsetX = dx; } explicit DrawOffset(int dx) : previous_(g_offsetX) {
if (g_offsetX == 0) {
g_offsetX = dx;
}
}
~DrawOffset() { g_offsetX = previous_; } ~DrawOffset() { g_offsetX = previous_; }
private: private:
int previous_; int previous_;
}; };
// UI events: vf04 returns the category, 5 = UI event with its point at +0x48. // Mouse events (cEvent_mouseMove / _mouseButton_down / _mouseButton_up): vf04
bool IsUiPointEvent(void* event) { // returns 1 / 2 / 3, the cursor position in render pixels is at +8 / +0xc.
// Returns the x field, or nullptr for other events (keys, UI commands, ...).
int32_t* MouseEventX(void* event) {
using CategoryFn = int(__fastcall*)(void* self, void* edx); using CategoryFn = int(__fastcall*)(void* self, void* edx);
auto category = reinterpret_cast<CategoryFn>((*static_cast<void***>(event))[1]); auto category = reinterpret_cast<CategoryFn>((*static_cast<void***>(event))[1]);
return category(event, nullptr) == 5; const int value = category(event, nullptr);
if (value < 1 || value > 3) {
return nullptr;
}
return reinterpret_cast<int32_t*>(static_cast<uint8_t*>(event) + 8);
} }
// RAII: shift the event point by -dx for the scope. // RAII: shift the mouse position by -dx for the scope (outermost window only).
class EventOffset { class EventOffset {
public: public:
EventOffset(void* event, int dx) { EventOffset(void* event, int dx) {
if (dx != 0 && IsUiPointEvent(event)) { if (dx != 0 && !g_eventShifted) {
x_ = reinterpret_cast<int32_t*>(static_cast<uint8_t*>(event) + 0x48); x_ = MouseEventX(event);
if (x_) {
dx_ = dx; dx_ = dx;
*x_ -= dx_; *x_ -= dx_;
g_eventShifted = true;
}
} }
} }
~EventOffset() { ~EventOffset() {
if (x_) { if (x_) {
*x_ += dx_; *x_ += dx_;
g_eventShifted = false;
} }
} }
@@ -171,43 +191,102 @@ void OnDevice(void* device) {
} // namespace mods::hud } // namespace mods::hud
// --- HUD windows --------------------------------------------------------------- // --- HUD windows ---------------------------------------------------------------
//
// Each hook wraps one window method; nested windows and shared base methods are
// handled by "outermost wins" in DrawOffset/EventOffset. Addresses are the
// vf10 (event, ret 4), vf14 (render, ret 4) and vf44 (render, ret 0Ch) entries
// of the cUI_* vtables (see tools/rtti.mjs).
#define HUD_EVENT(address, name, anchor) \
int __fastcall name(void* self, void* edx, void* event); \
RE_HOOK(address, name); \
int __fastcall name(void* self, void* edx, void* event) { \
mods::hud::EventOffset offset(event, mods::hud::OffsetFor(anchor)); \
return name##_original(self, edx, event); \
}
#define HUD_RENDER(address, name, anchor) \
int __fastcall name(void* self, void* edx, void* device); \
RE_HOOK(address, name); \
int __fastcall name(void* self, void* edx, void* device) { \
mods::hud::DrawOffset offset(mods::hud::OffsetFor(anchor)); \
return name##_original(self, edx, device); \
}
#define HUD_RENDER3(address, name, anchor) \
int __fastcall name(void* self, void* edx, void* device, int a, int b); \
RE_HOOK(address, name); \
int __fastcall name(void* self, void* edx, void* device, int a, int b) { \
mods::hud::DrawOffset offset(mods::hud::OffsetFor(anchor)); \
return name##_original(self, edx, device, a, b); \
}
namespace game { namespace game {
using mods::hud::Anchor; using mods::hud::Anchor;
// cUI_Taskbar2 (vtable 0x00894ac0): vf10 events, vf14 render. // Bottom bar: orbs, belt, skills.
int __fastcall UiTaskbar_HandleEvent(void* self, void* edx, void* event); HUD_EVENT(0x006e1970, UiTaskbar_HandleEvent, Anchor::Center)
void __fastcall UiTaskbar_Render(void* self, void* edx, void* device); HUD_RENDER(0x006e3ac0, UiTaskbar_Render, Anchor::Center)
// Portrait/health panel (cUI_Mercenary). // Portrait and health at the top: cUI_Mercenary (party panel), not
int __fastcall UiPortrait_HandleEvent(void* self, void* edx, void* event); // cUI_NetPortrait.
void __fastcall UiPortrait_Render(void* self, void* edx, void* device); HUD_EVENT(0x006d69f0, UiPortrait_HandleEvent, Anchor::Right)
HUD_RENDER(0x006d6e70, UiPortrait_Render, Anchor::Right)
RE_HOOK(0x006e1970, UiTaskbar_HandleEvent); // Everything else keeps its 1024x768 layout, centred: dialogs, inventory,
RE_HOOK(0x006e3ac0, UiTaskbar_Render); // character, maps, traders, ESC menu, ...
