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In-game menu: the settings window, its tabs, rows, buttons and cursor, the performance overlay and the Preparing shaders box are drawn with the game's interface textures where the RomFS holds them (runtime/ui/menu_skin.cpp, perf_panel.cpp; plain shapes until they are decoded). Restart joins Continue and Quit, each behind a confirmation; VSync is an on/off switch; DLSS is listed only on NVIDIA GPUs; the menu sounds are quieter; Picture shape is gone and the setting descriptions are shorter; edge cases of input, layout and fonts are fixed. tools/menu_preview.py draws the menu without the game. Launcher: Import Saves takes a save from the game folder's saves/ folder or one the player picks; downloads fall back to Windows' own certificate check when Python's refuses a server; updates are faster; the title bar is drawn in the window and Navi is every icon. tools/make_game.py builds with CLANG64's clang where the launcher installed it, packs the RomFS beside the lift and the compile, takes a prebuilt runtime, and compiles the game's resources without cmd.exe, so a user folder with a space in its name builds. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
14 lines
738 B
C
14 lines
738 B
C
// The remapping rows of the menu's Controls tab (ui/binds_page.cpp). Present path only (ImGui).
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#pragma once
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// Inside the page's opt_begin / opt_end: every action's two keys and its controller button, remapped by selecting a
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// cell and pressing the new one, and the reset of them all. binds_after_page, after opt_end: the window that waits for
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// the press.
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void binds_rows(float scale);
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void binds_after_page(void);
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// A cell waits for a press (or its press is still reaching the menu): B, Esc, L / R and the tab keys stay on the page.
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bool binds_modal(void);
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// The menu opened or closed (menu.cpp): a cell still waiting for a press stops waiting, unchanged. Its window is closed
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// with the menu's popups.
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void binds_cancel(void);
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