docs(architecture): make section pages canonical
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@@ -57,26 +57,14 @@ void AGigLineHUD::DrawHUD()
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}
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UpdateFrameStats(GetWorld() ? GetWorld()->GetDeltaSeconds() : 0.0f);
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if (!Canvas || AttributionLine.IsEmpty())
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if (!Canvas)
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{
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return;
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}
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// Bottom-left, above any letterbox: the standard place for map/data credits.
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const float LineHeight = Canvas->ClipY > 0 ? 22.0f * TextScale : 22.0f * TextScale;
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const float X = MarginPx;
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const float Y = Canvas->ClipY - MarginPx - LineHeight * 2.1f;
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const FLinearColor Shadow(0.0f, 0.0f, 0.0f, 0.55f);
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const FLinearColor Ink(1.0f, 1.0f, 1.0f, 0.92f);
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// Shadow pass for legibility over bright pavement and sky.
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DrawText(AttributionLine, Shadow, X + 1.0f, Y + 1.0f, nullptr, TextScale);
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DrawText(LicenceLine, Shadow, X + 1.0f, Y + LineHeight + 1.0f, nullptr, TextScale * 0.82f);
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DrawText(AttributionLine, Ink, X, Y, nullptr, TextScale);
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DrawText(LicenceLine, Ink, X, Y + LineHeight, nullptr, TextScale * 0.82f);
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// Control legend, bottom-right (0.1.0 release check: controls shown in-game).
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if (!ControlsLine.IsEmpty())
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{
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@@ -5,16 +5,12 @@
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#include "GigLineHUD.generated.h"
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/**
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* Always-on geographic attribution for the shipped demo.
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*
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* The demo is built from OpenStreetMap data, which is ODbL 1.0 licensed and
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* requires attribution wherever a derived database or produced work is shown.
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* This HUD draws the required credit in the bottom-left corner of the screen so
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* it is present in the game, not only in the repository documents.
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* On-screen text overlay: control legend (bottom-right) and the optional
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* performance/state readout (top-left).
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*
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* Plain AHUD::DrawText is used deliberately: no UMG widget asset is needed, so
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* the attribution cannot be accidentally dropped from a cook by a missing
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* widget reference.
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* the overlay cannot be accidentally dropped from a cook by a missing widget
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* reference.
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*/
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UCLASS()
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class GIGLINE_API AGigLineHUD : public AHUD
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@@ -24,10 +20,6 @@ class GIGLINE_API AGigLineHUD : public AHUD
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public:
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virtual void DrawHUD() override;
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/** Main credit line. Must match the ODbL attribution requirement. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
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FString AttributionLine = TEXT("\u00A9 OpenStreetMap contributors");
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/**
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* Control legend, shown bottom-right so the 0.1.0 demo documents its own
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* controls in-game (release check: "controls documented in Docs/ and shown
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@@ -36,10 +28,6 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Controls")
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FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 V view \u00B7 R reset \u00B7 Esc pause");
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/** Licence line, including where the licence can be read. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
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FString LicenceLine = TEXT("Data \u00A9 OpenStreetMap contributors, ODbL 1.0 \u2014 openstreetmap.org/copyright");
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/**
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* Performance and state readout, top-left, off by default.
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*
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@@ -54,11 +42,11 @@ public:
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void UpdateFrameStats(float DeltaSeconds);
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/** Screen-space margin in pixels. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HUD")
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float MarginPx = 18.0f;
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/** Text scale relative to the default canvas font. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HUD")
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float TextScale = 1.45f;
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private:
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