- hud: shift SetViewport/Clear with moved windows (TAB overview map)
- megamap: view constants patched to the render width (clip, scroll limit,
edge scrolling, centre, dark band, zoomed view and its markers); frame
stretched to the screen edges, zoom controls and their click area centred
- hud: Anchor::Screen windows are drawn and clicked unshifted but still own
the event scope
- autotest waits for log markers instead of fixed delays (~18 s per run)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Quest dialogs are tooltips. A tooltip now keeps the offset it gets when it
becomes visible (the hovered window's, or centred for dialogs) and records
it for hit tests; its own event handler is shifted too. Hidden windows no
longer count as hovered.
- Esc closes a visible dialog the way its answer buttons do: hide, then
cDialogManager::Answer with no answer (ends the input lock, nothing chosen).
- Autotest can select a save game row (-Save).
- Names for the UI manager, tooltip and dialog functions.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Skill bar: no art selection; slot 0 is the right-click art, keys 0-6 cast
slots directly; cooldown labels in exact seconds; slot 0 set apart.
- Arts regenerate on their own (casting no longer refills the group).
- Auto-attack after targeting or casting at a hostile creature, at the speed
of a held button.
- Auras can be recast while active (renew, no second visual).
- Blicke wie Klingen hits every enemy in range, physical, with life leech.
- Blitzschlag steers the game's own chain: 3 + level/5 hits, 1 + level/10
chains, re-hits a lone enemy.
- Weapon sets: click selects, drag only from the selected set; the leftmost
set is clickable (signed hit tests).
- Esc closes open windows before opening the game menu.
- HUD: standalone buttons and texts are centred.
- Record cache sized for widened views (town lag while walking).
- Shared game code: orders, fx events, text drawing, cooldowns, effects.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Primitives covering the whole 1024x768 layout inside a moved window, such as
the dimming behind the exit confirmation, were shifted with the window and
left both sides undimmed; they are stretched to the render width instead.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Creatures were culled beyond 1024+200 x 768+200 screen pixels (cmp 4C8h /
3C8h in both object passes): invisible in the right part of a wide view,
and the player too once the centre passed 1224. The bounds follow the
render size now.
- Centre immediates written as negatives (-200h / -180h), missed before:
the row renderer's static object origin (0x62babb) and aiming at the
cursor (0x4fb620).
- HUD: moved windows no longer shift the shared mouse cursor object; the
cursor accessor (0x6550f0) hands them a per-thread shifted copy and writes
back what they changed. World input on other threads read the shifted
position now and then, which made hold-to-move jerky.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>