- 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>
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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 (option 3 of the ones discussed: dark, no picture), and the approach is shared by all menu screens. 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 callsscreen::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 withAnchor::Canvas; drawing, the cursor and the window's hit tests shifted alike). Mouse events go throughscreen::Handle(hud::HandleCanvas). Keys stay the window's.- In the main menu the game renders a classic 1024x768 frame (presented 4:3).
While a screen's window is shown,
widescreen::SetWideMenuScreenmakes the menu thread render and present the full width. - 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).
Screens
- Spielen (the load window, cUI_Savegame): docs/characters.md, "Spielen screen".