docs: M-35 QoL run — review sheet, playtest checklist, options-menu plan

- M-35-QOL-REVIEW.md: per-change file:area breakdown, config keys with
  ranges/defaults, verification evidence.
- M-35-PLAYTEST-CHECKLIST.md: the human handoff — what to do, what
  correct feels like, which key tunes it. Item 0 (default-config
  regression) first.
- OPTIONS-MENU-PLAN.md: WI-3 design — recommends a port-layer fast3d 2D
  overlay over a src/ menu edit; resume checklist.

Claude-Session: https://claude.ai/code/session_01GULf6knbsqfsnW39tMr9WT
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# M-35 QoL playtest checklist
Everything on this branch is config-gated to prior behaviour, so the
**first** thing to confirm is that nothing changed with a default
`ge007.ini`. Then flip the new keys and check the feel.
Edit `data/ge007.ini` while the game is closed.
---
## 0. Regression (default config) — do first
- [ ] Delete `data/ge007.ini`, launch, quit. It rewrites with new keys:
`[Input] MouseCaptureMode = 0`, `[Game] ScreenShakeIntensity = 1`.
Existing keys keep their values.
- [ ] Play a level normally (mouse grabbed on focus, as before). Mouse look,
aim (RMB), menus — all exactly as the last build. **No behaviour change
expected at defaults.**
- [ ] Alt-tab away and back — cursor frees / re-grabs (unchanged).
## 1. Click-to-lock capture — `Input.MouseCaptureMode = 1`
- [ ] Launch. At the main menu the **OS cursor is visible and free**; moving
the mouse moves the game crosshair 1:1 (see item 3).
- [ ] Click in the window during a level → cursor hides, mouse-look engages.
- [ ] Press **ESC** during a level → cursor reappears, mouse-look stops,
you can move the pointer off the window. (ESC does *not* quit.)
- [ ] Click back in → re-locks. First click only re-locks — it must **not**
fire the weapon.
- [ ] Open the pause/watch (Start), then a front-end menu → cursor frees
automatically. Return to the stage → re-locks without a click.
- [ ] Alt-tab out mid-level → cursor frees; alt-tab back → stays free until
you click (Quake behaviour).
- **Correct feel:** exactly like Quake/Nightdive remasters — click to play,
ESC to get your cursor back.
- **Tune:** none — it's a mode toggle.
## 2. Aim sensitivity — B3
- [ ] With `Input.MouseCaptureMode` either value, hold RMB (aim mode) and
make small aiming corrections. Default is now `MouseAimSpeed = 16`
(was 25).
- **Correct feel:** you can settle the sight on a distant guard's head
without overshooting; a fast flick still crosses the screen.
- **Tune:** `Input.MouseAimSpeed` (1–100+). Up = faster. If hipfire turning
now feels faster than aiming, raise `MouseAimSpeed` or lower
`Input.MouseTurnSpeed` (default 100). `Input.AimBand` (5–40, default 20)
widens the usable stick range past the aim gate — raise it if aim feels
capped/notchy at the extremes.
- [ ] Check the D166 hipfire pitch (mouse up/down without RMB): still
proportional taps, consistent with the yaw. Tune
`Input.HipfirePitchSpeed` (default 100).
## 3. Menu pointer 1:1 — needs `Input.MouseCaptureMode = 1`
- [ ] On the mission-select grid, move the OS cursor to each of the four
**corner** level tiles — the game crosshair must reach all of them
(this is the D169 case; absolute mapping should make it exact now).
- [ ] File-select, mode-select, difficulty-select, watch menu — crosshair
tracks the OS cursor with no drift, no lag, no acceleration.
- [ ] Keyboard nav (arrows / stick) still works on every screen.
- **Correct feel:** the crosshair sits exactly under the OS pointer, like a
normal PC menu.
- **Tune:** `Input.MenuPointerSpeed` (default 100) still scales the legacy
relative path; with capture mode the absolute path ignores it. If tracking
feels off, check the window isn't a weird aspect ratio (the map assumes the
render fills the window).
- **Note:** in legacy mode (`MouseCaptureMode = 0`) the menu still uses the
D165/D169 relative estimator — 1:1 menu tracking requires capture mode.
## 4. Screen shake — `Game.ScreenShakeIntensity`
- [ ] Default `1` — explosions shake the screen exactly as before.
- [ ] Set `0` — no shake on explosions / big hits.
- [ ] Set `2`–`3` — exaggerated.
