diff --git a/crates/benilla-app/assets/ui/OptionsFrame.xml b/crates/benilla-app/assets/ui/OptionsFrame.xml index d72df584..856ae0b7 100644 --- a/crates/benilla-app/assets/ui/OptionsFrame.xml +++ b/crates/benilla-app/assets/ui/OptionsFrame.xml @@ -8,7 +8,7 @@ --> - + @@ -16,7 +16,7 @@ - + @@ -34,7 +34,7 @@ RegisterForSave("AUTO_QUEST_WATCH") -- UIOptionsFrame.lua:370-376: Blizzard_CombatText is LoadOnDemand, so the master loads it. - function BenillaCombatText_UpdateOrLoad() + function CombatText_UpdateOrLoad() if ( SHOW_COMBAT_TEXT == "1" ) then UIParentLoadAddOn("Blizzard_CombatText") end @@ -43,7 +43,7 @@ end end -- The Remove Chat Hover Delay row's applyFunc (UIOptionsFrame.lua:216). - function BenillaChatFrame_ApplyMouseOverDelay() + function ChatFrame_ApplyMouseOverDelay() if SetChatMouseOverDelay then -- nil in a VM loaded without the chat files SetChatMouseOverDelay(REMOVE_CHAT_DELAY) end @@ -63,46 +63,39 @@ end end - -- The two plate rows' store: FrameXML's own NAMEPLATES_ON/FRIENDNAMEPLATES_ON, the number 1 - -- or nil (a "0" would be truthy), applied through the verbs as the bindings do. - function BenillaOptionsFrame_GetEnemyPlates() - return NAMEPLATES_ON - end - function BenillaOptionsFrame_SetEnemyPlates(value) - if ( value == "1" ) then - NAMEPLATES_ON = 1 + -- UIOptionsFrame.lua:768-780. Deviation: stock l.776 is dropped. On 1.12 its show-then-hide + -- clears volatile bits (`[0xc4da34]`); here the verbs write the CVar pair that is the + -- store, so it would erase the saved setting at every world entry. + function UpdateNameplates() + if ( NAMEPLATES_ON ) then ShowNameplates() else - NAMEPLATES_ON = nil HideNameplates() end - end - function BenillaOptionsFrame_GetFriendlyPlates() - return FRIENDNAMEPLATES_ON - end - function BenillaOptionsFrame_SetFriendlyPlates(value) - if ( value == "1" ) then - FRIENDNAMEPLATES_ON = 1 + if ( FRIENDNAMEPLATES_ON ) then ShowFriendNameplates() else - FRIENDNAMEPLATES_ON = nil HideFriendNameplates() end end + -- The category tree in list order; keys are the row name suffixes. - BENILLA_OPTIONS_CATEGORY_KEYS = { + -- MONKEY (advanced graphics): "AdvancedGraphics" joins the System group under Graphics — + -- the seat the era's own tree gives a page that refines the one above it, and the seat + -- that keeps the three shadow rows it inherits one row away from where they used to be. + OPTIONS_CATEGORY_KEYS = { "Controls", "Interface", "ActionBars", "Combat", "Chat", "Keybindings", "Nameplates", - "Graphics", "Audio", + "Graphics", "AdvancedGraphics", "Audio", "AddOns", } -- The era UIParent draws smaller than our 768-unit canvas; a chosen value, not the -- reference's. - BENILLA_ERA_WINDOW_SCALE = 0.78 + ERA_WINDOW_SCALE = 0.78 function BenillaOptionsFrame_UpdateScale() -- The era panel's checkFit: it also shrinks to fit the screen. - local k = BENILLA_ERA_WINDOW_SCALE + local k = ERA_WINDOW_SCALE local wFit = GetScreenWidth() / 940 local hFit = GetScreenHeight() / 744 if wFit < k then k = wFit end @@ -110,14 +103,13 @@ BenillaOptionsFrame:SetScale(k) end - -- The era tab width, label + 40, measured after the window's OnShow sets the scale: - -- the tabs' own OnShows run before it, children first. - function BenillaOptionsTab_FitWidth(tab) + -- The era tab width, label + 40, measured after OnShow sets the scale. + function OptionsTab_FitWidth(tab) tab:SetWidth(getglobal(tab:GetName() .. "Text"):GetStringWidth() + 40) end -- The wash at the era atlas size, in the 1.14 hover steel-blue. - function BenillaOptionsCategoryRow_OnLoad(row, key, label) + function OptionsCategoryRow_OnLoad(row, key, label) row.categoryKey = key row.pageTitle = label row:SetText(label) @@ -134,7 +126,7 @@ BenillaOptionsFrameSearchBox:SetText("") return -- the restore re-entered with this key and finished end - for _, k in ipairs(BENILLA_OPTIONS_CATEGORY_KEYS) do + for _, k in ipairs(OPTIONS_CATEGORY_KEYS) do local row = getglobal("BenillaOptionsFrameCategoryListRow" .. k) local bg = getglobal("BenillaOptionsFrameCategoryListRow" .. k .. "Bg") if k == key then @@ -148,7 +140,7 @@ row:SetTextFontObject("GameFontNormal") end end - for k in pairs(BENILLA_OPTIONS_PAGE_ROWS) do + for k in pairs(OPTIONS_PAGE_ROWS) do local body = getglobal("BenillaOptionsFrameContainerBody" .. k) if k == key then body:Show() else body:Hide() end end @@ -156,18 +148,27 @@ BenillaOptionsFrameContainerScroll:SetVerticalScroll(0) -- Leaving Keybindings disarms a pending capture, which must never outlive the page. local kb = getglobal("BenillaOptionsFrameContainerBodyKeybindings") + local addons = getglobal("BenillaOptionsFrameContainerBodyAddOns") if key == "Keybindings" then kb:Show() - BenillaKeyBindingsPage_Refresh() + addons:Hide() + KeyBindingsPage_Refresh() BenillaOptionsFrameContainerUnbind:Show() BenillaOptionsFrameContainerDefaults:Enable() + elseif key == "AddOns" then + kb:Hide() + addons:Show() + OptionsAddOns_Refresh() + BenillaOptionsFrameContainerUnbind:Hide() + BenillaOptionsFrameContainerDefaults:Disable() else kb:Hide() - BenillaKeyBindings_SetSelected(nil) - BenillaKeyBindings_Output("") + addons:Hide() + KeyBindings_SetSelected(nil) + KeyBindings_Output("") BenillaOptionsFrameContainerUnbind:Hide() - if BENILLA_OPTIONS_PAGE_ROWS[key] then - BenillaOptionsPage_Refresh(key) + if OPTIONS_PAGE_ROWS[key] then + OptionsPage_Refresh(key) BenillaOptionsFrameContainerDefaults:Enable() else BenillaOptionsFrameContainerDefaults:Disable() @@ -179,7 +180,7 @@ -- Tags are labels uppercased, matched by plain substring and scored by matched length. -- Results are the live rows, so writes work mid-search. - function BenillaOptionsSearch_Words(text) + function OptionsSearch_Words(text) local up = string.upper(text) local words = { up } for w in string.gfind(up, "([^, ]+)") do @@ -189,7 +190,7 @@ end -- The era's MatchesSearchTags score, with a plain find. - function BenillaOptionsSearch_Score(tag, words) + function OptionsSearch_Score(tag, words) for _, w in ipairs(words) do local first, last = string.find(tag, w, 1, true) if first then return last - first end @@ -197,14 +198,14 @@ return nil end - function BenillaOptionsSearch_FindMatches(text) - local words = BenillaOptionsSearch_Words(text) + function OptionsSearch_FindMatches(text) + local words = OptionsSearch_Words(text) local buckets, scores = {}, {} - for _, key in ipairs(BENILLA_OPTIONS_CATEGORY_KEYS) do - if BENILLA_OPTIONS_PAGE_ROWS[key] then - for _, rkey in ipairs(BENILLA_OPTIONS_PAGE_ROWS[key]) do + for _, key in ipairs(OPTIONS_CATEGORY_KEYS) do + if OPTIONS_PAGE_ROWS[key] then + for _, rkey in ipairs(OPTIONS_PAGE_ROWS[key]) do local row = getglobal("BenillaOptionsFrameContainerBody" .. key .. rkey) - local s = BenillaOptionsSearch_Score(row.searchTag, words) + local s = OptionsSearch_Score(row.searchTag, words) if s then if not buckets[s] then buckets[s] = {} @@ -216,7 +217,7 @@ end end -- Keybinding matches join the buckets; their rkey is the binding index. - for _, m in ipairs(BenillaKeyBindings_SearchMatches(words)) do + for _, m in ipairs(KeyBindings_SearchMatches(words)) do if not buckets[m.score] then buckets[m.score] = {} table.insert(scores, m.score) @@ -239,7 +240,7 @@ -- ── The page scroll ── -- Only frames hung off the body's top are measured, so the size converges. - function BenillaOptionsScroll_ContentBottom() + function OptionsScroll_ContentBottom() local bottom = nil local function take(name) local f = getglobal(name) @@ -248,48 +249,35 @@ if b and (not bottom or b < bottom) then bottom = b end end end - for _, key in ipairs(BENILLA_OPTIONS_CATEGORY_KEYS) do - if BENILLA_OPTIONS_PAGE_ROWS[key] then + for _, key in ipairs(OPTIONS_CATEGORY_KEYS) do + if OPTIONS_PAGE_ROWS[key] then take("BenillaOptionsFrameContainerBodySearchHead" .. key) - for _, rkey in ipairs(BENILLA_OPTIONS_PAGE_ROWS[key]) do + for _, rkey in ipairs(OPTIONS_PAGE_ROWS[key]) do take("BenillaOptionsFrameContainerBody" .. key .. rkey) end end end take("BenillaOptionsFrameContainerBodySearchHeadKeybindings") - for i = 1, BENILLA_KEYBINDINGS_SEARCH_ROWS do + for i = 1, KEYBINDINGS_SEARCH_ROWS do take("BenillaOptionsFrameContainerBodyKeybindSearch" .. i) end + -- The AddOns page's dynamic rows: row 0 is the Load out of date AddOns row. + for i = 0, table.getn(OptionsAddOns_Rows) do + local row = OptionsAddOns_Rows[i] + if row then take(row:GetName()) end + end return bottom end - -- The scroll frame's size in its own units, from its edges: its anchors size it, and - -- GetWidth answers such a frame's span before the window's scale divides it. - local function BenillaOptionsScroll_Size(sf) - local l, r, t, b = sf:GetLeft(), sf:GetRight(), sf:GetTop(), sf:GetBottom() - if not l or not r or not t or not b then return nil end - return r - l, t - b - end - - -- The page's range is the body's overhang, the content Fit measures: the engine's range - -- also counts the Keybindings list's faux scroll child, which is sized to every row. - function BenillaOptionsScroll_Range(sf) - local _, fh = BenillaOptionsScroll_Size(sf) - if not fh then return 0 end - local range = BenillaOptionsFrameContainerBody:GetHeight() - fh - if range > 0 then return range end - return 0 - end - -- From OnUpdate, off the previous frame's rects; SetWidth and SetHeight invalidate layout. - function BenillaOptionsScroll_Fit() + function OptionsScroll_Fit() local sf = BenillaOptionsFrameContainerScroll local body = BenillaOptionsFrameContainerBody - local fw, fh = BenillaOptionsScroll_Size(sf) + local fw, fh = sf:GetWidth(), sf:GetHeight() if not fw or fw <= 0 or not fh or fh <= 0 then return end if math.abs(body:GetWidth() - fw) >= 0.5 then body:SetWidth(fw) end local h = fh - local top, bottom = body:GetTop(), BenillaOptionsScroll_ContentBottom() + local top, bottom = body:GetTop(), OptionsScroll_ContentBottom() if top and bottom then local content = (top - bottom) + BENILLA_SCROLL_PAD if content > h then h = content end @@ -297,14 +285,11 @@ if math.abs(body:GetHeight() - h) >= 0.5 then body:SetHeight(h) sf:UpdateScrollChildRect() - -- The bar follows the body, which the range notify misses when the engine's range, - -- a whole-subtree union, does not move. - BenillaScroll_SyncBar(sf) end end -- The era SettingsList layout: the head at (10,-12), each next at (0,-9), as in the XML. - function BenillaOptionsSearch_Place(name, prev) + function OptionsSearch_Place(name, prev) local f = getglobal(name) f:ClearAllPoints() if prev then @@ -317,38 +302,40 @@ end -- Back on the XML chain after a search; a test holds the two equal. - function BenillaOptionsPage_Layout(key) + function OptionsPage_Layout(key) local prev = nil - for _, rkey in ipairs(BENILLA_OPTIONS_PAGE_ROWS[key]) do + for _, rkey in ipairs(OPTIONS_PAGE_ROWS[key]) do local name = "BenillaOptionsFrameContainerBody" .. key .. rkey - BenillaOptionsSearch_Place(name, prev) + OptionsSearch_Place(name, prev) getglobal(name):Show() prev = name end end -- The title and no-match strings are ours: the era's are not in its UI source. - function BenillaOptionsSearch_Display(text) + function OptionsSearch_Display(text) BenillaOptionsFrameContainerScroll:SetVerticalScroll(0) - for k in pairs(BENILLA_OPTIONS_PAGE_ROWS) do + for k in pairs(OPTIONS_PAGE_ROWS) do getglobal("BenillaOptionsFrameContainerBody" .. k):Show() - for _, rkey in ipairs(BENILLA_OPTIONS_PAGE_ROWS[k]) do + for _, rkey in ipairs(OPTIONS_PAGE_ROWS[k]) do getglobal("BenillaOptionsFrameContainerBody" .. k .. rkey):Hide() end getglobal("BenillaOptionsFrameContainerBodySearchHead" .. k):Hide() end getglobal("BenillaOptionsFrameContainerBodyKeybindings"):Hide() getglobal("BenillaOptionsFrameContainerBodySearchHeadKeybindings"):Hide() - for i = 1, BENILLA_KEYBINDINGS_SEARCH_ROWS do + for i = 1, KEYBINDINGS_SEARCH_ROWS do getglobal("BenillaOptionsFrameContainerBodyKeybindSearch" .. i):Hide() end - BenillaKeyBindingsPage.searchPainted = nil - BenillaKeyBindings_SetSelected(nil) + -- The AddOns page is not in OPTIONS_PAGE_ROWS; hide it and its rows with it. + BenillaOptionsFrameContainerBodyAddOns:Hide() + KeyBindingsPage.searchPainted = nil + KeyBindings_SetSelected(nil) BenillaOptionsFrameContainerUnbind:Hide() BenillaOptionsFrameContainerTitle:SetText("Search Results") BenillaOptionsFrameContainerDefaults:Hide() - local order, groups = BenillaOptionsSearch_FindMatches(text) + local order, groups = OptionsSearch_FindMatches(text) if table.getn(order) == 0 then BenillaOptionsFrameContainerBodyNoResults:Show() return @@ -357,20 +344,20 @@ local prev = nil for _, key in ipairs(order) do local head = "BenillaOptionsFrameContainerBodySearchHead" .. key - BenillaOptionsSearch_Place(head, prev) + OptionsSearch_Place(head, prev) getglobal(head):Show() prev = head if key == "Keybindings" then - BenillaKeyBindingsPage.searchPainted = {} + KeyBindingsPage.searchPainted = {} local shown = 0 for _, index in ipairs(groups[key]) do - if shown < BENILLA_KEYBINDINGS_SEARCH_ROWS then + if shown < KEYBINDINGS_SEARCH_ROWS then shown = shown + 1 local name = "BenillaOptionsFrameContainerBodyKeybindSearch" .. shown - BenillaKeyBindings_PaintBindRow(name, index) - BenillaOptionsSearch_Place(name, prev) + KeyBindings_PaintBindRow(name, index) + OptionsSearch_Place(name, prev) getglobal(name):Show() - BenillaKeyBindingsPage.searchPainted[name] = index + KeyBindingsPage.searchPainted[name] = index prev = name end end @@ -381,47 +368,47 @@ if row.parentRow and not placed[row.parentRow] then placed[row.parentRow] = 1 local pname = "BenillaOptionsFrameContainerBody" .. key .. row.parentRow - BenillaOptionsSearch_Place(pname, prev) + OptionsSearch_Place(pname, prev) getglobal(pname):Show() prev = pname end if not placed[rkey] then placed[rkey] = 1 local name = "BenillaOptionsFrameContainerBody" .. key .. rkey - BenillaOptionsSearch_Place(name, prev) + OptionsSearch_Place(name, prev) row:Show() prev = name end end - BenillaOptionsPage_Refresh(key) + OptionsPage_Refresh(key) end end end - function BenillaOptionsSearch_Restore() + function OptionsSearch_Restore() BenillaOptionsFrameContainerScroll:SetVerticalScroll(0) - for k in pairs(BENILLA_OPTIONS_PAGE_ROWS) do - BenillaOptionsPage_Layout(k) + for k in pairs(OPTIONS_PAGE_ROWS) do + OptionsPage_Layout(k) getglobal("BenillaOptionsFrameContainerBodySearchHead" .. k):Hide() end - for i = 1, BENILLA_KEYBINDINGS_SEARCH_ROWS do + for i = 1, KEYBINDINGS_SEARCH_ROWS do getglobal("BenillaOptionsFrameContainerBodyKeybindSearch" .. i):Hide() end getglobal("BenillaOptionsFrameContainerBodySearchHeadKeybindings"):Hide() - BenillaKeyBindingsPage.searchPainted = nil + KeyBindingsPage.searchPainted = nil BenillaOptionsFrameContainerBodyNoResults:Hide() BenillaOptionsFrameContainerDefaults:Show() BenillaOptionsFrame_SelectCategory(BenillaOptionsFrame.selectedCategory or "Controls") end - function BenillaOptionsSearch_OnTextChanged(text) + function OptionsSearch_OnTextChanged(text) if text == BenillaOptionsFrame.searchText then return end local had = BenillaOptionsFrame.searchText and BenillaOptionsFrame.searchText ~= "" BenillaOptionsFrame.searchText = text if text == "" then - if had then BenillaOptionsSearch_Restore() end + if had then OptionsSearch_Restore() end else - BenillaOptionsSearch_Display(text) + OptionsSearch_Display(text) end end @@ -447,6 +434,11 @@ .. "There is no exclusive fullscreen mode. WoW itself removed one in 8.0.1, and " .. "modern Classic offers these same two." + BENILLA_TOOLTIP_RESOLUTION = + "The size of the game window, from the modes this monitor reports.\n\n" + .. "In Windowed (Fullscreen) the window already fills the screen, so this sets the " + .. "size it returns to in Windowed. Takes effect on Apply." + -- 1.12's GAMMA text points at gray-bar art this page does not have. BENILLA_TOOLTIP_BRIGHTNESS = "Lightens or darkens the whole picture — nights, caves and interiors are what it is " @@ -455,12 +447,599 @@ .. "which it could only do in exclusive fullscreen. benilla applies it to the " .. "finished image instead, so it works in both display modes." - BENILLA_OPTIONS_PAGE_ROWS = { + -- ══ MONKEY (advanced graphics): the Advanced Graphics page's own strings, EN + RU ═════ + -- + -- The page that gives a PLAYER the dynamic light and shadow system. Until it existed the + -- lanes were reachable only from `/console` and the native debug panel — and the panel + -- does not ship in a player build, so a player had no way in at all. Three rows move here + -- off the Graphics page (Real Character Shadows, World Shadows, Shadow Distance) with + -- their settings and their descriptions unchanged; the other twelve are new seats on + -- CVars this client has read for some time. + -- + -- **Every string on it is authored in both languages** (the project's own standing rule), + -- picked by `GetLocale()`, and there is no other localisation pattern in this window to + -- follow: every page above is 1.12 GlobalStrings, whose own file IS the localisation. So + -- the table is here, next to the page, rather than in a scheme of its own. + -- + -- TWO CAVEATS, both true of the client and not of this table: benilla's `GetLocale()` + -- answers `enUS` unconditionally today (it ships and reads enUS data only), so the ruRU + -- column is dormant until that changes; and 1.12's own `FRIZQT__.TTF` carries no Cyrillic + -- glyphs, so a Russian build needs a font that does before these read as words. Neither is + -- a reason to ship the page half-authored — both are one line away from being true, and a + -- string written later is a string written to a different standard. + -- + -- The VALUES the rows write are never localised: a dropdown entry carries the engine's own + -- string in `value` and the player's language in `text`, so `config.toml` and `/console` + -- read the same words on every install. + BENILLA_ADVGFX_STRINGS = { + enUS = { + page = "Advanced Graphics", + lightingQuality = "Lighting Quality", + -- MONKEY (presets): the Graphics Preset and Render Distance rows. + graphicsQuality = "Graphics Preset", + renderDistance = "Render Distance", + pClassic = "Classic", + qUltra = "Ultra", + -- MONKEY (volumetric fog): localised atmospheric quality row. + volumetricFog = "Volumetric Fog", + -- MONKEY (post): HDR excess + halo quality. + bloom = "Bloom", + sunShafts = "Sun Shafts", + colorGrading = "Colour Grading", + -- MONKEY (sky): the sky tier row. + skyQuality = "Sky Quality", + fogOff = "Off", + -- MONKEY (skybox): the zone skybox row. + zoneSkyboxes = "Zone Skyboxes", + waterQuality = "Water Quality", + waterClassic = "Classic", + waterEnhanced = "Enhanced", + waterHigh = "High", + lavaGlow = "Lava Glow", + qOff = "Off", + qLow = "Low", + qMedium = "Medium", + qHigh = "High", + qCustom = "Custom", + characterShadows = "Real Character Shadows", + worldShadows = "World Shadows", + shadowDistance = "Shadow Distance", + shadowResolution = "Shadow Resolution", + moonShadows = "Moon Shadows", + interiorLight = "Dynamic Interior Lighting", + interiorShadows = "Indoor Torch Shadows", + exteriorShadows = "Outdoor Torch Shadows", + torchTerrainShadows = "Terrain Blocks Torchlight", + torchSoft = "Torch Shadow Softness", + fireLight = "Fire Light Brightness", + fireFlicker = "Fire Flicker", + spellLights = "Spell Lights", + nightDarkness = "Night Darkness", + interiorDarkness = "Interior Darkness", + -- MONKEY (p0 skyDither) + skyDither = "Sky Dithering", + -- MONKEY (fog) + fogModel = "Modern Fog", + -- MONKEY (wet) + rainSurfaces = "Wet Surfaces in Rain", + -- MONKEY (wind) + foliageWind = "Foliage Wind", + windGrass = "Grass", + windTrees = "Grass + Trees", + foliageWindStrength = "Foliage Wind Strength", -- MONKEY (fix-wind) + -- MONKEY (ao): localised contact-shadow row. + ambientOcclusion = "Ambient Occlusion", + -- MONKEY (lampfog) + lampFog = "Lamp Fog", + -- GFX (volumetric light) / (moonlight) + volumetricLight = "Volumetric Light", + volumetricLightStrength = "Volumetric Light Strength", + moonLight = "Moonlight", + -- MONKEY (integration): the daylight lane's district window split. + daylightWindowSplit = "City Window Daylight", + yards = "%d yd", + tips = { + -- MONKEY (presets) + GRAPHICS_QUALITY = + "Sets every graphics setting at once: Lighting Quality and everything it sets, " + .. "Render Distance, Sky Quality, Sky Dithering, Modern Fog, Wet Surfaces in Rain, " + .. "Terrain Blocks Torchlight, the daylight through city windows, Ambient Occlusion, Lamp Fog, " + .. "Zone Skyboxes, Volumetric Light and Moonlight.\n\n" + .. "Classic is the original client: every enhancement off and the original 350 yd " + .. "view distance. Low and Medium add the enhancements that cost almost nothing; High " + .. "is the recommended look; Ultra raises every quality to its maximum and the view " + .. "distance to 1497 yd, and costs the most.\n\n" + .. "Shadow Distance and Torch Shadow Softness stay as you set them. Changing any " + .. "setting the preset sets shows Custom.", + RENDER_DISTANCE = + "How far the detailed world is drawn, in yards: the same setting as Terrain " + .. "Distance on the Graphics page, with a longer reach. Past 777 yd, the original " + .. "client's limit, the extra distance shows through Modern Fog; with the original " + .. "fog the zone's own fog hides it.\n\n" + .. "Farther costs more memory, loading and GPU time.", + LIGHTING_QUALITY = + "Sets character, world, indoor torch and outdoor torch shadows; dynamic " + .. "interior lighting; moon shadows; volumetric fog; water quality; lava glow; fire and spell brightness; fire flicker; " + .. "foliage wind; and night and interior darkness. Low, Medium and High also set shadow " + .. "resolution; Medium and High also set resident and moving torch shadow counts.\n\n" + .. "Off restores the original client's look: Classic water, no volumetric fog, lava glow or synthesised fire lights, " + .. "night gain 1.0 and interior gain 1.0. All other settings, including " + .. "Shadow Distance and Torch Shadow Softness, stay as you set them. " + .. "Low, Medium and High use Enhanced water; mirror reflections stay opt-in. " + .. "Ultra also raises shadow resolution to 4096 and the torch shadow counts to 16 and 8, " + .. "and uses High water and High volumetric fog. " + .. "Changing a preset member shows Custom when no preset matches.", + -- MONKEY (volumetric fog): explain cost and the shadow-map dependency. + -- MONKEY (post): Off guarantees the pre-HDR image. + BLOOM = + "Makes fire, lava, spells and lit windows carry a soft halo. Low uses a smaller blur chain; High is smoother. Off leaves the original image unchanged.", + SUN_SHAFTS = + "Draws sunlight through gaps in trees and buildings. Scene depth blocks the rays; they fade at night, off-screen and indoors.", + COLOR_GRADING = + "Applies a subtle zone-specific colour palette to the 3D world and blends between its day and night looks. The interface is never graded.", + VOLUMETRIC_FOG = + "Off disables volumetric fog. Low adds nearby haze and sun or moon shafts with fewer steps; High uses more steps for smoother shafts. Mist is heavier at dawn and in bad weather, and subtle indoors. Shafts require shadows; with shadows off only haze remains.", + -- MONKEY (sky): what each sky tier adds. + SKY_QUALITY = + "Classic is the original client's sky. Enhanced smooths the sky's colour " + .. "gradient, adds a soft glow around the sun and a starry night sky with the " + .. "Milky Way. High also gives the clouds finer detail and sunlit edges. " + .. "Costs very little.", + -- MONKEY (skybox): what the zone skybox row changes. + ZONE_SKYBOXES = + "Draws the painted sky a zone's lighting names, as later expansions do: " + .. "the volcanic sky of the Burning Steppes, the alien sky of the Blasted Lands " + .. "and the starry night over Mount Hyjal, fading in at the zone's edge. " + .. "Off keeps the original client's sky everywhere but ghost and dungeon skies. Nearly free.", + WATER_QUALITY = + "Classic is the original client's water. Enhanced adds soft shorelines, " + .. "animated foam around shores and objects, moving wave highlights, sky reflection " + .. "and light glints. High also adds mirror reflections and costs the most.", + LAVA_GLOW = + "How strongly lava lights its surroundings. 0 turns the glow off.", + CHARACTER_SHADOWS = + "Renders real dynamic silhouettes for players, NPCs, creatures, and mounts, replacing " + .. "the legacy oval blob. Matches Wrath's character-only shadow tier. This uses " + .. "additional GPU time and memory.", + WORLD_SHADOWS = + "Casts real dynamic shadows from the static world (trees, buildings, and foliage) " + .. "following the sun, and switches off the baked terrain shadows they replace. " + .. "Independent of Real Character Shadows. This uses additional GPU time and memory.", + SHADOW_DISTANCE = + "How far realtime shadows are drawn, in yards. Higher covers more ground but spreads " + .. "the shadow map thinner (softer edges) and costs more. Applies on Apply.", + SHADOW_RESOLUTION = + "The edge of the sun's shadow map, in texels. Larger is sharper " + .. "everywhere the shadow distance reaches.\n\n" + .. "The cost is quadratic: 4096 draws four times the shadow pass of 2048 " + .. "and holds four times the depth texture.", + MOON_SHADOWS = + "How dark a shadow thrown by moonlight is allowed to get. A little keeps " + .. "the night from reading flat; a lot is stylised moonlight the original " + .. "client never had.\n\n" + .. "At 0 the moon casts nothing at all and the night renders exactly as " + .. "it did before this existed. It costs nothing by day.", + INTERIOR_LIGHT = + "Lights the inside of buildings from the lamps, candles and hearths that " + .. "actually stand in the room, instead of the lighting baked into the " + .. "walls.\n\n" + .. "Off restores the original client's baked interiors. On, it costs a " + .. "little GPU time per lit surface. Indoor Torch Shadows require it; " + .. "Outdoor Torch Shadows work independently.", + INTERIOR_SHADOWS = + "Lets the nearest indoor fires cast real shadows — a candle throws the " + .. "table's shadow across the floor.\n\n" + .. "Each promoted fire costs a shadow map of its own, which makes this " + .. "the most expensive row on the page. Needs Dynamic Interior Lighting.", + EXTERIOR_SHADOWS = + "The same for fires out in the open: campfires, braziers and lampposts " + .. "cast real shadows after dark.\n\n" + .. "It does nothing by day and does not require Dynamic Interior Lighting.", + TORCH_TERRAIN_SHADOWS = + "Lets the ground itself take part in outdoor torch shadows: a hill or a " + .. "bank between a fire and the slope behind it blocks the fire's light.