# 16:9 menu screens Request (2026-10-20): the game's menu screens are laid out for 1024x768; we design our own UIs for them. There is no 16:9 artwork for the game, so the background is our own, and the approach is shared by all menu screens. The background (user, 2026-10-20: "textured dark", the flat gradient looked black): the options window's rock wall, `GUI_OPTION_BACKGROUND.TGA` (4 x 3 tiles of 256), scaled to cover the render target, tinted down, shaded towards the bottom and the sides. Game textures by name: `game/ui/texture.h`, drawn with `game::DrawTextured` (game/ui/draw.h). Target: 16:9, 1920x1080, which is 1365x768 in UI units; wider screens only get more background at the sides (not designed for ultrawide). ## How a screen works - `mods/screen.{h,cpp}`: a screen replaces a full-screen window's drawing and mouse handling. Its render hook calls `screen::Render(window, device, body, context)`: the background across the whole render target, then the body in canvas coordinates (1365x768, centred: `hud::RenderCanvas`, the HUD layer's offset machinery with `Anchor::Canvas`; drawing, the cursor and the window's hit tests shifted alike). Mouse events go through `screen::Handle` (`hud::HandleCanvas`). Keys stay the window's. - The main menu thread renders the full width (no 4:3 frame any more). - Parts: `screen::Panel` (dark backdrop and the game's frame, `cUI_Frame`, game/ui/frame.h, made anew when its rect changes), `screen::Button` (a button of the game's with the look of one of the window's, `game::NewButtonLike`), `screen::Text`, `screen::Fill`, `screen::DoubleClick`. Spacing constants from measurements: frames reach 0x20 beyond their rects and need a height of about 0x40, buttons reach 0x21. Frames are built of 64-unit pieces: widths and heights in steps of 64 (`screen::kFrameStep`), other sizes leave gaps (screenshot 2026-10-20). - Fonts (logged 2026-10-20): font 0 is another class (no line height field); the TrueType fonts 1..7 have line heights 20, 19, 25, 31, 25, 28, 13. Screens use font 1; 4 or 6 would suit headings. - Inside the canvas scope the HUD layer does not stretch "full 1024 layout" quads (`g_canvasScope`). ## Main menu frame (2026-10-20) Request: the background on all screens, the main menu's and the options window's own pictures removed. - cUI_Manager's UI render (`0x7587b0`, hooked in mods/screen.cpp) on the menu thread: the background first, then `hud::RenderMenuFrame` runs the render with drawing shifted by (render width - 1024) / 2 and a viewport on the frame (3D parts). Windows inside draw in frame coordinates (their own HUD scopes are nested, so they do nothing). - Mouse positions are given to the game in frame coordinates: the borderless mod's `ToGame` subtracts `hud::MenuFrameOffsetX`. The cursor sprite (`cMouseCursor::DrawItem` 0x6555e0, drawn after the UI) is shifted by drawing only. - While a 16:9 screen is shown the frame is not shifted (offset 0): the screen draws itself across the width. - Full-screen windows in a game (options, `hud::RenderFramed`) get the background beside the frame instead of black. - The windows' pictures are left out by texture: the HUD layer tracks the texture bound to stage 0 (`SetTexture`, device vtable 35) and skips quads drawn with a hidden one (`hud::SetHiddenTextures`). Logged on the menu thread (texture ids requested from the cache, by caller; names by trying the names in the texture pak): main menu GUI_UW_OPTION1..12 + UI_MAIN_SKY, options UW_OPTION_1_01..12. This install uses the Underworld versions; the Ancaria ones (GUI_OPTION1..12, ...) were not seen and are not listed. - The main menu's 3D scene (sky UI_UW_MAIN_CENTER, water with the SACRED logo UI_MAIN_REF; render 0x75e620 on the scene object 0x75df10) is called from cUI_MainMenu::Render (0x7122c0) at 0x712bd9; that call is redirected to an empty function. cUI_Character (0x70f41b) still draws it. - Logo top left (2026-10-21), 48 from the edges, 124 high: FX_SACREDLOGO.TGA, the emblem (horns around a ring of runes) glowing blue on black without alpha, drawn added (blend ONE/ONE, `game::DrawTexturedAdded`) as the game's effects draw it. Other candidates: GUI_MAIN_LOGO (plain golden lettering), SACREDSYMBOL01/02 (model atlases), the emblem on the loading pictures (PAK\loading*.bmp, not in the paks). Screens may overlap it. ## Screens - Spielen (the load window, cUI_Savegame): docs/characters.md, "Spielen screen". ## Fixes (2026-10-21) - The main menu came back unframed (old pictures, frame at the left) after a game: the set of shown 16:9 screens kept a window of the in-game UI that was destroyed while shown. Now only screens drawn on the menu thread count, and an entry expires after 2 menu frames without being drawn (`screen::BeginMenuFrame`). - Dialogs over a 16:9 screen in the main menu (e.g. "Spielstand laden?") sat at the left with the dimming 1024 wide: `hud::OffsetFor` gave every window offset 0 while the menu showed. Now only while the menu frame is drawn centred (it shifts the windows itself); otherwise dialogs are centred and their full-layout dimming stretched, as in a game.