# HUD layout in widened views (`src/mods/hud.cpp`) The UI is laid out for 1024x768. In a widened render target (e.g. 1835x768) the windows are moved as a whole, without touching their own coordinates: the bottom bar and all dialogs are centred, the party panel (portrait, health) sits at the right edge. Main menu and loading screen keep the classic 1024x768 frame (see `widescreen.md`). ## How a window is moved A window's render and event methods are hooked (`HUD_RENDER`, `HUD_RENDER3`, `HUD_EVENT`). While one of them runs on a thread, everything the window sees or draws is translated by its offset `dx` (outermost window wins, children and shared base methods are inside the scope): | What | Where | Translation | |---|---|---| | screen-space vertices (`XYZRHW`) | `IDirect3DDevice7::DrawPrimitive` / `DrawIndexedPrimitive` (vtable 25 / 26) | x + dx | | 3D items (belt, equipment) | ortho projection centred on the screen | none needed | | mouse events | `cEvent_mouseMove` x at +4 (previous) and +0xc; button down / up x at +8 | x - dx, restored afterwards | | mouse cursor object (`*0xcdbadc`, accessor `0x6550f0`) | x at +4, previous x at +0xc (polled for hover, item pick-up `0x6559a0`) | the accessor returns a per-thread copy with x - dx; dwords the window changed are written back afterwards | | `GetMouseClientPos` (`0x66e500`) | polled position | x - dx | ## Calls outside a window's scope - Tooltips (`cUI_Tooltip::vf14` `0x6e7300`) are separate windows that the hovered window positions in its own layout: they draw with the offset of the moved window under the cursor (noted while windows render, expires after 150 ms). - Hit tests (`vf1c`: `0x731d40`, taskbar `0x6dfb10`) are also called by the UI manager with plain render coordinates, e.g. "is UI under the cursor" for world picking (`0x75a370`). They use the offset the top-level window (parent chain at +0x50) was last drawn with. - The item carried by the cursor (`0x6555e0`, drawn by the render loop) and the manager's status line / message box (`0x75bbf0`, `0x75c200`, laid out around x = 512) draw with the centre offset. ## UI events `vf04` of an event is its category: 1 mouse move, 2 button down, 3 button up, 4 key (code at +8), 5 UI command (`cEventUI2`: id at +4, vf08 subtype). Only mouse events carry positions; category 5 events with subtype 0x10 test a point at +0x48 in `cUI_Window2::vf10`, but commands such as "open ESC menu" (0x11) keep unrelated data there. ## Why the cursor is copied, not shifted UI windows render on the render thread while world input (picking, hold-to-move, `0x611f10`) reads the same cursor object on another thread. Shifting the shared object for the duration of a window's scope let the world sample a position ~400 px off now and then (jerky hold-to-move). Every user of the cursor goes through the accessor `0x6550f0`, so inside a moved window it returns a thread-local copy instead (with its own CRITICAL_SECTION at +0x24; copying and writing back hold the real object's lock). ## Full-screen layers A primitive drawn inside a moved window that covers the whole 1024x768 layout (e.g. the dimming behind the exit confirmation) is stretched across the render width instead of shifted.