\n\n" + .. "Adds the nearby terrain to each outdoor fire's shadow map when it is " + .. "rebuilt; the per-frame cost is small. Needs Outdoor Torch Shadows.", + TORCH_SOFT = + "How soft the edge of a torch shadow is where the object meets the " + .. "ground. Low is hard and crisp; high spreads the edge the way a real " + .. "flame does.\n\n" + .. "It costs no extra shadow maps — only a wider filter over the ones " + .. "already drawn.", + FIRE_LIGHT = + "How brightly campfires, torches, braziers and forges light the world " + .. "around them. These are lights benilla invents from the flame itself; " + .. "the original client's art carries none.\n\n" + .. "At 0 the invented fire lights are off and only the lights the artists " + .. "placed remain. Moving it costs nothing.", + FIRE_FLICKER = + "How strongly every flame's light breathes — candles quick and shallow, " + .. "bonfires slow and steady.\n\n" + .. "At 0 fires burn at a constant brightness, which is what they did " + .. "before this existed. It is computed on the processor and costs the " + .. "graphics card nothing.", + SPELL_LIGHTS = + "How brightly spells, missiles and impacts light the room around them — a " + .. "fireball's flash, an aura's glow.\n\n" + .. "Separate from Fire Light Brightness on purpose: calming a busy fight " + .. "should not dim the world's hearths. At 0 no spell throws light.", + NIGHT_DARKNESS = + "How dark the world gets outdoors after sunset. " + .. "1.0 = the original client night; lower = darker.\n\n" + .. "It never touches the fires — the point is a darker night around the " + .. "flame, not a dimmer flame. Inert while the sun is up, and free at any " + .. "setting.", + INTERIOR_DARKNESS = + "Scales interior fixture light and room ambient, including the light from " + .. "lamps and candles. Lower values make both dimmer.\n\n" + .. "1.0 leaves these inputs unchanged. Free at any setting.\n\n" + .. "It does not scale the weather. A storm's fog reaches indoors at full " + .. "strength, as it does in the original client, so with this turned well " + .. "down in bad weather that fog is most of what is left and rooms read " + .. "flat and grey. Raise this rather than hunt for the cause elsewhere.", + -- MONKEY (p0 skyDither) + SKY_DITHER = + "Adds a faint noise to the final image so smooth sky and fog gradients do not " + .. "break into visible bands. Off is the original client's look. Practically free.", + -- MONKEY (fog) + FOG_MODEL = + "Softer distance fog in the style of the modern client: it thickens gradually " + .. "instead of in a straight ramp, glows toward the sun by day and shifts to the " + .. "sky's colour in the distance, so the land melts into the horizon. Each zone " + .. "keeps its own fog distance; above the original view-distance limit the fog " + .. "recedes with it.\n\nOff is the original client's fog. Practically free.", + -- MONKEY (wet) + RAIN_SURFACES = + "Rain slowly soaks the ground, stone and wood under the open sky: they darken, " + .. "puddles gather on flat ground and wet tops catch the light; rain drops ring " + .. "the water. It dries over a few minutes after the rain stops. Off is the " + .. "original client's look. Nearly free, and only active while things are wet.", + -- MONKEY (wind) + FOLIAGE_WIND = + "Grass bends in two travelling wind waves and parts around nearby characters. " + .. "Grass + Trees also gives classified tree and bush foliage a gentle sway.\n\n" + .. "Off makes no vertex displacement and restores the unchanged image. Tree shadows stay static.", + -- MONKEY (fix-wind) + FOLIAGE_WIND_STRENGTH = + "How far grass and foliage swing in the wind. 100% is the standard sway; lower " + .. "is calmer, higher is a blustery day. Storms swing everything harder on top. " + .. "Grass still parts around characters the same way. Needs Foliage Wind on.", + -- MONKEY (ao): what the contact shadows touch and what they spare. + AMBIENT_OCCLUSION = + "Soft contact shadows where surfaces meet: under props and furniture, in the corners " + .. "between walls and floors, and around characters' feet. Low uses fewer samples; " + .. "High is smoother and reaches a little further.\n\n" + .. "Fades out with distance and spares the sky, water, lit windows and flames. " + .. "Off leaves the image unchanged.", + -- MONKEY (integration): daylight window split. + DAYLIGHT_WINDOW_SPLIT = + "Large city buildings take daylight through each window on its own instead of " + .. "treating a whole wall of windows as one opening, so halls like the cathedral " + .. "catch the sun pane by pane.\n\nApplies to buildings loaded after the change. " + .. "Off is the earlier look.", + -- MONKEY (lampfog) + LAMP_FOG = + "Makes nearby lamps and fires glow through the air after dark. Low uses the " + .. "nearest 16 lights; High uses 32. Rain and fog strengthen the halos. " + .. "The effect is unshadowed, but stops at visible scene depth.\n\n" + .. "Off is unchanged, and daylight is unchanged at every setting.", + -- GFX (volumetric light) + VOLUMETRIC_LIGHT = + "Sunlight and moonlight shine through the air as visible shafts: rays through " + .. "tree canopies, between buildings and past your character, following the " + .. "real shadows. Thicker at dawn, in fog and in rain. Needs World Shadows or " + .. "Real Character Shadows; not drawn indoors.\n\n" + .. "Medium uses fewer samples; High is smoother. Off is unchanged.", + VOLUMETRIC_LIGHT_STRENGTH = + "How bright the volumetric light shafts are. 100% is the default; 0 hides them.", + -- GFX (moonlight) + MOONLIGHT = + "The moon lights the world at night: a cool, dim light from where the moon " + .. "really stands in the sky, added on top of the original night colours, with " + .. "moon shadows when Moon Shadows is above 0.\n\n" + .. "At 0 the night looks exactly as the original client drew it. Costs nothing by day.", + }, + }, + ruRU = { + page = "Расширенная графика", + lightingQuality = "Качество освещения", + -- MONKEY (presets): the Graphics Preset and Render Distance rows. + graphicsQuality = "Набор графики", + renderDistance = "Дальность прорисовки", + pClassic = "Классика", + qUltra = "Ультра", + -- MONKEY (post): Russian HDR excess + halo quality row. + bloom = "Свечение", + sunShafts = "Солнечные лучи", + colorGrading = "Цветокоррекция", + -- MONKEY (volumetric fog): Russian atmospheric quality row. + volumetricFog = "Объёмный туман", + -- MONKEY (sky): the sky tier row. + skyQuality = "Качество неба", + fogOff = "Выкл", + -- MONKEY (skybox): the zone skybox row. + zoneSkyboxes = "Небосводы зон", + waterQuality = "Качество воды", + waterClassic = "Классическое", + waterEnhanced = "Улучшенное", + waterHigh = "Высокое", + lavaGlow = "Свечение лавы", + qOff = "Выкл.", + qLow = "Низкое", + qMedium = "Среднее", + qHigh = "Высокое", + qCustom = "Своё", + characterShadows = "Настоящие тени персонажей", + worldShadows = "Тени мира", + shadowDistance = "Дальность теней", + shadowResolution = "Разрешение теней", + moonShadows = "Лунные тени", + interiorLight = "Динамическое освещение помещений", + interiorShadows = "Тени факелов в помещениях", + exteriorShadows = "Тени огней под открытым небом", + torchTerrainShadows = "Рельеф заслоняет огни", + torchSoft = "Мягкость теней от огня", + fireLight = "Яркость огня", + fireFlicker = "Мерцание огня", + spellLights = "Свет от заклинаний", + nightDarkness = "Темнота ночи", + interiorDarkness = "Темнота помещений", + -- MONKEY (p0 skyDither) + skyDither = "Дизеринг неба", + -- MONKEY (fog) + fogModel = "Современный туман", + -- MONKEY (wet) + rainSurfaces = "Мокрые поверхности в дождь", + -- MONKEY (wind) + foliageWind = "Ветер листвы", + windGrass = "Трава", + windTrees = "Трава + деревья", + foliageWindStrength = "Сила ветра листвы", -- MONKEY (fix-wind) + -- MONKEY (ao): Russian contact-shadow row. + ambientOcclusion = "Затенение окружения", + -- MONKEY (lampfog) + lampFog = "Свечение фонарей в тумане", + -- GFX (volumetric light) / (moonlight) + volumetricLight = "Объёмный свет", + volumetricLightStrength = "Сила объёмного света", + moonLight = "Лунный свет", + -- MONKEY (integration): the daylight lane's district window split. + daylightWindowSplit = "Дневной свет через окна города", + yards = "%d ярд.", + tips = { + -- MONKEY (presets) + GRAPHICS_QUALITY = + "Задаёт все настройки графики сразу: качество освещения и всё, что оно задаёт, " + .. "дальность прорисовки, качество неба, дизеринг неба, современный туман, мокрые " + .. "поверхности в дождь, заслонение огней рельефом, дневной свет в окнах городов, " + .. "затенение окружения, свечение фонарей в тумане, небосводы зон, объёмный свет и лунный свет.\n\n" + .. "«Классика» — оригинальный клиент: все улучшения выключены, дальность обзора " + .. "прежние 350 ярдов. «Низкое» и «Среднее» добавляют почти бесплатные улучшения; " + .. "«Высокое» — рекомендуемый вид; «Ультра» поднимает всё качество до максимума, а " + .. "дальность — до 1497 ярдов, и стоит дороже всего.\n\n" + .. "Дальность теней и мягкость теней от огня сохраняют ваши значения. Изменение " + .. "любой настройки набора показывает «Своё».", + RENDER_DISTANCE = + "Как далеко рисуется подробный мир, в ярдах: та же настройка, что «Дальность " + .. "обзора» на странице «Графика», но с большим пределом. Дальше 777 ярдов, предела " + .. "оригинального клиента, дополнительное расстояние видно с современным туманом; " + .. "с оригинальным туманом его скрывает туман зоны.\n\n" + .. "Чем дальше, тем больше памяти, загрузки и работы видеокарты.", + LIGHTING_QUALITY = + "Задаёт тени персонажей, мира и огней внутри и снаружи помещений; " + .. "динамическое освещение помещений; лунные тени; объёмный туман; качество воды; свечение лавы; яркость огня и заклинаний; " + .. "мерцание огня; темноту ночи и помещений. «Низкое», «Среднее» и «Высокое» " + .. "также задают разрешение теней; «Среднее» и «Высокое» — число карт теней " + .. "от огней и число огней с тенями движущихся объектов.\n\n" + .. "«Выкл.» возвращает вид оригинального клиента: классическая вода, без объёмного тумана, свечения лавы и созданных из пламени " + .. "источников света, с коэффициентами яркости ночи и помещений 1.0. " + .. "Все остальные настройки, включая дальность теней и мягкость теней от огня, " + .. "сохраняют ваши значения. «Низкое», «Среднее» и «Высокое» используют улучшенную воду; " + .. "зеркальные отражения включаются отдельно. «Ультра» также поднимает разрешение теней " + .. "до 4096 и число теней от огней до 16 и 8, а вода и объёмный туман — «Высокое». " + .. "Изменение настройки набора показывает «Своё», " + .. "если ни один набор больше не совпадает.", + -- MONKEY (post): localised bloom effect and Off contract. + BLOOM = + "Добавляет мягкое сияние огню, лаве, заклинаниям и освещённым окнам. Низкое качество использует короткое размытие, высокое — более плавное. Выключение сохраняет исходное изображение.", + SUN_SHAFTS = + "Показывает солнечные лучи сквозь деревья и здания. Рельеф и здания перекрывают свет; ночью и в помещениях эффект исчезает.", + COLOR_GRADING = + "Применяет мягкую цветовую палитру зоны и плавно меняет дневной вариант на ночной. Интерфейс не изменяется.", + -- MONKEY (volumetric fog): localised effect and cost explanation. + VOLUMETRIC_FOG = + "Выкл отключает объёмный туман. Низкое добавляет дымку вблизи и лучи солнца или луны с меньшим числом шагов; Высокое использует больше шагов для более плавных лучей. Туман гуще на рассвете и в непогоду, а в помещениях слабее. Для лучей нужны тени; без теней остаётся только дымка.", + -- MONKEY (sky): what each sky tier adds. + SKY_QUALITY = + "«Классическое» — небо оригинального клиента. «Улучшенное» сглаживает " + .. "цветовой переход неба, добавляет мягкое сияние вокруг солнца и звёздное " + .. "ночное небо с Млечным Путём. «Высокое» также добавляет облакам мелкие " + .. "детали и освещённые солнцем края. Почти не влияет на производительность.", + -- MONKEY (skybox): what the zone skybox row changes. + ZONE_SKYBOXES = + "Рисует нарисованное небо, заданное освещением зоны, как в поздних дополнениях: " + .. "вулканическое небо Пылающих степей, чужое небо Выжженных земель " + .. "и звёздную ночь над горой Хиджал, с плавным появлением на границе зоны. " + .. "«Выкл.» оставляет небо оригинального клиента везде, кроме неба призрака и подземелий. Почти бесплатно.", + WATER_QUALITY = + "«Классическое» — вода оригинального клиента. «Улучшенное» добавляет плавные переходы у берегов, " + .. "анимированную пену у берегов и вокруг объектов, подвижные блики на волнах, отражение неба " + .. "и блики от источников света. «Высокое» также добавляет зеркальные отражения и требует больше всего ресурсов.", + LAVA_GLOW = + "Насколько сильно лава освещает всё вокруг. При 0 свечение отключено.", + CHARACTER_SHADOWS = + "Рисует настоящие динамические силуэты игроков, НИП, существ и ездовых " + .. "животных вместо старого овального пятна. Соответствует уровню теней " + .. "персонажей из Wrath. Требует дополнительного времени и памяти " + .. "видеокарты.", + WORLD_SHADOWS = + "Заставляет статичный мир — деревья, здания и растительность — " + .. "отбрасывать настоящие динамические тени вслед за солнцем и отключает " + .. "запечённые тени ландшафта, которые они заменяют. Не зависит от " + .. "настоящих теней персонажей. Требует дополнительного времени и памяти " + .. "видеокарты.", + SHADOW_DISTANCE = + "Как далеко рисуются тени в реальном времени, в ярдах. Большее значение " + .. "покрывает больше земли, но растягивает карту теней тоньше (края " + .. "становятся мягче) и стоит дороже. Применяется по кнопке «Применить».", + SHADOW_RESOLUTION = + "Размер карты теней солнца в текселях. Чем больше, тем чётче тени на " + .. "всей дальности их прорисовки.