- **Correct:** `1` is indistinguishable from the current build.
---
## Single most important thing to test first
**Item 0** — confirm a default `ge007.ini` produces a build that plays
identically to `def0e0ac`. If that holds, everything else is opt-in polish.
## Known not-done (parked, see OPTIONS-MENU-PLAN.md)
- No in-game options **menu** yet — only the config file + the expanded
`config.c` API and the `Game.ScreenShakeIntensity` hook. The menu is a
port-layer overlay design, documented, not built.
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# M-35 — Native-PC input + options-menu QoL review
Branch: `qol/native-pc-input-menu` (cut from `def0e0ac`). Port-layer only
except one documented route-(b) `#ifdef PORT` line in `src/fr.c` (D181).
Every new behaviour is config-gated with the default reproducing prior
behaviour; `tools_pc/golden/` headless captures are unaffected at defaults
(no mouse in a headless run; `Game.ScreenShakeIntensity` default 1.0 is a
no-op multiply).
Findings: **D180** (input pass), **D181** (screen-shake hook). See
`docs/dev/findings.md` §F.
---
## WI-1 — In-game mouse: Quake-style click-to-lock
**Status: landed, feel-check owed.**
### What changed
| File:area | Change |
|---|---|
| `port/src/input.c` — new statics `mouseCaptureMode` / `captureArmed` / `windowFocused` | Capture-mode state. `mouseCaptureMode` registered as `Input.MouseCaptureMode` (0/1, **default 0**). |
| `port/src/input.c` `inputInit` | In capture mode, start **un**grabbed (`SDL_SetRelativeMouseMode(FALSE)`), wait for a click. Legacy mode unchanged (grab on start). |
| `port/src/input.c` `applyGrab()` / `reconcileGrab(menuMode)` | `applyGrab` is the old `inputSetMouseGrab` body (SDL relative-mode toggle + delta drain). `reconcileGrab` computes the wanted grab state: legacy → `windowFocused`; capture → `captureArmed && windowFocused && !menuMode`. Called once per controller-0 poll and from every notify hook. |
| `port/src/input.c` `inputSetMouseGrab(on)` | Now just records `windowFocused` and calls `reconcileGrab` — so focus loss/gain works in both modes without special-casing. |
| `port/src/input.c` `inputNotifyClick()` | Capture mode + focused → `captureArmed = 1` + regrab. No-op otherwise (game sees the click). |
| `port/src/input.c` `inputReleaseCapture()` | Capture mode + grabbed → `captureArmed = 0`, release, return 1 (caller swallows the key). Returns 0 otherwise (ESC falls through to the N64 B button, D145). |
| `port/src/input.c` `inputComputePad` idx 0 | Calls `reconcileGrab(menuMode)`; when capture-mode + free + in a stage, zeroes the local `mb` so mouse buttons never reach the game (no phantom fire from the re-lock click). |
| `port/src/video.c` event pump | `SDL_MOUSEBUTTONDOWN` → `inputNotifyClick()`. `SDLK_ESCAPE` keydown → `inputReleaseCapture()` (before the existing fall-through). |
| `port/include/input.h` | Prototypes for the three new hooks. |
### Config keys
| Key | Range | Default | Effect |
|---|---|---|---|
| `Input.MouseCaptureMode` | 0–1 | **0** | 0 = legacy (cursor grabbed whenever the window is focused). 1 = click-to-lock: free cursor until you click the window; ESC / focus-loss / opening a menu frees it; entering a stage while "armed" re-locks. |
| `Input.MouseAimSpeed` | 1–500 | **16** (was 25) | Aim-mode (RMB / LShift) sensitivity %. B3: still overshot at 25. |
Controller input is completely independent of all of the above — the pad
branch in `inputComputePad` is untouched, and `reconcileGrab` only ever
toggles `SDL_SetRelativeMouseMode`.
### D166 / hipfire-pitch interaction
The D166 hipfire pitch pulse is unchanged. It only runs when the cursor is
grabbed (mouse deltas are zero while free), so click-to-lock does not
perturb it. The M-24 aim-band (`61 + gain` into the `60 + aimBand` ceiling)
is unchanged; only the `mouseAimSpeed` scalar feeding `gx`/`gy` moved.
### Owed feel-checks (playtest checklist items 1–4)
Headless runs cannot move the mouse, so the capture ergonomics, the new
`MouseAimSpeed = 16` default, and the D166 pulse consistency under the new
model are all inferred, not observed.
