The hidden-texture list stayed active in a game; a game texture made at the
address of a freed menu picture was skipped (rendering glitches in-game).
Hiding now applies only while the main menu's frame or the in-game options
draw over the menu background.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- 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>
- Shared screen kit (mods/screen, docs/screens.md): a 1365x768 canvas
centred in the render width on our own dark background, the game's
frames and buttons; the main menu renders full width while it is shown.
- The load window (cUI_Savegame) is replaced by the Spielen screen:
character list, hero panel, campaign x difficulty grid, save/autosave
choice, rename/delete/reset/new character dialogs.
- Migrated characters without a shared hero load their hero's world
first, then start the new world.
- Options, Allgemein: autosave interval (Aus/5/10/15/30 minutes).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Options window in three tabs; the auto-pickup settings move to Beute;
sliders move with their page; black sides like the save game screen.
- Tastenbelegung: every binding settable (click, press key; Esc cancels,
Backspace unbinds), "Alle zurücksetzen" as a game button, saved on OK.
- Potions bindable (default unbound), named by the game's potion texts; the
game's own potion hotkeys are off; bar tooltips show the bound key.
- Map (M), overview map (Tab, held) and labels (Alt, held) bindable; the
game's own M / Tab / Alt handling is switched off.
- Save game key calls the game's save window code instead of a posted key.
- Teleportationstrank: fixed text replacement from startup (also the
Ausdauertrank items, potion kind 5 as well).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- megamap: the zoomed view (0x6cc950) is shared by the large map and the
TAB overview map; its centre is now set per call from the drawing
window's offset (hud::DrawOffsetX) instead of fixed to the render width
- input: drop the Ctrl/Alt pass-through; GetKeyState reports Alt as held
after Alt+Tab, which switched all bindings back to the game's handling
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- respec: the panel's unused second button array becomes − buttons between
name and value; attributes give back invested points, skills give back
skill points, a level-1 skill is removed and can be chosen anew; all
through the game's own point functions (protected copy stays in sync)
- the − is the + icon with its vertical arm covered (no minus image exists)
- hud: RenderCentred / HandleCentred for mods hooking centred windows;
mouse event helpers shared in game/ui/events.h
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>
- 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>
- Mouse move events carry previous and current x (+4, +0xc); button events
x at +8. All are shifted, and restored to the saved values.
- The cursor object's previous x (+0xc) is shifted too: picking up an item
writes the cursor position into the event (0x6559a0).
- GetMouseClientPos returns the shifted position inside a moved window.
- Window hit tests (vf1c 0x731d40, taskbar 0x6dfb10) called outside a window
scope, e.g. 'is UI under the cursor' for world picking (0x75a370), use the
offset the top-level window was last drawn with.
- The item carried by the cursor (0x6555e0) and the UI manager's centred
status line / message box (0x75bbf0, 0x75c200) draw with the centre offset.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
New mods/hud: while a HUD window renders, screen-space vertices passed to
D3D7 DrawPrimitive/DrawIndexedPrimitive are shifted by dx; while it handles
an event, the UI event point (category 5, +0x48) is shifted by -dx. Applied
to cUI_Taskbar2 (centred) and cUI_Mercenary (portrait + health, right edge).
3D belt items line up without help (their projection is screen-centred).
re::AttachRuntimeHook hooks functions only known at runtime (COM methods).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>