\n\n" + .. "Стоимость растёт квадратично: 4096 — это вчетверо больше работы в " + .. "проходе теней и вчетверо больше видеопамяти под карту глубины, чем " + .. "2048.", + MOON_SHADOWS = + "Насколько тёмной может стать тень, отбрасываемая лунным светом. " + .. "Немного — и ночь перестаёт выглядеть плоской; много — это " + .. "стилизованная луна, какой в оригинальном клиенте не было.\n\n" + .. "При 0 луна не отбрасывает теней вовсе, и ночь выглядит так же, как " + .. "до появления этой возможности. Днём не стоит ничего.", + INTERIOR_LIGHT = + "Освещает помещения от ламп, свечей и очагов, которые действительно " + .. "стоят в комнате, а не от освещения, запечённого в стенах.\n\n" + .. "«Выкл.» возвращает запечённые интерьеры оригинального клиента. " + .. "Включённый режим стоит немного времени видеокарты на каждую " + .. "освещённую поверхность. Тени от огней внутри требуют этого режима; " + .. "тени от огней снаружи работают независимо.", + INTERIOR_SHADOWS = + "Позволяет ближайшим огням в помещении отбрасывать настоящие тени: " + .. "свеча кладёт тень стола на пол.\n\n" + .. "Каждый такой огонь стоит собственной карты теней, поэтому это самая " + .. "дорогая строка на странице. Требует динамического освещения " + .. "помещений.", + EXTERIOR_SHADOWS = + "То же для огней под открытым небом: костры, жаровни и фонари " + .. "отбрасывают настоящие тени после наступления темноты.\n\n" + .. "Днём не действует и не требует динамического освещения помещений.", + TORCH_TERRAIN_SHADOWS = + "Земля сама участвует в тенях от огней снаружи: холм или склон между " + .. "костром и местностью за ним заслоняет свет огня.\n\n" + .. "Добавляет ближний рельеф в карту теней каждого уличного огня при её " + .. "перестройке; затраты на кадр невелики. Требует теней огней под " + .. "открытым небом.", + TORCH_SOFT = + "Насколько мягок край тени от огня там, где предмет касается пола. " + .. "Низкое значение — резкий край, высокое — размытый, как от " + .. "настоящего пламени.\n\n" + .. "Дополнительных карт теней не требует: это лишь более широкий фильтр " + .. "по уже нарисованным.", + FIRE_LIGHT = + "Насколько ярко костры, факелы, жаровни и горны освещают всё вокруг. " + .. "Эти источники benilla создаёт из самого пламени — в оригинальной " + .. "графике их нет.\n\n" + .. "При 0 придуманные огни выключены и остаются лишь источники, " + .. "расставленные художниками. Изменение значения ничего не стоит.", + FIRE_FLICKER = + "Насколько сильно «дышит» свет каждого пламени: свечи — часто и слабо, " + .. "костры — медленно и ровно.\n\n" + .. "При 0 огни горят с постоянной яркостью, как было до появления этой " + .. "возможности. Считается на процессоре и ничего не стоит видеокарте.", + SPELL_LIGHTS = + "Насколько ярко заклинания, снаряды и попадания освещают всё вокруг: " + .. "вспышка огненного шара, свечение ауры.\n\n" + .. "Отделено от яркости огня намеренно: успокоить шумный бой не должно " + .. "значить пригасить очаги во всём мире. При 0 заклинания не дают " + .. "света.", + NIGHT_DARKNESS = + "Насколько темно становится под открытым небом после заката. " + .. "1.0 — ночь оригинального клиента; ниже — темнее.\n\n" + .. "Огней не касается: смысл в том, чтобы ночь вокруг пламени была " + .. "темнее, а не само пламя тусклее. Пока солнце в небе, не действует, и " + .. "ничего не стоит при любом значении.", + INTERIOR_DARKNESS = + "Масштабирует свет светильников и фоновое освещение помещений, включая " + .. "свет ламп и свечей. Меньшие значения ослабляют и то и другое.\n\n" + .. "1.0 оставляет эти составляющие без изменений. Ничего не стоит при любом значении.\n\n" + .. "Погоды не касается: туман непогоды проникает внутрь в полную силу, как " + .. "и в оригинальном клиенте. При сильно пониженном значении в плохую " + .. "погоду именно этот туман и остаётся, и помещения выглядят плоско и " + .. "серо. Поднимите этот ползунок, а не ищите причину в другом месте.", + -- MONKEY (p0 skyDither) + SKY_DITHER = + "Добавляет едва заметный шум в итоговое изображение, чтобы плавные переходы цвета " + .. "неба и тумана не распадались на полосы. Выключено — вид оригинального клиента. " + .. "Почти ничего не стоит.", + -- MONKEY (fog) + FOG_MODEL = + "Более мягкий туман в духе современного клиента: он сгущается постепенно, а не " + .. "по прямой, днём светлеет в сторону солнца, а вдали принимает цвет неба, " + .. "так что земля растворяется в горизонте. Дальность тумана в каждой зоне " + .. "прежняя; за пределом дальности обзора оригинала туман отступает вместе с ней." + .. "\n\nВыключено — туман оригинального клиента. Почти ничего не стоит.", + -- MONKEY (wet) + RAIN_SURFACES = + "Дождь постепенно намачивает землю, камень и дерево под открытым небом: они темнеют, " + .. "на ровной земле собираются лужи, мокрые поверхности блестят, а капли расходятся " + .. "кругами по воде. После дождя всё высыхает за несколько минут. Выключено — вид " + .. "оригинального клиента. Почти ничего не стоит и работает, только пока всё мокрое.", + -- MONKEY (wind) + FOLIAGE_WIND = + "Трава гнётся двумя бегущими волнами ветра и расступается вокруг персонажей. " + .. "Трава + деревья также добавляет мягкое качание листвы деревьев и кустов.\n\n" + .. "Выключено не смещает вершины и восстанавливает исходный вид. Тени деревьев остаются неподвижными.", + -- MONKEY (fix-wind) + FOLIAGE_WIND_STRENGTH = + "Насколько сильно трава и листва качаются на ветру. 100% — обычное качание; меньше — " + .. "спокойнее, больше — ветреный день. В грозу всё качается ещё сильнее. " + .. "Трава по-прежнему расступается вокруг персонажей. Работает, если включён ветер листвы.", + -- MONKEY (ao): Russian contact-shadow explanation. + AMBIENT_OCCLUSION = + "Мягкие контактные тени там, где поверхности соприкасаются: под предметами и мебелью, " + .. "в углах между стенами и полом, у ног персонажей. «Низкое» использует меньше выборок; " + .. "«Высокое» — более плавное и захватывает чуть больше.\n\n" + .. "Ослабевает с расстоянием и не затрагивает небо, воду, освещённые окна и пламя. " + .. "«Выкл» оставляет изображение без изменений.", + -- MONKEY (integration): daylight window split. + DAYLIGHT_WINDOW_SPLIT = + "Большие городские здания пропускают дневной свет через каждое окно отдельно, " + .. "а не через всю стену окон как один проём, поэтому залы вроде собора " + .. "освещаются солнцем окно за окном.\n\nДействует для зданий, загруженных после " + .. "изменения. Выключено — прежний вид.", + -- MONKEY (lampfog) + LAMP_FOG = + "После заката ближайшие фонари и огни светятся сквозь воздух. Низкое " + .. "качество использует 16 ближайших источников, высокое — 32. Дождь и туман усиливают ореолы. " + .. "Эффект не рассчитывает тени, но обрывается на видимой глубине.\n\n" + .. "Выключено — без изменений; днём изображение не меняется при любом значении.", + -- GFX (volumetric light) + VOLUMETRIC_LIGHT = + "Солнечный и лунный свет виден в воздухе лучами: сквозь кроны деревьев, между " + .. "зданиями и рядом с персонажем, по настоящим теням. Гуще на рассвете, в тумане " + .. "и под дождём. Нужны тени мира или реальные тени персонажей; в помещениях не " + .. "рисуется.\n\n" + .. "«Среднее» использует меньше выборок, «Высокое» — более плавное. Выключено — " + .. "без изменений.", + VOLUMETRIC_LIGHT_STRENGTH = + "Яркость лучей объёмного света. 100% — по умолчанию; 0 скрывает их.", + -- GFX (moonlight) + MOONLIGHT = + "Луна освещает мир ночью: холодный тусклый свет с того места, где луна " + .. "действительно стоит на небе, поверх исходных ночных цветов, с лунными тенями, " + .. "если «Лунные тени» больше 0.\n\n" + .. "При 0 ночь выглядит точно так же, как в оригинальном клиенте. Днём не стоит ничего.", + }, + }, + } + + -- The selected column. `or` the English one so an unbuilt locale is a fallback rather + -- than fifteen rows of `nil` labels — 1.12's own GlobalStrings do the same thing by + -- shipping one file per locale with every key present. + BENILLA_ADVGFX = BENILLA_ADVGFX_STRINGS[GetLocale()] or BENILLA_ADVGFX_STRINGS.enUS + + -- A row's description resolves by GLOBAL NAME at hover time (`OptionsRow_ShowTooltip`), so + -- the selected column's copy is published under the key the row carries. Same `BENILLA_` + -- prefix the four rows above use, and for the same reason: the reference's + -- `OPTION_TOOLTIP_` namespace stays the reference's. + for key, text in pairs(BENILLA_ADVGFX.tips) do + setglobal("BENILLA_TOOLTIP_" .. key, text) + end + + OPTIONS_PAGE_ROWS = { -- The era Controls order first; the rest follow their 1.12 box's columns. Controls = { "RowStickyTarget", "RowAssistAttack", "RowClearAFK", "RowBlockTrades", "RowAutoSelfCast", - "RowAutoLoot", "RowInvertMouse", "RowMouseSpeed", "RowClickToMove", + "RowAutoLoot", "RowInvertMouse", "RowMouseSpeed", "RowCameraFollowStyle", "RowFollowTerrain", "RowHeadBob", "RowAutoFollowSpeed", "RowWaterCollision", "RowSmartPivot", "RowMouseLookSpeed", "RowMaxCameraDistance", @@ -471,15 +1050,61 @@ "RowBackgroundSound", }, Graphics = { - "RowUiScale", "RowFarclip", "RowWorldDetail", "RowSpellDetail", "RowBrightness", + "RowUiScale", "RowFarclip", "RowWorldDetail", "RowBrightness", "RowWeatherDensity", - "RowDisplayMode", "RowVerticalSync", "RowRenderScale", + "RowDisplayMode", "RowResolution", "RowVerticalSync", + "RowRenderScale", }, - -- Guild Names and Player Titles are children of Player Names - -- (UIOptionsFrame.lua:703-709). + -- MONKEY (advanced graphics): the dynamic light + shadow system's own page. Order is + -- the preset first (it writes the rest), then the SUN lanes, then the ROOM lane and + -- its torches, then the invented lights, then the two darkness dials — coarse to + -- fine, and each group's own master above the rows it gates. + -- + -- Real Character Shadows, World Shadows and Shadow Distance MOVED here from Graphics, + -- carrying their CVars and their descriptions unchanged: they belong with the rest of + -- the rig they share, and the Graphics page had become the place where a player found + -- three of eighteen shadow settings and no hint that the other fifteen existed. + AdvancedGraphics = { + -- MONKEY (presets): the ladder over every row below, then the view distance. + "RowGraphicsQuality", "RowRenderDistance", + -- MONKEY (volumetric fog): include in refresh, defaults and search. + "RowLightingQuality", "RowWaterQuality", "RowVolumetricFog", + -- MONKEY (sky): the sky tier row. + "RowSkyQuality", + -- MONKEY (post): the world-only screen effects. + "RowBloom", "RowSunShafts", "RowColorGrading", + "RowCharacterShadows", "RowWorldShadows", "RowShadowDistance", + "RowShadowResolution", "RowMoonShadows", + "RowInteriorLight", "RowInteriorShadows", "RowExteriorShadows", + -- MONKEY (daylight: terrain torch casters) + "RowTorchTerrainShadows", "RowTorchSoft", + "RowFireLight", "RowFireFlicker", "RowSpellLights", "RowLavaGlow", + "RowNightDarkness", "RowInteriorDarkness", + -- MONKEY (p0 skyDither) + "RowSkyDither", + -- MONKEY (fog) + "RowFogModel", + -- MONKEY (wet) + "RowRainSurfaces", + -- MONKEY (wind): appended for conflict-free lane merges. + "RowFoliageWind", + -- MONKEY (fix-wind): the sway strength, right under its tier. + "RowFoliageWindStrength", + -- MONKEY (ao): appended so the other rows keep their indices. + "RowAmbientOcclusion", + -- MONKEY (lampfog) + "RowLampFog", + -- MONKEY (integration): daylight window split. + "RowDaylightWindowSplit", + -- MONKEY (integration): the skybox lane's row (the lane left it out of this list). + "RowZoneSkyboxes", + -- GFX (volumetric light) / (moonlight): appended so the other rows keep their indices. + "RowVolumetricLight", "RowVolumetricLightStrength", "RowMoonLight", + }, + -- Guild Names is a child of Player Names (UIOptionsFrame.lua:703-709). Nameplates = { "RowEnemyPlates", "RowFriendlyPlates", - "RowPlayerNames", "RowGuildNames", "RowPlayerTitles", "RowNpcNames", "RowOwnName", + "RowPlayerNames", "RowGuildNames", "RowNpcNames", "RowOwnName", }, -- 1.12's Display box by column, then Help; target-of-target sits under Status Text. Interface = { @@ -513,11 +1138,11 @@ } -- `tip` is a GlobalStrings key, resolved at hover as UIOptionsFrame.lua:265 does. - function BenillaOptionsRow_OnLoad(row, cvar, label, tip, child) + function OptionsRow_OnLoad(row, cvar, label, tip, child) row.cvar = cvar row.tip = tip row.searchTag = string.upper(label) - -- BenillaOptionsRow_SetEnabled's disabled font must keep the child size. + -- OptionsRow_SetEnabled's disabled font must keep the child size. row.child = child local l = getglobal(row:GetName() .. "Label") l:SetText(label) @@ -531,12 +1156,12 @@ -- ── The row's store ── -- 1.12's `cvar`, `uvar` or `func`/`setFunc` (UIOptionsFrame.lua:230-377), all strings. Keep - -- BenillaOptionsRow_HasStore in BenillaOptionsRow_Set's