Fix iOS battle HUD - #119
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Please note, this was not tested on PC or Android, only on IOS |
absol89
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…ponent panels On iOS the snapped HUD path was skipped (it drew upside-down + opaque), leaving semi-transparent (0.84) in-frame panels. Port the upstream PR DramaticShape#119 correction for our fork: - snapHUDs now runs on iOS: the player/opponent HUDs get OPAQUE WHITE backplates (BattleHud.panel is frosted-only and no-ops at FROST/TINT 0, so a plain white fill is the right primitive) and the HUD layer is blitted with the vertical-flip that corrects iOS's upside-down Canvas-to-Canvas presentation. The text box's backing is skipped on iOS (it would ghost upward), so the box stays as the engine's own opaque-white panel. - HUD glyphs on iOS stay BLACK (dark=false) to read on white; the WHITE arena fill still inverts to black ink + white drop-shadow. - drawHudPanels iOS fallback draws opaque white (1,1,1,1) instead of 0.84. - The dialogue/action/move/type boxes keep the engine's native opaque-white panel with black glyphs on iOS (drawTextArea returns early there). Desktop (Windows/Android) is unchanged. Co-Authored-By: Hermes Agent <noreply@hermes-agent.com>
absol89
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…, keep boxes white The iOS HUD path drew a plain opaque-white g.rectangle over the full snapped HUD band (HUD_RECT), which covered the whole top and bottom-right of the screen -- including empty diorama where no UI belongs -- producing the white cards reported by iOS users. Remove those fills: the HUD glyphs now blit straight onto the diorama (transparent, matching upstream PR DramaticShape#119). Text boxes (dialogue, action-select, move-list, type, yes/no, move-learn) stay opaque white because they are the engine's own Font.drawBox, which drawTextArea preserves on iOS. HUD glyphs keep the engine's native white ink (dark = true) to read over the scene. Desktop (Windows/Android) is unchanged. Co-Authored-By: Hermes Agent <noreply@hermes-agent.com>
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Fixes the battle HUD rendering path on iOS.
On iOS, the Canvas-to-Canvas HUD composite is presented vertically
inverted. The previous iOS fallback avoided this path, but resulted in
opaque white HUD backgrounds and prevented the HUDs from using the
full display width.
This change:
Tested on
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After:

