Menu screens: rock background, centred frame, logo, 3D hero
- Spielen hero panel shows the selected hero in 3D (cUI_NetGranny, game/ui/granny.h). - All menu screens draw on the options' rock wall; the main menu's 1024 frame is drawn centred over it, mouse and cursor shifted to match. - The main menu's and options' own pictures and the main menu's 3D scene are left out (textures hidden by surface, scene call redirected). - Logo top left: FX_SACREDLOGO.TGA, drawn added. - Game textures by name (game/ui/texture.h), textured and added quads. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -26,8 +26,8 @@ int VisibleDialogTooltips(void** out, int max);
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// shifted) or event handler (mouse position shifted by the window's offset).
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int RenderCentred(void* window, int (*body)(void* context), void* context);
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int HandleCentred(void* event, int (*body)(void* context), void* context);
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// RenderCentred for full-screen windows: black beside the 1024 frame, drawn
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// with a viewport on it (as the save game and export screens).
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// RenderCentred for full-screen windows: the menu screens' background beside
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// the 1024 frame, drawn with a viewport on it (as the options in a game).
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int RenderFramed(void* window, void* device, int (*body)(void* context), void* context);
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// 16:9 screens (mods/screen.h): laid out on a 1365x768 canvas, centred in
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@@ -40,4 +40,16 @@ int CanvasOffsetX();
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int RenderCanvas(void* window, int (*body)(void* context), void* context);
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int HandleCanvas(void* event, int (*body)(void* context), void* context);
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// The main menu (mods/screen.cpp): with `framed`, body(context) draws the
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// menu's 1024x768 frame centred in the render width (shifted, with a
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// viewport on it); mouse positions are then given in frame coordinates
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// (MenuFrameOffsetX, applied by the borderless mod). Without, the menu draws
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// unshifted (a 16:9 screen is shown).
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int RenderMenuFrame(void* device, bool framed, int (*body)(void* context), void* context);
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int MenuFrameOffsetX();
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// Quads drawn with one of these textures (Direct3D surfaces) are left out,
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// on every thread, until the list changes (at most 64).
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void SetHiddenTextures(void* const* surfaces, int count);
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} // namespace mods::hud
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