order. - function BenillaOptionsRow_HasStore(row) + -- OptionsRow_HasStore in OptionsRow_Set's order. + function OptionsRow_HasStore(row) return row.uvar or row.setFunc or row.cvar end - function BenillaOptionsRow_Get(row) + function OptionsRow_Get(row) if row.uvar then return getglobal(row.uvar) end if row.getFunc then -- OptionsFrame.lua:110/135, formatted like the slider's write so strings compare @@ -550,7 +1175,7 @@ end -- A uvar row applies on the click; `cvarEvent` is CVAR_UPDATE's arg1. - function BenillaOptionsRow_Set(row, value) + function OptionsRow_Set(row, value) if row.uvar then setglobal(row.uvar, value) -- Looked up when applied: most definers load after this file. @@ -570,12 +1195,12 @@ return end SetCVar(row.cvar, value, row.cvarEvent) - BenillaOptionsRow_WritePartner(row, value) + OptionsRow_WritePartner(row, value) end -- UIOptionsFrame_Save's partner writes: Pet Melee Damage also writes PetSpellDamage -- (l.334-336); the camera speeds write their pitch twin at yaw/4 and yaw/2 (l.351-356). - function BenillaOptionsRow_WritePartner(row, value) + function OptionsRow_WritePartner(row, value) if not row.partner then return end local v = value if row.partner.scale then @@ -586,44 +1211,60 @@ end -- A uvar's default is captured at OnLoad, before the saved-variables chunk runs. - function BenillaOptionsRow_Default(row) + function OptionsRow_Default(row) if row.uvar then return row.udefault end if row.getFunc then return row.fdefault end return GetCVarDefault(row.cvar) end - -- BenillaOptionsRow_OnLoad's signature with the global's name in the cvar seat. - function BenillaOptionsGlobalRow_OnLoad(row, uvar, label, tip, child) - BenillaOptionsRow_OnLoad(row, nil, label, tip, child) + -- OptionsRow_OnLoad's signature with the global's name in the cvar seat. + function OptionsGlobalRow_OnLoad(row, uvar, label, tip, child) + OptionsRow_OnLoad(row, nil, label, tip, child) row.uvar = uvar row.udefault = getglobal(uvar) end -- Stated, as UIOptionsFrame_SetDefaults hand-writes it (l.631-634). - function BenillaOptionsFuncRow_OnLoad(row, getFunc, setFunc, default, label, tip, child) - BenillaOptionsRow_OnLoad(row, nil, label, tip, child) + function OptionsFuncRow_OnLoad(row, getFunc, setFunc, default, label, tip, child) + OptionsRow_OnLoad(row, nil, label, tip, child) row.getFunc = getFunc row.setFunc = setFunc row.fdefault = default end -- `default` is still a string, since rows compare strings. - function BenillaOptionsNumFuncRow_OnLoad(row, getFunc, setFunc, default, label, tip, child) - BenillaOptionsFuncRow_OnLoad(row, getFunc, setFunc, default, label, tip, child) + function OptionsNumFuncRow_OnLoad(row, getFunc, setFunc, default, label, tip, child) + OptionsFuncRow_OnLoad(row, getFunc, setFunc, default, label, tip, child) row.numeric = 1 end -- UIOptionsFrame.lua:193-227 re-applies saved uvars, so this window has no load ladder. -- OptionsFrameSliders is the stock table (OptionsFrame.lua:24-34), which addons write. - -- Holes at 4, 5 and 7, so the OnShow loop uses the pairs form: ipairs would stop at 3. + -- Deviation: TurtleWoW's patch-4 replaces OptionsFrame.lua with a 2.0-era file that never + -- defines it, so the rows below restore the 1.12 table verbatim — `OPTIONS_FARCLIP_MIN/MAX` + -- resolved to their 177/777 values (they live in the 1.12 OptionsFrame.lua:1-2, not in + -- GlobalStrings, so a replacement loses them) — for the graphics rows and any addon. + OptionsFrameSliders = { + { text = UI_SCALE, func = "uiscale", minValue = 0.64, maxValue = 1.0, valueStep = 0.01, tooltipText = OPTION_TOOLTIP_UI_SCALE }, + { text = FARCLIP, func = "farclip", minValue = 177, maxValue = 777, valueStep = 60, tooltipText = OPTION_TOOLTIP_FARCLIP }, + { text = ENVIRONMENT_DETAIL, func = "WorldDetail", minValue = 0, maxValue = 2, valueStep = 1, tooltipText = OPTION_TOOLTIP_ENVIRONMENT_DETAIL }, + { text = TERRAIN_MIP, func = "TerrainMip", minValue = 0, maxValue = 1, valueStep = 1, tooltipText = OPTION_TOOLTIP_TERRAIN_TEXTURE, restartClient = 1, tooltipRequirement = OPTION_RESTART_REQUIREMENT }, + { text = TEXTURE_DETAIL, func = "BaseMip", minValue = 0, maxValue = 1, valueStep = 1, tooltipText = OPTION_TOOLTIP_TEXTURE_DETAIL }, + { text = GAMMA, func = "Gamma", cvar1 = "gamma", minValue = -0.5, maxValue = 0.5, valueStep = 0.1, tooltipText = OPTION_TOOLTIP_GAMMA }, + { text = ANISOTROPIC, func = "anisotropic", minValue = 1, maxValue = 4, valueStep = 1, tooltipText = OPTION_TOOLTIP_ANISOTROPIC, restartClient = 1, tooltipRequirement = OPTION_RESTART_REQUIREMENT }, + { text = SPELL_DETAIL, func = "spellEffectLevel", minValue = 0, maxValue = 2, valueStep = 1, tooltipText = OPTION_TOOLTIP_SPELL_DETAIL }, + { text = WEATHER_DETAIL, func = "weatherDensity", minValue = 0, maxValue = 3, valueStep = 1, tooltipText = OPTION_TOOLTIP_WEATHER_DETAIL }, + } + + -- Holes at 4, 5, 7 and 8, so the OnShow loop uses the pairs form: ipairs would stop at 3. BENILLA_GRAPHICS_SLIDER_ROWS = { "RowUiScale", "RowFarclip", "RowWorldDetail", - [6] = "RowBrightness", [8] = "RowSpellDetail", [9] = "RowWeatherDensity", + [6] = "RowBrightness", [9] = "RowWeatherDensity", } -- SetMinMaxValues re-clamps and fires OnValueChanged, which must not write back. - function BenillaOptionsSliderRow_Setup(row, min, max, step, fmt, stops) + function OptionsSliderRow_Setup(row, min, max, step, fmt, stops) local slider = getglobal(row:GetName() .. "ControlSlider") row.fmt = fmt -- Kept for the "travel" readout, a share of the row's own range. @@ -638,42 +1279,88 @@ end -- ── The dropdown rows: the 1.12 UIDropDownMenu kit ── - function BenillaOptionsDropdownRow_Setup(row, entries) + function OptionsDropdownRow_Setup(row, entries) row.entries = entries local dd = getglobal(row:GetName() .. "Dropdown") UIDropDownMenu_SetWidth(180, dd) - UIDropDownMenu_Initialize(dd, BenillaOptionsDropdownRow_InitMenu) + UIDropDownMenu_Initialize(dd, OptionsDropdownRow_InitMenu) -- The capsule's button steals hover from the row, so it carries the row wash too. local btn = getglobal(dd:GetName() .. "Button") - btn:SetScript("OnEnter", function() BenillaOptionsRow_Hover(this:GetParent():GetParent(), 1) end) - btn:SetScript("OnLeave", function() BenillaOptionsRow_Hover(this:GetParent():GetParent(), nil) end) + btn:SetScript("OnEnter", function() OptionsRow_Hover(this:GetParent():GetParent(), 1) end) + btn:SetScript("OnLeave", function() OptionsRow_Hover(this:GetParent():GetParent(), nil) end) end - function BenillaOptionsDropdownRow_InitMenu() + -- A row whose entries come from LIVE ENGINE STATE rather than from a fixed list has to be + -- rebuilt before it is read, because that state is not there yet when this file loads: + -- the display's mode list is pushed by a Bevy system a frame or more later + -- (`video.rs`'s `publish_display_modes`, and `addon_harness/mod.rs` documents the empty + -- list a freshly-loaded VM sees). Built once at OnLoad, such a row ends up with no + -- entries at all — which shows as the raw stored index in the capsule and an empty menu + -- that does nothing when clicked, since there is nothing to list. + function OptionsResolutionRow_Rebuild(row) + local modes = { GetScreenResolutions() } + local entries = {} + for i = 1, table.getn(modes) do + -- A STRING value, as every other dropdown row's is: `OptionsRow_Get` formats a + -- numeric row's value as a string too, so this is what lets + -- `OptionsDropdown_ShowValue` match on equality instead of falling through to + -- its nearest-value search. + table.insert(entries, { text = modes[i], value = tostring(i) }) + end + row.entries = entries + end + + function OptionsDropdownRow_InitMenu() local dd = getglobal(UIDROPDOWNMENU_INIT_MENU) local row = dd:GetParent() + if row.rebuild then row.rebuild(row) end for _, e in ipairs(row.entries) do local info = {} info.text = e.text info.value = e.value - info.func = BenillaOptionsDropdownEntry_OnClick + info.func = OptionsDropdownEntry_OnClick UIDropDownMenu_AddButton(info) end end + -- Write a row's value, or stage it for Apply when the row is `deferred`. + -- + -- The slider path had this inline and the checkbox and dropdown paths did not, so a + -- deferred checkbox or dropdown wrote straight through and the Apply button — which only + -- appears when some row is pending — never came up. That is how vertical sync looked + -- like it was not persisting: `gxVSync` is a **latched** CVar, so `SetCVar` only stages + -- it on the host side until `RestartGx`, and with no Apply button there was nothing to + -- press to get there. + function OptionsRow_Commit(row, value) + if row.deferred then + -- A pending equal to the committed value is dropped, as the slider's is. + if value == OptionsRow_Get(row) then + row.pending = nil + else + row.pending = value + end + OptionsApply_Update() + else + OptionsRow_Set(row, value) + end + end + -- `this` is the list button; the kit closes the list and plays the click. - function BenillaOptionsDropdownEntry_OnClick() + function OptionsDropdownEntry_OnClick() local dd = UIDropDownMenu_GetCurrentDropDown() local row = dd:GetParent() - BenillaOptionsRow_Set(row, this.value) - BenillaOptionsDropdown_ShowValue(row) + OptionsRow_Commit(row, this.value) + OptionsDropdown_ShowValue(row) end -- A field, not SetSelectedValue, whose Refresh walks the shared DropDownList1. An off-grid -- value shows the nearest entry. - function BenillaOptionsDropdown_ShowValue(row) + function OptionsDropdown_ShowValue(row) local dd = getglobal(row:GetName() .. "Dropdown") - local v = BenillaOptionsRow_Get(row) + -- A staged pick shows at once, as `OptionsPage_Refresh` already does for the other + -- control kinds: a deferred row would otherwise snap back to the committed value the + -- instant it was chosen, which reads as the pick not having registered. + local v = row.pending or OptionsRow_Get(row) local match for _, e in ipairs(row.entries) do -- `alt`: a stored "3" shows as Never, where the nearest value would show Always. @@ -700,7 +1387,7 @@ end end - function BenillaOptionsRow_FormatValue(row, value) + function OptionsRow_FormatValue(row, value) if row.fmt == "raw" then return string.format("%d", math.floor(value + 0.5)) end @@ -717,19 +1404,41 @@ return string.format("%d%%", math.floor((value - row.minv) / (row.maxv - row.minv) * 100 + 0.5)) end + -- MONKEY (advanced graphics): travel, READ BACKWARDS — the same share of the groove, + -- counted from the right-hand end. The two darkness dials are the case: their stored + -- unit is a GAIN (`nightGain`, `interiorGain`), so the darkest setting is the SMALLEST + -- number and sits at the left of the groove, while the row is named for the darkness + -- rather than the gain. Without this the readout would count UP as the world got + -- LIGHTER under a label that says "Darkness", which is exactly backwards; with it the + -- label, the thumb and the number all agree that further left is darker. The store + -- keeps the gain, unchanged — this is a readout, not a unit. + if row.fmt == "darkness" and row.minv and row.maxv and row.maxv > row.minv then + return string.format("%d%%", + math.floor((row.maxv - value) / (row.maxv - row.minv) * 100 + 0.5)) + end -- "yards": cameraDistanceMaxFactor over the 15 yd base. if row.fmt == "yards" then - return string.format("%d yd", math.floor(value * 15 + 0.5)) + return string.format(BENILLA_ADVGFX.yards, math.floor(value * 15 + 0.5)) + end + -- MONKEY (advanced graphics): a row whose stored value ALREADY IS a distance in yards + -- — the realtime-shadow range. Its own format, because the one above it is a + -- CONVERSION and not a unit: `shadowDistance` rode `"yards"` from the day it was + -- seated, so an 80-yard cascade printed "1200 yd" and nothing caught it (no test read + -- that readout, and 1200 is not an absurd-looking number for a view distance). The + -- two formats differ by exactly the factor's 15 yd base, which is why they cannot be + -- one. + if row.fmt == "yd" then + return string.format(BENILLA_ADVGFX.yards, math.floor(value + 0.5)) end return string.format("%d%%", math.floor(value * 100 + 0.5)) end -- Crossing controls does not blink: OnLeave fires before OnEnter within a move. - function BenillaOptionsRow_Hover(row, on) + function OptionsRow_Hover(row, on) local hover = getglobal(row:GetName() .. "Hover") if on then hover:Show() - BenillaOptionsRow_ShowTooltip(row) + OptionsRow_ShowTooltip(row) else hover:Hide() GameTooltip:Hide() @@ -737,7 +1446,7 @@ end -- 1.12's per-option string alone in gold (OptionsFrameTemplates.xml:52-64). - function BenillaOptionsRow_ShowTooltip(row) + function OptionsRow_ShowTooltip(row) local text = row.tip and getglobal(row.tip) if text then GameTooltip:SetOwner(getglobal(row:GetName() .. "Tip"), "ANCHOR_RIGHT", -10, 0) @@ -749,7 +1458,7 @@ end end - function BenillaOptionsCheckbox_OnClick(box) + function OptionsCheckbox_OnClick(box) local row = box:GetParent() local checked = box:GetChecked() -- The 1.12 panels disagree: the interface panel plays CheckBoxOn when checked @@ -765,14 +1474,14 @@ local on = checked if row.invert then on = not on end if on then - BenillaOptionsRow_Set(row, "1") + OptionsRow_Commit(row, "1") else - BenillaOptionsRow_Set(row, "0") + OptionsRow_Commit(row, "0") end - BenillaOptionsPage_UpdateDependencies(BenillaOptionsFrame.selectedCategory) + OptionsPage_UpdateDependencies(BenillaOptionsFrame.selectedCategory) end - function BenillaOptionsSlider_OnValueChanged(slider, value) + function OptionsSlider_OnValueChanged(slider, value) local control = slider:GetParent() local row = control:GetParent() if not row.refreshing then @@ -789,57 +1498,160 @@ value = snapped -- the clean grid number, not the f32-rounded echo end end - getglobal(control:GetName() .. "Value"):SetText(BenillaOptionsRow_FormatValue(row, value)) - if BenillaOptionsRow_HasStore(row) and not row.refreshing then + getglobal(control:GetName() .. "Value"):SetText(OptionsRow_FormatValue(row, value)) + if OptionsRow_HasStore(row) and not row.refreshing then -- Trailing zeros stripped, so a value at its default stays out of the config file. local str = string.gsub(string.format("%.2f", value), "%.?0+$", "") if row.deferred then -- Stored on Apply; a pending equal to the committed value is dropped. - if str == BenillaOptionsRow_Get(row) then + if str == OptionsRow_Get(row) then row.pending = nil else row.pending = str end - BenillaOptionsApply_Update() + OptionsApply_Update() else - BenillaOptionsRow_Set(row, str) + OptionsRow_Set(row, str) end end end - function BenillaOptionsPage_Refresh(key) + function OptionsPage_Refresh(key) local base = "BenillaOptionsFrameContainerBody" .. key - for _, rkey in ipairs(BENILLA_OPTIONS_PAGE_ROWS[key]) do + for _, rkey in ipairs(OPTIONS_PAGE_ROWS[key]) do local row = getglobal(base .. rkey) local box = getglobal(base .. rkey .. "Check") if box then -- "0" unchecks; an inverted row checks on "0". if row.invert then local checked - if BenillaOptionsRow_Get(row) == "0" then checked = 1 end + if OptionsRow_Get(row) == "0" then checked = 1 end box:SetChecked(checked) else - box:SetChecked(BenillaOptionsRow_Get(row)) + box:SetChecked(OptionsRow_Get(row)) end elseif row.entries then - BenillaOptionsDropdown_ShowValue(row) + if row.rebuild then row.rebuild(row) end + OptionsDropdown_ShowValue(row) else local slider = getglobal(base .. rkey .. "ControlSlider") row.refreshing = 1 -- A staged value shows first, as the era's GetValue returns it. - slider:SetValue(tonumber(row.pending or BenillaOptionsRow_Get(row) or "0") or 0) + slider:SetValue(tonumber(row.pending or OptionsRow_Get(row) or "0") or 0) row.refreshing = nil -- SetValue fires only on a change, so the readout is written here. getglobal(base .. rkey .. "ControlValue"):SetText( - BenillaOptionsRow_FormatValue(row, slider:GetValue())) + OptionsRow_FormatValue(row, slider:GetValue())) end end - BenillaOptionsPage_UpdateDependencies(key) - BenillaOptionsApply_Update() + OptionsPage_UpdateDependencies(key) + OptionsApply_Update() + end + + -- ── The AddOns page: the era's per-addon enable list ── + -- Rows are built on show from the AddOn API: one checkbox per installed addon (its + -- `GetAddOnInfo` enabled state), then the Load out of date AddOns row. A toggle calls + -- `EnableAddOn`/`DisableAddOn`, which the host persists to `AddOns.txt` at logout, so the + -- change applies on the next world entry — the reference's own contract for the AddOns + -- screen. Row 0 is the Load out of date AddOns row. + OptionsAddOns_Rows = {} + + function OptionsAddOns_GetRow(i) + local row = OptionsAddOns_Rows[i] + if row then return row end + row = CreateFrame("Frame", "BenillaOptionsFrameContainerBodyAddOnsRow" .. i, + BenillaOptionsFrameContainerBodyAddOns, "OptionsCheckboxRowTemplate") + row.index = i + OptionsAddOns_Rows[i] = row + return row + end + + function OptionsAddOns_OnClick(box) + local row = box:GetParent() + local checked = box:GetChecked() + PlaySound(checked and "igMainMenuOptionCheckBoxOn" or "igMainMenuOptionCheckBoxOff") + if checked then + EnableAddOn(row.index) + else + DisableAddOn(row.index) + end + end + + function OptionsAddOns_Refresh() + local n = GetNumAddOns() + local prev = nil + for i = 1, n do + local name, title, notes, enabled = GetAddOnInfo(i) + local row = OptionsAddOns_GetRow(i) + row:Show() + local label = getglobal(row:GetName() .. "Label") + label:SetText(title or name) + row.searchTag = string.upper(title or name) + local box = getglobal(row:GetName() .. "Check") + box:SetChecked(enabled) + box:SetScript("OnClick", OptionsAddOns_OnClick) + OptionsSearch_Place(row:GetName(), prev) + prev = row:GetName() + end + for i = n + 1, table.getn(OptionsAddOns_Rows) do + OptionsAddOns_Rows[i]:Hide() + end + -- The Load out of date AddOns row, under the list; inverted, `checkAddonVersion` + -- "1" enforces the check (`0x402c3b`), so checked means "0". + local lod = OptionsAddOns_GetRow(0) + if not lod.cvar then + OptionsRow_OnLoad(lod, "checkAddonVersion", "Load out of date AddOns") + lod.invert = 1 + end + lod:Show() + getglobal(lod:GetName() .. "Check"):SetChecked( + OptionsRow_Get(lod) == "0" and 1 or nil) + OptionsSearch_Place(lod:GetName(), prev) + end + + -- ── MONKEY (advanced graphics): the page that has to WATCH its settings ───────────── + -- Every other page in this window owns its rows outright: nothing but a click on the page + -- moves the CVars behind it while it is open, so reading them once on select is the whole + -- contract. The lighting rows are not like that, and deliberately so — they are the live + -- A/B knobs the whole system was tuned with, and there are three other ways to move one + -- with this page on screen: `/console set nightGain 1` in chat, the native lighting panel + -- in a dev build, and — the one that matters to a player — the Lighting Quality row above, + -- which does not write its members here at all. It writes ONE CVar; the host's preset + -- table answers by writing the other ten, and those land a frame or two later. + -- + -- So the page polls. A cheap signature of its own rows' values, four times a second, and a + -- refresh only when that string actually moves — which is never, on a page nobody is + -- touching. The alternative (an event) does not exist: a host-side CVar write reaches the + -- interface as a mirror update, not as `CVAR_UPDATE`, which the reference only ever fires + -- for a script's own `SetCVar` with a token. + -- + -- Safe under a drag, and not by luck: the value the refresh would write back is the value + -- the drag just wrote, `SetValue` fires nothing when it does not change the value, and the + -- `refreshing` guard stops a write even if it did. A staged (deferred) edit is safe too — + -- `OptionsPage_Refresh` shows `row.pending` ahead of the stored value. + BENILLA_ADVGFX_POLL = 0.25 + + function AdvGfx_Signature() + local out = "" + for _, rkey in ipairs(OPTIONS_PAGE_ROWS.AdvancedGraphics) do + local row = getglobal("BenillaOptionsFrameContainerBodyAdvancedGraphics" .. rkey) + out = out .. "|" .. (OptionsRow_Get(row) or "") + end + return out + end + + function AdvGfx_OnUpdate(page, elapsed) + page.since = (page.since or 0) + (elapsed or 0) + if page.since < BENILLA_ADVGFX_POLL then return end + page.since = 0 + local sig = AdvGfx_Signature() + if sig == page.sig then return end + page.sig = sig + OptionsPage_Refresh("AdvancedGraphics") end -- Each page's dependency rules, the 1.12 panel's own. - function BenillaOptionsPage_UpdateDependencies(key) + function OptionsPage_UpdateDependencies(key) if key == "Combat" then -- Combo Points is for rogues and druids only. local on = SHOW_COMBAT_TEXT ~= "0" @@ -850,46 +1662,69 @@ local damage = { RowShowDamage = 1, RowPeriodicDamage = 1, RowPetDamage = 1, } - for _, rkey in ipairs(BENILLA_OPTIONS_PAGE_ROWS.Combat) do + for _, rkey in ipairs(OPTIONS_PAGE_ROWS.Combat) do if rkey ~= "RowCombatText" and not damage[rkey] then local live = on if rkey == "RowComboPoints" and not combo then live = nil end - BenillaOptionsRow_SetEnabled( + OptionsRow_SetEnabled( getglobal("BenillaOptionsFrameContainerBodyCombat" .. rkey), live) end end -- UIOptionsFrame.lua:710-716: Show Target Damage off greys Periodic and Pet Damage. local dmg = GetCVar("CombatDamage") ~= "0" - BenillaOptionsRow_SetEnabled(BenillaOptionsFrameContainerBodyCombatRowPeriodicDamage, dmg) - BenillaOptionsRow_SetEnabled(BenillaOptionsFrameContainerBodyCombatRowPetDamage, dmg) + OptionsRow_SetEnabled(BenillaOptionsFrameContainerBodyCombatRowPeriodicDamage, dmg) + OptionsRow_SetEnabled(BenillaOptionsFrameContainerBodyCombatRowPetDamage, dmg) + return + end + if key == "AdvancedGraphics" then + -- MONKEY (advanced graphics): the page's own dependencies — the same shape the + -- reference's own rules have (a master's own switch greys what it gates), read + -- off the CVar docs rather than invented: `interiorShadows` "needs + -- interiorLight", the two shadow-rig rows size a cascade that is not rendered + -- with both sun lanes off, and the torch softness is the PCF radius on maps + -- neither torch lane is drawing. The CVars keep their values throughout — this + -- is a dependency, not a write, so turning a master back on finds its children + -- exactly where they were left. + local base = "BenillaOptionsFrameContainerBodyAdvancedGraphics" + local sun = GetCVar("characterShadows") ~= "0" + or GetCVar("worldShadows") ~= "0" + OptionsRow_SetEnabled(getglobal(base .. "RowShadowDistance"), sun) + OptionsRow_SetEnabled(getglobal(base .. "RowShadowResolution"), sun) + local interior = GetCVar("interiorLight") ~= "0" + OptionsRow_SetEnabled(getglobal(base .. "RowInteriorShadows"), interior) + local torch = (interior and GetCVar("interiorShadows") ~= "0") + or GetCVar("exteriorShadows") ~= "0" + OptionsRow_SetEnabled(getglobal(base .. "RowTorchSoft"), torch) + -- MONKEY (daylight: terrain torch casters): the ground only casts for outdoor fires. + OptionsRow_SetEnabled(getglobal(base .. "RowTorchTerrainShadows"), + GetCVar("exteriorShadows") ~= "0") + -- MONKEY (fix-wind): the strength only matters while some foliage sways. + OptionsRow_SetEnabled(getglobal(base .. "RowFoliageWindStrength"), + GetCVar("foliageWind") ~= "0") return end if key == "Controls" then -- UIOptionsFrame.lua:717-721: dead while the style is Never, "0" or a stray "3". local style = GetCVar("cameraSmoothStyle") - BenillaOptionsRow_SetEnabled(BenillaOptionsFrameContainerBodyControlsRowAutoFollowSpeed, + OptionsRow_SetEnabled(BenillaOptionsFrameContainerBodyControlsRowAutoFollowSpeed, style ~= "0" and style ~= "3") return end if key == "Nameplates" then - -- UIOptionsFrame.lua:703-709: Player Names off greys Player Guild Names and - -- Player Titles. - local on = GetCVar("UnitNamePlayer") ~= "0" - BenillaOptionsRow_SetEnabled( - BenillaOptionsFrameContainerBodyNameplatesRowGuildNames, on) - BenillaOptionsRow_SetEnabled( - BenillaOptionsFrameContainerBodyNameplatesRowPlayerTitles, on) + -- UIOptionsFrame.lua:703-709: Player Names off greys Player Guild Names. + OptionsRow_SetEnabled(BenillaOptionsFrameContainerBodyNameplatesRowGuildNames, + GetCVar("UnitNamePlayer") ~= "0") return end if key == "Interface" then -- UIOptionsFrame.lua:697-701: the mode is dead while its switch is off. - BenillaOptionsRow_SetEnabled(BenillaOptionsFrameContainerBodyInterfaceRowTargetOfTargetMode, + OptionsRow_SetEnabled(BenillaOptionsFrameContainerBodyInterfaceRowTargetOfTargetMode, SHOW_TARGET_OF_TARGET ~= "0") return end if key == "ActionBars" then -- UIOptionsFrame.lua:722-726: Right ActionBar 2 needs Right ActionBar. - BenillaOptionsRow_SetEnabled(BenillaOptionsFrameContainerBodyActionBarsRowMultiBar4, + OptionsRow_SetEnabled(BenillaOptionsFrameContainerBodyActionBarsRowMultiBar4, SHOW_MULTI_ACTIONBAR_3) return end @@ -910,7 +1745,7 @@ end -- As OptionsFrame_DisableDropDown; 1.12 has no UIDropDownMenu_DisableDropDown. - function BenillaOptionsRow_SetEnabled(row, on) + function OptionsRow_SetEnabled(row, on) local name = row:GetName() local box = getglobal(name .. "Check") local dd = getglobal(name .. "Dropdown") @@ -951,22 +1786,35 @@ end -- Pending edits dropped. - function BenillaOptionsPage_Defaults(key) + function OptionsPage_Defaults(key) local base = "BenillaOptionsFrameContainerBody" .. key - for _, rkey in ipairs(BENILLA_OPTIONS_PAGE_ROWS[key]) do + for _, rkey in ipairs(OPTIONS_PAGE_ROWS[key]) do local row = getglobal(base .. rkey) row.pending = nil - BenillaOptionsRow_Set(row, BenillaOptionsRow_Default(row)) + if not row.preset then + OptionsRow_Set(row, OptionsRow_Default(row)) + end end - BenillaOptionsPage_Refresh(key) + -- MONKEY (presets): a preset row goes last, so its default rung (the Graphics + -- Preset's High) is what the page lands on rather than its members' own defaults. + -- `SetCVar` queues only a moved value, so "Custom" (which the host applies as + -- nothing) goes first: the rung is then always a queued write, after the members. + for _, rkey in ipairs(OPTIONS_PAGE_ROWS[key]) do + local row = getglobal(base .. rkey) + if row.preset then + OptionsRow_Set(row, "Custom") + OptionsRow_Set(row, OptionsRow_Default(row)) + end + end + OptionsPage_Refresh(key) end -- ── The Apply flow ── -- Pending edits survive a category switch; hiding discards them. - function BenillaOptionsApply_Update() + function OptionsApply_Update() local pending - for key, rows in pairs(BENILLA_OPTIONS_PAGE_ROWS) do + for key, rows in pairs(OPTIONS_PAGE_ROWS) do local base = "BenillaOptionsFrameContainerBody" .. key