DCMenu hooks into Drift City's menu framework itself. The game builds every screen from its own UI definition, in which each control names its type, its size, its position, the sprite for each of its states, its font and its colours. DCMenu works at that level: it adds controls to the game's screens as the game builds them, so what it adds is laid out, drawn and handled by the game's own UI code, exactly like the controls the game shipped with. Nothing on disk changes.
What that gives a mod
- Tabs, rows, labels, images and combo boxes that are the game's own control types, with every state the game's controls have: normal, hovered, pressed, focused and disabled.
- The game's own look: sprites come from the texture atlases Drift City already ships, and fonts and colours match the panel the controls join.
- Layout in the game's terms: sizes in pixels, positions relative to the dialog's centre.
What it adds today
A Graphic+ tab in Options with four settings the game never had: dynamic light, ambient occlusion, car specular, and fog. Its documentation describes every control it adds, sprite by sprite, so the same building blocks can be reused for a mod's own options.