---
## WI-2 — Menu pointer: absolute cursor tracking
**Status: landed for capture mode, feel-check owed. Route (a), port-only.**
### What changed
`port/src/input.c`, the `menuMode` pointer branch (the D165/D169
P-controller). Added an **absolute-position** target source: when
`mouseCaptureMode && !mouseGrabbed` (i.e. a real free OS cursor over a
front-end screen), read `SDL_GetMouseState` + `SDL_GetWindowSize` of the
mouse-focus window, normalise to `[0,1]²`, and map straight onto the live
virtual front-end rect (`loH..hiH × loV..hiV`, already derived from
`getPlayer_c_screen*` for D169). That becomes `menuTgt{H,V}` directly
(no accumulation, no drift). The P-controller/estimator below is unchanged
and simply chases the target, so the game's `cursor_h_pos/v_pos` lands
exactly where the OS pointer is.
The relative-delta path (legacy `MenuPointerMode`, or capture mode while
grabbed) is **unchanged** — `haveAbs` gates only the new assignment.
### Why this is enough for 1:1
The D169 fix already made the clamp rect track the real 440×330 field. The
only thing missing for true 1:1 was a non-drifting target: a free OS cursor
*is* an absolute device, so mapping its window fraction onto the rect is
exact. No route-(b) hook needed.
### Keyboard nav parity
Untouched — the menu branch only ever adds to `sx/sy`; D-pad / stick keys
still feed the same axes. The D118d `front.c` latent sibling was **not**
touched (no evidence the absolute path exposes it; the stick values emitted
are small P-controller corrections, never a slammed ±80).
### Caveat
Absolute tracking is only wired for `MouseCaptureMode = 1`. In legacy mode
(default) the menu still uses the D165/D169 relative estimator. If
click-to-lock becomes the default later, WI-2 is 1:1 for free; until then
menu 1:1 requires `Input.MouseCaptureMode = 1`.
---
## WI-3 — In-game video/options menu
**Status: config-system foundation landed; menu surface = design doc only.**
See `docs/dev/OPTIONS-MENU-PLAN.md`.
### Landed
- `configRegisterFloat` / `configRegisterUInt` + clamps (`port/src/config.c`,
`port/include/config.h`). `configSave` rewritten to emit all four option
kinds section-grouped in one pass.
- `Game.ScreenShakeIntensity` (0.0–10.0, default 1.0) — the first
route-(b) hook, D181, proving the pattern the menu will lean on.
### Not landed (budget) — precise resume point in the design doc
- The menu tables / handlers themselves. GE's menu system (`front.c` /
`initmenus.c` / `mainmenu.c`) differs enough from PD's `optionsmenu.c`
that it is an adaptation, not a copy. Design doc covers the entry point,
the handler shape, and the minimum option set.
---
## Verification evidence
| Check | Result |
|---|---|
| `./build-pc.sh ntsc-final` | green, 241/241 |
| `-level_09` framediff (200/320/440) | 3/3 within threshold; nonclear Δ 0.00–0.01pp (91.6%); phash 0/1/5 = documented D117 intro-pan noise |
| `GE_STARTMENU=7` boot | crash-free, no `ge007.crash.log` |
| golden dumps at defaults | unaffected (no headless mouse; shake scale 1.0 = no-op) |
| linkcheck | see PR body |
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# In-game PC options menu — design + resume point
Status: **config-system foundation landed (M-35); menu surface not built.**
Pattern follows `docs/dev/AUDIO-PLAN.md` — a plan doc that a later session
executes.
Findings context: D180 (input), D181 (first route-(b) hook). Config API:
`configRegister{Int,UInt,Float,String}` with clamps (`port/include/config.h`).
---
## 1. What PD does, and why it doesn't port directly
PD's `pd_port/port/src/optionsmenu.c` (~2000 lines) hooks port-side handlers
into **PD's own decomp menu tables** (`menudata`/`menuitem` arrays with
`MENUITEMTYPE_SLIDER` etc.). It works because PD's front end is a generic
data-driven list menu.
GE is different. GE's settings UI is the **in-game watch** (`src/game/options.c`):
`draw_watch_game_options_page` / `draw_watch_control_options_page` +
`watch_screenN_navigation` — hand-drawn pages with bespoke nav functions,
not a table. The front-end menus (`front.c`, `initmenus.c`, `mpmenu.c`) are
also bespoke draw/nav pairs, not a reusable list widget.