for _, rkey in ipairs(rows) do if getglobal(base .. rkey).pending then pending = 1 end @@ -981,34 +1829,41 @@ end end - function BenillaOptionsPage_Apply() - for key, rows in pairs(BENILLA_OPTIONS_PAGE_ROWS) do + function OptionsPage_Apply() + for key, rows in pairs(OPTIONS_PAGE_ROWS) do local base = "BenillaOptionsFrameContainerBody" .. key for _, rkey in ipairs(rows) do local row = getglobal(base .. rkey) if row.pending then - BenillaOptionsRow_Set(row, row.pending) + OptionsRow_Set(row, row.pending) row.pending = nil end end end - BenillaOptionsApply_Update() + -- Commit the latched rows. A CVar registered with the latch flag — gxVSync, + -- gxResolution, gxWindow — does not take the write that `OptionsRow_Set` just made: + -- it is staged until `RestartGx`, which is what the reference's own video options + -- call on Apply. Without this they stayed pending for the whole session, never + -- reached the live value, and so were never written to `config.toml` either: a + -- vertical-sync change that looked accepted and was back on after a relaunch. + RestartGx() + OptionsApply_Update() end - function BenillaOptionsPage_DiscardPending() - for key, rows in pairs(BENILLA_OPTIONS_PAGE_ROWS) do + function OptionsPage_DiscardPending() + for key, rows in pairs(OPTIONS_PAGE_ROWS) do local base = "BenillaOptionsFrameContainerBody" .. key for _, rkey in ipairs(rows) do getglobal(base .. rkey).pending = nil end end - BenillaOptionsApply_Update() + OptionsApply_Update() end ]]> - - - + - + @@ -1069,7 +1924,7 @@ - - + @@ -1133,21 +1988,21 @@ - BenillaOptionsCheckbox_OnClick(this) - BenillaOptionsRow_Hover(this:GetParent(), 1) - BenillaOptionsRow_Hover(this:GetParent(), nil) + OptionsCheckbox_OnClick(this) + OptionsRow_Hover(this:GetParent(), 1) + OptionsRow_Hover(this:GetParent(), nil) - BenillaOptionsRow_Hover(this, 1) - BenillaOptionsRow_Hover(this, nil) + OptionsRow_Hover(this, 1) + OptionsRow_Hover(this, nil) - + @@ -1209,22 +2064,22 @@ - BenillaOptionsSlider_OnValueChanged(this, arg1) - BenillaOptionsRow_Hover(this:GetParent():GetParent(), 1) - BenillaOptionsRow_Hover(this:GetParent():GetParent(), nil) + OptionsSlider_OnValueChanged(this, arg1) + OptionsRow_Hover(this:GetParent():GetParent(), 1) + OptionsRow_Hover(this:GetParent():GetParent(), nil) - BenillaOptionsRow_Hover(this, 1) - BenillaOptionsRow_Hover(this, nil) + OptionsRow_Hover(this, 1) + OptionsRow_Hover(this, nil) - + @@ -1258,8 +2113,8 @@ - BenillaOptionsRow_Hover(this, 1) - BenillaOptionsRow_Hover(this, nil) + OptionsRow_Hover(this, 1) + OptionsRow_Hover(this, nil) @@ -1275,11 +2130,9 @@ - - + + regions draw over the border, whose ink ends by texel 14. --> @@ -1295,7 +2148,7 @@ - + @@ -1365,6 +2218,9 @@ + + OptionsTab_FitWidth(self) + @@ -1405,56 +2261,68 @@ - + - getglobal(this:GetName() .. "Label"):SetText("Gameplay") + getglobal(self:GetName() .. "Label"):SetText("Gameplay") - - - - - - - - + - getglobal(this:GetName() .. "Label"):SetText("System") + getglobal(self:GetName() .. "Label"):SetText("System") - - + + @@ -1479,37 +2347,37 @@ - + - - @@ -1521,33 +2389,17 @@ - - this:SetScrollChild(BenillaOptionsFrameContainerBody) - this.contentRange = BenillaOptionsScroll_Range - - BenillaOptionsScroll_Fit() - - - if BenillaKeyBindingsPage.selected then - BenillaKeyBindings_OnMouseWheel(arg1) - else - BenillaScroll_OnMouseWheel(this, arg1) - end - + self:SetScrollChild(BenillaOptionsFrameContainerBody) + OptionsScroll_Fit() + BenillaScroll_OnMouseWheel(this, arg1) BenillaScroll_SyncBar(this) BenillaScroll_SyncBar(this) - - - - this:SetFrameLevel(this:GetParent():GetFrameLevel()) - - + + + OptionsScroll_Fit sizes it. --> @@ -1567,194 +2419,185 @@ - + - BenillaOptionsRow_OnLoad(this, "deselectOnClick", "Sticky Targeting", + OptionsRow_OnLoad(self, "deselectOnClick", "Sticky Targeting", "OPTION_TOOLTIP_GAMEFIELD_DESELECT") - this.invert = 1 + self.invert = 1 - + - BenillaOptionsRow_OnLoad(this, "assistAttack", "Attack on assist", + OptionsRow_OnLoad(self, "assistAttack", "Attack on assist", "OPTION_TOOLTIP_ASSIST_ATTACK") - + - BenillaOptionsRow_OnLoad(this, "autoClearAFK", "Auto Clear AFK", + OptionsRow_OnLoad(self, "autoClearAFK", "Auto Clear AFK", "OPTION_TOOLTIP_CLEAR_AFK") - + - BenillaOptionsRow_OnLoad(this, "BlockTrades", "Block Trades", + OptionsRow_OnLoad(self, "BlockTrades", "Block Trades", "OPTION_TOOLTIP_BLOCK_TRADES") - + - BenillaOptionsRow_OnLoad(this, "autoSelfCast", "Auto Self Cast", + OptionsRow_OnLoad(self, "autoSelfCast", "Auto Self Cast", "OPTION_TOOLTIP_AUTO_SELF_CAST") - + - BenillaOptionsRow_OnLoad(this, "autoLootDefault", "Auto Loot") + OptionsRow_OnLoad(self, "autoLootDefault", "Auto Loot") - + - BenillaOptionsRow_OnLoad(this, "mouseInvertPitch", "Invert Mouse", + OptionsRow_OnLoad(self, "mouseInvertPitch", "Invert Mouse", "OPTION_TOOLTIP_INVERT_MOUSE") - + - BenillaOptionsRow_OnLoad(this, "mousespeed", "Mouse Sensitivity", + OptionsRow_OnLoad(self, "mousespeed", "Mouse Sensitivity", "OPTION_TOOLTIP_MOUSE_SENSITIVITY") - BenillaOptionsSliderRow_Setup(this, 0.5, 1.5, 0.05) + OptionsSliderRow_Setup(self, 0.5, 1.5, 0.05) - - + + - BenillaOptionsRow_OnLoad(this, "autointeract", "Click-to-Move", - "OPTION_TOOLTIP_CLICK_TO_MOVE") - - - - - - - - BenillaOptionsRow_OnLoad(this, "cameraSmoothStyle", + OptionsRow_OnLoad(self, "cameraSmoothStyle", "Camera Following Style", "OPTION_TOOLTIP_CAMERA1") - BenillaOptionsDropdownRow_Setup(this, { + OptionsDropdownRow_Setup(self, { { text = "Smart", value = "1", tip = "OPTION_TOOLTIP_CAMERA1" }, { text = "Always", value = "2", tip = "OPTION_TOOLTIP_CAMERA2" }, { text = "Never", value = "0", alt = "3", tip = "OPTION_TOOLTIP_CAMERA3" }, }) - + - BenillaOptionsRow_OnLoad(this, "cameraTerrainTilt", "Follow Terrain", + OptionsRow_OnLoad(self, "cameraTerrainTilt", "Follow Terrain", "OPTION_TOOLTIP_FOLLOW_TERRAIN") - + - BenillaOptionsRow_OnLoad(this, "cameraBobbing", "Head Bob", + OptionsRow_OnLoad(self, "cameraBobbing", "Head Bob", "OPTION_TOOLTIP_HEAD_BOB") - + - BenillaOptionsRow_OnLoad(this, "cameraYawSmoothSpeed", "Auto-Follow Speed", + OptionsRow_OnLoad(self, "cameraYawSmoothSpeed", "Auto-Follow Speed", "OPTION_TOOLTIP_AUTO_FOLLOW_SPEED") - BenillaOptionsSliderRow_Setup(this, 90, 270, 10, "raw") + OptionsSliderRow_Setup(self, 90, 270, 10, "raw") - + - BenillaOptionsRow_OnLoad(this, "cameraWaterCollision", "Water Collision", + OptionsRow_OnLoad(self, "cameraWaterCollision", "Water Collision", "OPTION_TOOLTIP_WATER_COLLISION") - + - BenillaOptionsRow_OnLoad(this, "cameraPivot", "Smart Pivot", + OptionsRow_OnLoad(self, "cameraPivot", "Smart Pivot", "OPTION_TOOLTIP_SMART_PIVOT") - + - BenillaOptionsRow_OnLoad(this, "cameraYawMoveSpeed", "Mouse Look Speed", + OptionsRow_OnLoad(self, "cameraYawMoveSpeed", "Mouse Look Speed", "OPTION_TOOLTIP_MOUSE_LOOK_SPEED") - BenillaOptionsSliderRow_Setup(this, 90, 270, 10, "raw") - this.partner = { cvar = "cameraPitchMoveSpeed", scale = 0.5 } + OptionsSliderRow_Setup(self, 90, 270, 10, "raw") + self.partner = { cvar = "cameraPitchMoveSpeed", scale = 0.5 } - + - BenillaOptionsRow_OnLoad(this, "cameraDistanceMaxFactor", + OptionsRow_OnLoad(self, "cameraDistanceMaxFactor", "Max Camera Distance", "OPTION_TOOLTIP_MAX_FOLLOW_DIST") - BenillaOptionsSliderRow_Setup(this, 1.0, 2.0, 0.1, "yards") + OptionsSliderRow_Setup(self, 1.0, 2.0, 0.1, "yards") @@ -1766,108 +2609,117 @@ - + - BenillaOptionsRow_OnLoad(this, "MasterSoundEffects", "Enable All Sound", + OptionsRow_OnLoad(self, "MasterSoundEffects", "Enable All Sound", "OPTION_TOOLTIP_ENABLE_ALL_SOUND") - this.soundQuirk = 1 + self.soundQuirk = 1 - + - BenillaOptionsRow_OnLoad(this, "MasterVolume", "Master Volume", + OptionsRow_OnLoad(self, "MasterVolume", "Master Volume", "OPTION_TOOLTIP_MASTER_VOLUME") - + - BenillaOptionsRow_OnLoad(this, "SoundVolume", "Sound Volume", + OptionsRow_OnLoad(self, "SoundVolume", "Sound Volume", "OPTION_TOOLTIP_SOUND_VOLUME", 1) - this.parentRow = "RowMaster" + self.parentRow = "RowMaster" - + - BenillaOptionsRow_OnLoad(this, "MusicVolume", "Music Volume", + OptionsRow_OnLoad(self, "MusicVolume", "Music Volume", "OPTION_TOOLTIP_MUSIC_VOLUME", 1) - this.parentRow = "RowMaster" + self.parentRow = "RowMaster" - + - BenillaOptionsRow_OnLoad(this, "AmbienceVolume", "Ambience Volume", + OptionsRow_OnLoad(self, "AmbienceVolume", "Ambience Volume", "OPTION_TOOLTIP_AMBIENCE_VOLUME", 1) - this.parentRow = "RowMaster" + self.parentRow = "RowMaster" - + - BenillaOptionsRow_OnLoad(this, "EnableMusic", "Enable Music", + OptionsRow_OnLoad(self, "EnableMusic", "Enable Music", "OPTION_TOOLTIP_ENABLE_MUSIC") - this.soundQuirk = 1 + self.soundQuirk = 1 - + - BenillaOptionsRow_OnLoad(this, "EnableAmbience", "Enable Ambience", + OptionsRow_OnLoad(self, "EnableAmbience", "Enable Ambience", "OPTION_TOOLTIP_ENABLE_AMBIENCE") - this.soundQuirk = 1 + self.soundQuirk = 1 - + - BenillaOptionsRow_OnLoad(this, "EnableErrorSpeech", "Enable Error Speech", + OptionsRow_OnLoad(self, "EnableErrorSpeech", "Enable Error Speech", "OPTION_TOOLTIP_ENABLE_ERROR_SPEECH") - this.soundQuirk = 1 + self.soundQuirk = 1 - + - BenillaOptionsRow_OnLoad(this, "Sound_EnableSoundWhenGameIsInBG", + OptionsRow_OnLoad(self, "Sound_EnableSoundWhenGameIsInBG", "Enable Sound in Background", "BENILLA_TOOLTIP_BACKGROUND_SOUND") - this.soundQuirk = 1 + self.soundQuirk = 1 + + + + + + + @@ -1877,106 +2729,88 @@ - + - BenillaOptionsRow_OnLoad(this, "uiScale", "UI Scale", + OptionsRow_OnLoad(self, "uiScale", "UI Scale", "OPTION_TOOLTIP_UI_SCALE") - BenillaOptionsSliderRow_Setup(this, OptionsFrameSliders[1].minValue, + OptionsSliderRow_Setup(self, OptionsFrameSliders[1].minValue, OptionsFrameSliders[1].maxValue, OptionsFrameSliders[1].valueStep) -- A live write would rescale the slider mid-drag. - this.deferred = 1 + self.deferred = 1 - + - BenillaOptionsRow_OnLoad(this, "farclip", "Terrain Distance", + OptionsRow_OnLoad(self, "farclip", "Terrain Distance", "OPTION_TOOLTIP_FARCLIP") - BenillaOptionsSliderRow_Setup(this, OptionsFrameSliders[2].minValue, + OptionsSliderRow_Setup(self, OptionsFrameSliders[2].minValue, OptionsFrameSliders[2].maxValue, OptionsFrameSliders[2].valueStep, "raw") - + - BenillaOptionsRow_OnLoad(this, "WorldDetail", "Environment Detail", + OptionsRow_OnLoad(self, "WorldDetail", "Environment Detail", "OPTION_TOOLTIP_ENVIRONMENT_DETAIL") -- Stop names from the era quality ladder. - BenillaOptionsSliderRow_Setup(this, OptionsFrameSliders[3].minValue, + OptionsSliderRow_Setup(self, OptionsFrameSliders[3].minValue, OptionsFrameSliders[3].maxValue, OptionsFrameSliders[3].valueStep, nil, { "Low", "Medium", "High" }) - - - - - - - - BenillaOptionsRow_OnLoad(this, "spellEffectLevel", SPELL_DETAIL, - "OPTION_TOOLTIP_SPELL_DETAIL") - -- Our names for the handler's emission scalars - -- 0.33, 0.66 and 1.0 (`0x689510`). - BenillaOptionsSliderRow_Setup(this, OptionsFrameSliders[8].minValue, - OptionsFrameSliders[8].maxValue, - OptionsFrameSliders[8].valueStep, nil, - { "Low", "Medium", "High" }) - - - + - - + + -- OptionsFrame_SetDefaults' default (l.444-445); -- `or 1` covers a VM with no CVars. local gd = tonumber(GetCVarDefault("gamma")) or 1 - BenillaOptionsNumFuncRow_OnLoad(this, GetGamma, SetGamma, + OptionsNumFuncRow_OnLoad(self, GetGamma, SetGamma, tostring(1 - gd), "Brightness", "BENILLA_TOOLTIP_BRIGHTNESS") - BenillaOptionsSliderRow_Setup(this, OptionsFrameSliders[6].minValue, + OptionsSliderRow_Setup(self, OptionsFrameSliders[6].minValue, OptionsFrameSliders[6].maxValue, OptionsFrameSliders[6].valueStep, "travel") - + - BenillaOptionsRow_OnLoad(this, "weatherDensity", "Weather Intensity", + OptionsRow_OnLoad(self, "weatherDensity", "Weather Intensity", "OPTION_TOOLTIP_WEATHER_DETAIL") -- Our names for `0x67b870`'s spawn-rate gains -- `{0.1, 0.33, 0.66, 1.0}` (`[0x8680ec]`). - BenillaOptionsSliderRow_Setup(this, OptionsFrameSliders[9].minValue, + OptionsSliderRow_Setup(self, OptionsFrameSliders[9].minValue, OptionsFrameSliders[9].maxValue, OptionsFrameSliders[9].valueStep, nil, { "Minimal", "Low", "Medium", "Full" }) - + @@ -1985,27 +2819,72 @@ -- Deviation: modern Classic's two-entry Display -- Mode, as there is no exclusive fullscreen; -- gxWindow "0" is the borderless window. - BenillaOptionsRow_OnLoad(this, "gxWindow", "Display Mode", + -- Latched, like the other two video rows. + self.deferred = 1 + OptionsRow_OnLoad(self, "gxWindow", "Display Mode", "BENILLA_TOOLTIP_DISPLAY_MODE") - BenillaOptionsDropdownRow_Setup(this, { + OptionsDropdownRow_Setup(self, { { text = "Windowed (Fullscreen)", value = "0" }, { text = "Windowed", value = "1" }, }) - + - -- Not deferred despite gxRestart: vsync changes - -- live. - BenillaOptionsRow_OnLoad(this, "gxVSync", "Vertical Sync", + -- The window size. Backed by the index verbs, not + -- by `gxResolution` directly: `SetScreenResolution` + -- is 1-based into `GetScreenResolutions`, and + -- `GetCurrentResolution` reports the *live* window + -- rather than the CVar, which in borderless + -- fullscreen are not the same thing. + -- + -- Built from the real list, so the entries are + -- whatever this monitor actually offers. 