// The portrait with health at the top is drawn by cUI_Mercenary (party panel, HUD_EVENT(0x00726880, UiWindow_HandleEvent, Anchor::Center) // cUI_Window2 (shared)
// vtable 0x008948cc), not cUI_NetPortrait. HUD_RENDER(0x00727040, UiWindow_Render, Anchor::Center) // cUI_Window2 (shared)
RE_HOOK(0x006d69f0, UiPortrait_HandleEvent); HUD_EVENT(0x006a4140, UiBlacksmith_HandleEvent, Anchor::Center)
RE_HOOK(0x006d6e70, UiPortrait_Render); HUD_RENDER3(0x006a3160, UiBlacksmith_Render, Anchor::Center)
HUD_EVENT(0x006a5dd0, UiStatisticsChar_HandleEvent, Anchor::Center)
int __fastcall UiTaskbar_HandleEvent(void* self, void* edx, void* event) { HUD_RENDER(0x006a9be0, UiStatisticsChar_Render, Anchor::Center)
mods::hud::EventOffset offset(event, mods::hud::OffsetFor(Anchor::Center)); HUD_EVENT(0x006acc70, UiChest_HandleEvent, Anchor::Center)
return UiTaskbar_HandleEvent_original(self, edx, event); HUD_RENDER(0x006ac8b0, UiChest_Render, Anchor::Center)
} HUD_EVENT(0x006adc70, UiConsole_HandleEvent, Anchor::Center)
HUD_RENDER(0x006adb40, UiConsole_Render, Anchor::Center)
void __fastcall UiTaskbar_Render(void* self, void* edx, void* device) { HUD_EVENT(0x006aea20, UiDiary_HandleEvent, Anchor::Center)
mods::hud::DrawOffset offset(mods::hud::OffsetFor(Anchor::Center)); HUD_RENDER3(0x006aeba0, UiDiary_Render, Anchor::Center)
UiTaskbar_Render_original(self, edx, device); HUD_EVENT(0x006b3620, UiBook_HandleEvent, Anchor::Center)
} HUD_EVENT(0x006b6330, UiEquipment_HandleEvent, Anchor::Center)
HUD_RENDER(0x006b73a0, UiEquipment_Render, Anchor::Center)
int __fastcall UiPortrait_HandleEvent(void* self, void* edx, void* event) { HUD_EVENT(0x006bb720, UiEscMenu_HandleEvent, Anchor::Center)
mods::hud::EventOffset offset(event, mods::hud::OffsetFor(Anchor::Right)); HUD_RENDER(0x006bb030, UiEscMenu_Render, Anchor::Center)
return UiPortrait_HandleEvent_original(self, edx, event); HUD_EVENT(0x006be0d0, UiHorse_HandleEvent, Anchor::Center)
} HUD_RENDER3(0x006bd180, UiHorse_Render, Anchor::Center)
HUD_EVENT(0x006c5f40, UiInventory_HandleEvent, Anchor::Center)
void __fastcall UiPortrait_Render(void* self, void* edx, void* device) { HUD_RENDER(0x006c6140, UiInventory_Render, Anchor::Center)
mods::hud::DrawOffset offset(mods::hud::OffsetFor(Anchor::Right)); HUD_EVENT(0x006c70e0, UiOverviewMap_HandleEvent, Anchor::Center)
UiPortrait_Render_original(self, edx, device); HUD_RENDER(0x006c69d0, UiOverviewMap_Render, Anchor::Center)
} HUD_EVENT(0x006c7ec0, UiMegamap_HandleEvent, Anchor::Center)
HUD_RENDER(0x006c9ce0, UiMegamap_Render, Anchor::Center)
HUD_EVENT(0x006d1080, UiMaster_HandleEvent, Anchor::Center)
HUD_RENDER(0x006d0f00, UiMaster_Render, Anchor::Center)
HUD_EVENT(0x006d2450, UiMasterCombo_HandleEvent, Anchor::Center)
HUD_RENDER(0x006d2b70, UiMasterCombo_Render, Anchor::Center)
HUD_EVENT(0x006d54e0, UiMasterLotto_HandleEvent, Anchor::Center)
HUD_RENDER(0x006d4720, UiMasterLotto_Render, Anchor::Center)
HUD_EVENT(0x006d5e20, UiMasterPortal_HandleEvent, Anchor::Center)
HUD_RENDER(0x006d5e00, UiMasterPortal_Render, Anchor::Center)
HUD_EVENT(0x006dab10, UiMerchandise_HandleEvent, Anchor::Center)
HUD_RENDER(0x006da7f0, UiMerchandise_Render, Anchor::Center)
HUD_EVENT(0x006dbcd0, UiMerchant_HandleEvent, Anchor::Center)
HUD_RENDER3(0x006db840, UiMerchant_Render, Anchor::Center)
HUD_EVENT(0x006dd720, UiPurchase_HandleEvent, Anchor::Center)