So there is **no table to inject rows into**. A PC options surface is either
(A) a new hand-built watch page, (B) a new hand-built front-end screen, or
(C) a port-layer overlay drawn outside the game's menu system.
## 2. Recommended approach: (C) port-layer overlay
A self-contained immediate-mode overlay in `port/`, toggled by a hotkey
(e.g. `F10`), drawn as fast3d 2D quads + the game's own `textRender` over
the top of whatever is on screen, with keyboard/mouse nav handled entirely
in the port layer. Reasons:
- **Zero `src/` menu-code edits.** No new bespoke nav function to get wrong
(the watch-nav code is exactly the D118d / over-scroll family).
- Works in-level *and* in the front end (it's above the game).
- The values it edits are already port-owned `config.c` variables — the
overlay is just a view over the registered option list.
- Precedent: the port already draws port-owned UI (FPS in the window title,
F12 screenshot). This is the render-side equivalent.
Cost: an immediate-mode widget layer (label, slider, toggle, dropdown) in
fast3d 2D. ~300–500 lines. The `config.c` registry already gives us
key/min/max/value + a type tag (after M-35) — enough to auto-generate rows.
### Sketch
```
port/src/optionsoverlay.c
optionsOverlayToggle() // F10 in video.c event pump
optionsOverlayHandleInput() // called from inputComputePad idx 0 when open:
// swallow kbd/mouse from the game, drive the cursor
optionsOverlayRender(Gfx**) // called from a fast3d 2D hook after the game DL
```
Registry additions needed in `config.c`:
- `configForEachOption(cb)` — iterate {key, type, ptr, min, max}.
- optional per-option metadata: display label, step, enum-value names,
"apply live" vs "needs restart". Add a `configRegisterIntEx(...)` variant
or a side table keyed by dotted key.
Live-apply: most keys already re-read their variable every frame
(`mouseAimSpeed`, `portScreenShakeScale`, `cfgVSync` via `videoSetVSync`).
Ones that need a hook (MSAA, fullscreen) get an `configOnChange` callback
or are flagged "restart".
## 3. Minimum option set for v1
| Row | Key | Type | Notes |
|---|---|---|---|
| VSync | `Video.VSync` | toggle | live (`SDL_GL_SetSwapInterval`) |
| Frame cap | `Video.FpsCap` | int slider 0–360 | live |
| MSAA | `Video.MSAA` | dropdown 1/2/4/8 | needs FBO rebuild — flag "restart" for v1 |
| Texture filter | `Video.TextureFilter` | dropdown nearest/bilinear/3-point | live-ish |
| Mouse aim speed | `Input.MouseAimSpeed` | slider 1–100 | live |
| Mouse turn speed | `Input.MouseTurnSpeed` | slider 1–100 | live |
| Mouse invert Y | `Input.MouseInvertY` | toggle | live |
| Capture mode | `Input.MouseCaptureMode` | toggle | live |
| Screen shake | `Game.ScreenShakeIntensity` | slider 0–3 (×) | live (D181) |
| Screenshot key | — | (F12, documented; rebind = later) | — |
`configSave()` on overlay close.
## 4. Alternative if an in-fiction surface is required later
Route (B): a new front-end screen `constructor_menuXX_pcoptions` +
`menuXX_pcoptions_navigation` in `front.c` under `#ifdef PORT`, reached from
a new "PC OPTIONS" row on the main options menu. Each row calls a
`configGet/Set` shim. This is a genuine route-(b) `src/` edit (menu content
change) → its own Dxx, N64 verbatim under `#else`, opt-in. More faithful,
more surface area, more nav bugs. Defer unless the owner wants it in-fiction.
## 5. Resume checklist
1. Add `configForEachOption` + a label/step/enum side-table to `config.c`.
2. Build the fast3d 2D immediate-mode widget helpers (reuse `gDPFillRectangle`
+ `textRender`; see how `options.c draw_watch_game_options_page` emits
text for the font/`Gfx**` conventions).
3. `port/src/optionsoverlay.c` state machine + F10 toggle in `video.c`.
4. Route input: when open, `inputComputePad` idx 0 returns a neutral pad and
forwards nav to the overlay (same "swallow" pattern WI-1 uses for the
free-cursor click).
5. `configOnChange` hooks for MSAA/fullscreen; everything else is live.
6. Verify: overlay open/close in-level and in the front end; golden dumps
unaffected with the overlay closed (it draws nothing).