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