HUD_RENDER3(0x006dcc80, UiPurchase_Render, Anchor::Center)
HUD_EVENT(0x006e8860, UiCube_HandleEvent, Anchor::Center)
HUD_RENDER(0x006e8870, UiCube_Render, Anchor::Center)
HUD_EVENT(0x006e9ff0, UiTrade_HandleEvent, Anchor::Center)
HUD_RENDER(0x006ea750, UiTrade_Render, Anchor::Center)
HUD_EVENT(0x006f8960, UiNetworkInfo_HandleEvent, Anchor::Center)
HUD_RENDER(0x006f73f0, UiNetworkInfo_Render, Anchor::Center)
HUD_EVENT(0x0070e860, UiCharacter_HandleEvent, Anchor::Center)
HUD_RENDER3(0x0070f160, UiCharacter_Render, Anchor::Center)
HUD_EVENT(0x00716b30, UiOptions_HandleEvent, Anchor::Center)
HUD_RENDER3(0x00716640, UiOptions_Render, Anchor::Center)
HUD_EVENT(0x0071d130, UiSavegame_HandleEvent, Anchor::Center)
HUD_RENDER(0x0071dd80, UiSavegame_Render, Anchor::Center)
HUD_EVENT(0x00720c10, UiBusyDlg_HandleEvent, Anchor::Center)
HUD_RENDER(0x007213a0, UiBusyDlg_Render, Anchor::Center)
} // namespace game } // namespace game
+10
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@@ -65,6 +65,9 @@ int g_renderHeight = 0;
// Frames from the main menu thread and the loading screen are laid out for // Frames from the main menu thread and the loading screen are laid out for
// 1024x768 ("classic"); everything else is the widened in-game view. // 1024x768 ("classic"); everything else is the widened in-game view.
std::atomic<DWORD> g_menuThread = 0; std::atomic<DWORD> g_menuThread = 0;
// Whether the most recent scene (on any thread) was a classic one: the main
// menu is showing. UI input is processed outside the menu thread.
std::atomic<bool> g_lastSceneClassic = false;
thread_local int g_loadingScreenDepth = 0; thread_local int g_loadingScreenDepth = 0;
// D3DVIEWPORT7 (d3d.h is not in current Windows SDKs). // D3DVIEWPORT7 (d3d.h is not in current Windows SDKs).
@@ -290,6 +293,10 @@ int RenderWidth() {
return g_renderWidth; return g_renderWidth;
} }
bool MenuIsShowing() {
return g_lastSceneClassic;
}
bool IsClassicFrame() { bool IsClassicFrame() {
if (g_renderWidth == 0) { if (g_renderWidth == 0) {
return false; return false;
@@ -324,6 +331,9 @@ void __fastcall DxDriver7_LoadingScreen(DxDriver7* self, void* edx, uint32_t pro
// world the full render size. // world the full render size.
int __fastcall DxDriver7_BeginScene(DxDriver7* self, void* edx) { int __fastcall DxDriver7_BeginScene(DxDriver7* self, void* edx) {
mods::hud::OnDevice(self->device); mods::hud::OnDevice(self->device);
if (self->sceneDepth == 0) {
g_lastSceneClassic = IsClassicFrame();
}
if (g_renderWidth != 0 && self->sceneDepth == 0 && self->device) { if (g_renderWidth != 0 && self->sceneDepth == 0 && self->device) {
const bool classic = IsClassicFrame(); const bool classic = IsClassicFrame();
Viewport7 viewport = {0, 0, classic ? 1024u : static_cast<DWORD>(g_renderWidth), Viewport7 viewport = {0, 0, classic ? 1024u : static_cast<DWORD>(g_renderWidth),
+4
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@@ -18,4 +18,8 @@ bool IsClassicFrame();
// Applied render width (0 while the original 1024x768 is in use). // Applied render width (0 while the original 1024x768 is in use).
int RenderWidth(); int RenderWidth();
// True while the main menu / loading screen (classic layout) is on screen,
// regardless of the calling thread.
bool MenuIsShowing();
} // namespace mods::widescreen } // namespace mods::widescreen