Add custom main-menu overlay & input routing

Integrates a PrismaUI full-screen main-menu overlay with input capture and a bridge to the server browser. Adds F4TMainMenuBridge and F4TMainMenuVanillaSettings stubs, exposes Show/Hide/IsMainMenuVisible/IsCustomMenuInputCaptured in F4TPrismaUI, and routes gamepad input via SetMainMenuActive in F4TMenuInput. MainMenuInject implements robust readiness checks with Bink/frame gating and disables legacy multiplayer-row injection (constexpr false). Fixes cursor clipping by clearing RE::MenuCursor constraints each frame and removes unsupported viewport meta from HTML. Adds window.CO_App/handleControllerInput stubs and updates docs/changelog.
This commit is contained in:
2026-07-06 17:47:57 +12:00
parent 980944f4ba
commit f1635948ee
16 changed files with 1226 additions and 377 deletions
@@ -17,6 +17,35 @@
}
};
// ── Pointer mode API for C++ invocation ─────────────────────────
window.CO_App = {
setPointerMode: function (mode) {
console.log("[CO Main Menu] Pointer mode:", mode);
}
};
// ── Controller input handler ─────────────────────────────────────
window.handleControllerInput = function (button, phase) {
if (phase === "down") {
switch (button) {
case "dpad_up":
moveSelection(-1);
break;
case "dpad_down":
moveSelection(1);
break;
case "a":
activateSelected();
break;
case "b":
if (viewMode === "settings") {
exitSettingsMode();
}
break;
}
}
};
// ── Compute UI scale ───────────────────────────────────────────
function updateScale() {
var MIN_SCALE = 0.5;