superwow: the chat bubbles are widgets — CREATE_CHATBUBBLE and pfUI's skin
The last real SuperWoW feature, and one piece of work closed three things: `CREATE_CHATBUBBLE` (which could not honestly be fired, because its payload can only be the bubble), `C_ChatBubbles.GetAllChatBubbles` (which answered an empty list, truthfully, for the same reason) and pfUI's whole bubble skin, which walks that list. `benilla-ui`'s `script/chat_bubble.rs` is a pool of real frames — anonymous WorldFrame children with a backdrop (`0x4b0a35` IS `SetBackdrop`), a tail texture and a FontString, which is what the reference's own `CGChatBubbleFrame` is and how addons of the era found bubbles before SuperWoW published the event. The app keeps everything a bubble's existence depends on — the spawn gate, the lifetime, the fade, the range re-test, the stacking sort and the text measurement that sizes the frame — and hands it over as `BubbleState`: the same split `vplates.rs` already makes for the plates, so the engine decides what is on screen, the widget layer decides what Lua sees, and neither can disagree about a bubble because there is one feed. Three things improved by the move rather than being preserved by it: - The bubbles sit at frame levels 2, 3, 4… over the V-plates at level 1, which is the reference's own order (`0x4b12d5`-`0x4b1312`). The quad band had them UNDERNEATH — a deviation `overlay_z` carried in a comment. That band is gone and the lane is down to one tenant. - The art is loaded, tiled and bleed-inset by the UI pass like any other frame's, so this file drops its own texture resource and its own half-texel inset helper. - The system moved BEFORE the paint. It sat in `UiQuadAppend`, the window *after* the extract: right for an appender, a frame late for a feed. The test that matters transcribes pfUI's own `ScanBubbles` loop — it finds the FontString with the line and its chat-type colour, blanks the one Texture region and parents its own frame to the bubble — and then checks the EXTRACT for drawn quads: both backdrop halves, the tail, and the text at the em the app measured the box with. A test that only checked the widgets would have passed with nothing on screen. Two architectural gates caught this and both were answered rather than silenced. The one-shot gate: `drive_bubbles` now holds the VM and drains a queue, so it is EXEMPT with the argument — the queue's product is app-side state, the widget sync is idempotent and binds on the first frame there is a WorldFrame, and gating the system instead would pile lines up and spawn them all at once with fresh lifetimes. The VM wall: its ceiling rises by one with the reason, which is that this file is `vplates.rs`'s exact twin. `CREATE_CHATBUBBLE` fires per APPEARANCE, not per pool slot ever built — the opposite of `NAME_PLATE_CREATED`'s rule, because a recycled frame has been re-anchored, re-sized and re-texted since it was last seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
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@@ -2634,6 +2634,14 @@ mod tests {
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"SuperWoW's own event, the one every cast-tracking addon on this realm registers; \
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1.12 reports another unit's casts nowhere at all",
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),
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(
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"CREATE_CHATBUBBLE",
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"SuperWoW: a chat bubble appeared, `arg1` its frame — the third and last of its \
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events, and the one that could not honestly be fired until the bubbles were \
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widgets (`benilla-ui`'s `script/chat_bubble.rs`) rather than overlay quads. 1.12 \
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publishes no bubble edge at all: pfUI's own workaround is to re-scan the whole \
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bubble list the frame after every say, yell and monster line",
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),
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(
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"RAW_COMBATLOG",
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"SuperWoW: every combat-log line twice over — as the player reads it, and with \
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