1.12's + -- own video panel had this row; benilla shipped + -- the display-mode and vsync rows without it, so + -- there was no way to resize from inside the game. + -- `rebuild`, not a list baked here: at OnLoad + -- the engine has pushed no modes yet, so a list + -- built now is empty for the whole session. + self.rebuild = OptionsResolutionRow_Rebuild + self.deferred = 1 + OptionsNumFuncRow_OnLoad(self, + GetCurrentResolution, SetScreenResolution, + "1", "Resolution", + "BENILLA_TOOLTIP_RESOLUTION") + OptionsResolutionRow_Rebuild(self) + OptionsDropdownRow_Setup(self, self.entries) + + + + + + + + + -- Deferred: `gxVSync` is registered **latched** + -- (`cvars.rs`), so a write only stages until + -- `RestartGx`, which is what Apply calls. An + -- earlier comment here said "vsync changes live" + -- — it cannot, and that mismatch is why the + -- setting came back on after a relaunch. + self.deferred = 1 + OptionsRow_OnLoad(self, "gxVSync", "Vertical Sync", "OPTION_TOOLTIP_VERTICAL_SYNC") - + + @@ -2015,10 +2894,10 @@ -- the backbuffer), and no Multisampling, which -- misses alpha-tested cutouts. Deferred: a write -- rebuilds the render target. - BenillaOptionsRow_OnLoad(this, "renderScale", "Render Scale", + OptionsRow_OnLoad(self, "renderScale", "Render Scale", "BENILLA_TOOLTIP_RENDER_SCALE") - BenillaOptionsSliderRow_Setup(this, 0.5, 2.0, 0.05) - this.deferred = 1 + OptionsSliderRow_Setup(self, 0.5, 2.0, 0.05) + self.deferred = 1 @@ -2030,13 +2909,610 @@ local info = OptionsFrameSliders[i] local row = getglobal(this:GetName() .. name) if ( info and row ) then - BenillaOptionsSliderRow_Setup(row, info.minValue, info.maxValue, + OptionsSliderRow_Setup(row, info.minValue, info.maxValue, info.valueStep, row.fmt, row.stops) end end + + + + + + + + + + + + + + + OptionsRow_OnLoad(self, "graphicsQuality", + BENILLA_ADVGFX.graphicsQuality, + "BENILLA_TOOLTIP_GRAPHICS_QUALITY") + self.preset = 1 + OptionsDropdownRow_Setup(self, { + { text = BENILLA_ADVGFX.pClassic, value = "Classic" }, + { text = BENILLA_ADVGFX.qLow, value = "Low" }, + { text = BENILLA_ADVGFX.qMedium, value = "Medium" }, + { text = BENILLA_ADVGFX.qHigh, value = "High" }, + { text = BENILLA_ADVGFX.qUltra, value = "Ultra" }, + { text = BENILLA_ADVGFX.qCustom, value = "Custom" }, + }) + + + + + + + + + + OptionsRow_OnLoad(self, "farclip", + BENILLA_ADVGFX.renderDistance, + "BENILLA_TOOLTIP_RENDER_DISTANCE") + OptionsSliderRow_Setup(self, 177, 1497, 60, "yd") + + + + + + + + + -- The preset ladder. This row writes ONE CVar and + -- nothing else: the host's own table + -- (`cvars::LIGHTING_PRESETS`) answers the write by + -- setting the member rows, and re-derives this + -- row's value from them every frame — which is why + -- Custom is an entry the capsule can SHOW but + -- picking it writes nothing anyone keeps. + -- + -- The table is deliberately NOT here. Three other + -- ways reach the same ladder (the console, the + -- native lighting panel, a hand-edited + -- config.toml), and a copy carried by this window + -- would be a copy the other three cannot see. + -- The page's OnUpdate poll is what brings the + -- member rows' new values back onto the screen. + OptionsRow_OnLoad(self, "lightingQuality", + BENILLA_ADVGFX.lightingQuality, + "BENILLA_TOOLTIP_LIGHTING_QUALITY") + OptionsDropdownRow_Setup(self, { + { text = BENILLA_ADVGFX.qOff, value = "Off" }, + { text = BENILLA_ADVGFX.qLow, value = "Low" }, + { text = BENILLA_ADVGFX.qMedium, value = "Medium" }, + { text = BENILLA_ADVGFX.qHigh, value = "High" }, + { text = BENILLA_ADVGFX.qUltra, value = "Ultra" }, + { text = BENILLA_ADVGFX.qCustom, value = "Custom" }, + }) + + + + + + + + + OptionsRow_OnLoad(self, "waterQuality", + BENILLA_ADVGFX.waterQuality, + "BENILLA_TOOLTIP_WATER_QUALITY") + OptionsDropdownRow_Setup(self, { + { text = BENILLA_ADVGFX.waterClassic, value = "0" }, + { text = BENILLA_ADVGFX.waterEnhanced, value = "1" }, + { text = BENILLA_ADVGFX.waterHigh, value = "2" }, + }) + + + + + + + + + + OptionsRow_OnLoad(self, "volumetricFog", BENILLA_ADVGFX.volumetricFog, + "BENILLA_TOOLTIP_VOLUMETRIC_FOG") + OptionsDropdownRow_Setup(self, { + { text = BENILLA_ADVGFX.fogOff, value = "0" }, + { text = BENILLA_ADVGFX.qLow, value = "1" }, + { text = BENILLA_ADVGFX.qHigh, value = "2" }, + }) + + + + + + + + + + OptionsRow_OnLoad(self, "skyQuality", BENILLA_ADVGFX.skyQuality, + "BENILLA_TOOLTIP_SKY_QUALITY") + OptionsDropdownRow_Setup(self, { + { text = BENILLA_ADVGFX.waterClassic, value = "0" }, + { text = BENILLA_ADVGFX.waterEnhanced, value = "1" }, + { text = BENILLA_ADVGFX.waterHigh, value = "2" }, + }) + + + + + + + + + + OptionsRow_OnLoad(self, "bloom", BENILLA_ADVGFX.bloom, + "BENILLA_TOOLTIP_BLOOM") + OptionsDropdownRow_Setup(self, { + { text = BENILLA_ADVGFX.fogOff, value = "0" }, + { text = BENILLA_ADVGFX.qLow, value = "1" }, + { text = BENILLA_ADVGFX.qHigh, value = "2" }, + }) + + + + + + + + + + OptionsRow_OnLoad(self, "sunShafts", BENILLA_ADVGFX.sunShafts, + "BENILLA_TOOLTIP_SUN_SHAFTS") + + + + + + + + + + OptionsRow_OnLoad(self, "colorGrading", BENILLA_ADVGFX.colorGrading, + "BENILLA_TOOLTIP_COLOR_GRADING") + + + + + + + + + + OptionsRow_OnLoad(self, "characterShadows", + BENILLA_ADVGFX.characterShadows, + "BENILLA_TOOLTIP_CHARACTER_SHADOWS") + + + + + + + + + OptionsRow_OnLoad(self, "worldShadows", + BENILLA_ADVGFX.worldShadows, + "BENILLA_TOOLTIP_WORLD_SHADOWS") + + + + + + + + + -- Realtime-shadow render distance (yd): the cascade + -- range + caster reach. 40-200, matching the CVar's + -- own clamp (SHADOW_DISTANCE_RANGE). DEFERRED to + -- Apply so a drag doesn't re-fit the cascade + recollect + -- casters on every tick (one rebuild on commit instead). + OptionsRow_OnLoad(self, "shadowDistance", + BENILLA_ADVGFX.shadowDistance, + "BENILLA_TOOLTIP_SHADOW_DISTANCE") + -- `"yd"`, not `"yards"`: the value is already a + -- distance in yards, where the format beside it + -- multiplies a FACTOR by the 15 yd camera base. + -- This row rode the wrong one from the day it was + -- seated and printed "1200 yd" for an 80 yd + -- cascade. + OptionsSliderRow_Setup(self, 40, 200, 10, "yd") + self.deferred = 1 + + + + + + + + + -- The three stops the CVar's own snap accepts + -- (`shadow_core::SHADOW_MAP_SIZES`): a dropdown + -- rather than a slider because an off-ladder value + -- is not a weaker setting, it is one the renderer + -- rounds UP into a bigger and slower map than the + -- one that was asked for. The entry texts are the + -- numbers themselves — nothing to translate. + OptionsRow_OnLoad(self, "shadowMapSize", + BENILLA_ADVGFX.shadowResolution, + "BENILLA_TOOLTIP_SHADOW_RESOLUTION") + OptionsDropdownRow_Setup(self, { + { text = "1024", value = "1024" }, + { text = "2048", value = "2048" }, + { text = "4096", value = "4096" }, + }) + + + + + + + + + -- 0..1, the CVar's own clamp, and 0 is the FAITHFUL + -- null rather than a floor: every consumer guards + -- on it, so the left end of this groove is the + -- night the client rendered before the moon lane + -- existed. + OptionsRow_OnLoad(self, "moonShadowStrength", + BENILLA_ADVGFX.moonShadows, + "BENILLA_TOOLTIP_MOON_SHADOWS") + OptionsSliderRow_Setup(self, 0, 1, 0.05) + + + + + + + + + OptionsRow_OnLoad(self, "interiorLight", + BENILLA_ADVGFX.interiorLight, + "BENILLA_TOOLTIP_INTERIOR_LIGHT") + + + + + + + + + OptionsRow_OnLoad(self, "interiorShadows", + BENILLA_ADVGFX.interiorShadows, + "BENILLA_TOOLTIP_INTERIOR_SHADOWS") + + + + + + + + + OptionsRow_OnLoad(self, "exteriorShadows", + BENILLA_ADVGFX.exteriorShadows, + "BENILLA_TOOLTIP_EXTERIOR_SHADOWS") + + + + + + + + + + OptionsRow_OnLoad(self, "torchTerrainShadows", + BENILLA_ADVGFX.torchTerrainShadows, + "BENILLA_TOOLTIP_TORCH_TERRAIN_SHADOWS") + + + + + + + + + -- 0.5..3, the CVar's own clamp verbatim: it is a + -- SCALE on the PCF tap radius at a contact, so the + -- readout is a percentage of the shipped radius + -- and 100% is what the lane was tuned at. + OptionsRow_OnLoad(self, "interiorShadowSoft", + BENILLA_ADVGFX.torchSoft, + "BENILLA_TOOLTIP_TORCH_SOFT") + OptionsSliderRow_Setup(self, 0.5, 3, 0.1) + + + + + + + + + -- Full 0..4 registry range, in five-percent steps. + OptionsRow_OnLoad(self, "fireLightGain", + BENILLA_ADVGFX.fireLight, + "BENILLA_TOOLTIP_FIRE_LIGHT") + OptionsSliderRow_Setup(self, 0, 4, 0.05) + + + + + + + + + -- 0..2, the CVar's own clamp verbatim: the + -- amplitudes are authored at 100%, and 200% is the + -- deliberate over-drive for judging the shape. + OptionsRow_OnLoad(self, "fireFlicker", + BENILLA_ADVGFX.fireFlicker, + "BENILLA_TOOLTIP_FIRE_FLICKER") + OptionsSliderRow_Setup(self, 0, 2, 0.05) + + + + + + + + + -- Full 0..4 registry range, in five-percent steps. + OptionsRow_OnLoad(self, "spellLightGain", + BENILLA_ADVGFX.spellLights, + "BENILLA_TOOLTIP_SPELL_LIGHTS") + OptionsSliderRow_Setup(self, 0, 4, 0.05) + + + + + + + + + OptionsRow_OnLoad(self, "lavaLightGain", + BENILLA_ADVGFX.lavaGlow, + "BENILLA_TOOLTIP_LAVA_GLOW") + OptionsSliderRow_Setup(self, 0, 4, 0.05) + + + + + + + + + -- 0.2..1.5, the CVar's own clamp verbatim: the + -- floor is 0.2 rather than 0 because a true 0 is + -- indistinguishable from a broken light pack, and + -- the "off" a player wants is the reference's own + -- night at gain 1. + -- + -- The readout is `darkness` — travel read from the + -- right — because the stored unit is a GAIN while + -- the row is named for the darkness: left is + -- darker, and this is what makes the number say so + -- too. The store keeps the gain, untouched. + OptionsRow_OnLoad(self, "nightGain", + BENILLA_ADVGFX.nightDarkness, + "BENILLA_TOOLTIP_NIGHT_DARKNESS") + OptionsSliderRow_Setup(self, 0.2, 1.5, 0.05, "darkness") + + + + + + + + + -- The room lane's own dim dial, same clamp and same + -- backwards readout as the night one above it. + OptionsRow_OnLoad(self, "interiorGain", + BENILLA_ADVGFX.interiorDarkness, + "BENILLA_TOOLTIP_INTERIOR_DARKNESS") + OptionsSliderRow_Setup(self, 0.2, 1.5, 0.05, "darkness") + + + + + + + + + + OptionsRow_OnLoad(self, "skyDither", + BENILLA_ADVGFX.skyDither, + "BENILLA_TOOLTIP_SKY_DITHER") + + + + + + + + + + OptionsRow_OnLoad(self, "fogModel", + BENILLA_ADVGFX.fogModel, + "BENILLA_TOOLTIP_FOG_MODEL") + + + + + + + + + + OptionsRow_OnLoad(self, "rainSurfaces", + BENILLA_ADVGFX.rainSurfaces, + "BENILLA_TOOLTIP_RAIN_SURFACES") + + + + + + + + + + OptionsRow_OnLoad(self, "foliageWind", + BENILLA_ADVGFX.foliageWind, + "BENILLA_TOOLTIP_FOLIAGE_WIND") + OptionsDropdownRow_Setup(self, { + { text = BENILLA_ADVGFX.qOff, value = "0" }, + { text = BENILLA_ADVGFX.windGrass, value = "1" }, + { text = BENILLA_ADVGFX.windTrees, value = "2" }, + }) + + + + + + + + + + OptionsRow_OnLoad(self, "foliageWindStrength", + BENILLA_ADVGFX.foliageWindStrength, + "BENILLA_TOOLTIP_FOLIAGE_WIND_STRENGTH") + OptionsSliderRow_Setup(self, 0.25, 3, 0.25) + + + + + + + + + + OptionsRow_OnLoad(self, "ambientOcclusion", BENILLA_ADVGFX.ambientOcclusion, + "BENILLA_TOOLTIP_AMBIENT_OCCLUSION") + OptionsDropdownRow_Setup(self, { + { text = BENILLA_ADVGFX.fogOff, value = "0" }, + { text = BENILLA_ADVGFX.qLow, value = "1" }, + { text = BENILLA_ADVGFX.qHigh, value = "2" }, + }) + + + + + + + + + + OptionsRow_OnLoad(self, "lampFog", BENILLA_ADVGFX.lampFog, + "BENILLA_TOOLTIP_LAMP_FOG") + OptionsDropdownRow_Setup(self, { + { text = BENILLA_ADVGFX.fogOff, value = "0" }, + { text = BENILLA_ADVGFX.qLow, value = "1" }, + { text = BENILLA_ADVGFX.qHigh, value = "2" }, + }) + + + + + + + + + + OptionsRow_OnLoad(self, "daylightWindowSplit", + BENILLA_ADVGFX.daylightWindowSplit, + "BENILLA_TOOLTIP_DAYLIGHT_WINDOW_SPLIT") + + + + + + + + + + OptionsRow_OnLoad(self, "zoneSkyboxes", + BENILLA_ADVGFX.zoneSkyboxes, + "BENILLA_TOOLTIP_ZONE_SKYBOXES") + + + + + + + + + + OptionsRow_OnLoad(self, "volumetricLight", BENILLA_ADVGFX.volumetricLight, + "BENILLA_TOOLTIP_VOLUMETRIC_LIGHT") + OptionsDropdownRow_Setup(self, { + { text = BENILLA_ADVGFX.fogOff, value = "0" }, + { text = BENILLA_ADVGFX.qMedium, value = "1" }, + { text = BENILLA_ADVGFX.qHigh, value = "2" }, + }) + + + + + + + + + + OptionsRow_OnLoad(self, "volumetricLightStrength", + BENILLA_ADVGFX.volumetricLightStrength, + "BENILLA_TOOLTIP_VOLUMETRIC_LIGHT_STRENGTH") + OptionsSliderRow_Setup(self, 0, 2, 0.25) + + + + + + + + + + OptionsRow_OnLoad(self, "moonLight", BENILLA_ADVGFX.moonLight, + "BENILLA_TOOLTIP_MOONLIGHT") + OptionsSliderRow_Setup(self, 0, 2, 0.25) + + + + + + AdvGfx_OnUpdate(this, arg1) + + @@ -2044,227 +3520,227 @@ - + - BenillaOptionsGlobalRow_OnLoad(this, "SHOW_COMBAT_TEXT", + OptionsGlobalRow_OnLoad(self, "SHOW_COMBAT_TEXT", "Enable Floating Combat Text", "OPTION_TOOLTIP_SHOW_COMBAT_TEXT") - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_FLOAT_MODE", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_FLOAT_MODE", "Combat Text Float Mode", "OPTION_TOOLTIP_COMBAT_TEXT_MODE", 1) - BenillaOptionsDropdownRow_Setup(this, { + OptionsDropdownRow_Setup(self, { { text = "Scroll Up", value = "1" }, { text = "Scroll Down", value = "2" }, { text = "Arc", value = "3" }, }) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_LOW_HEALTH_MANA", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_SHOW_LOW_HEALTH_MANA", "Show Low Mana and Health", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_LOW_HEALTH_MANA", 1) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_AURAS", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_SHOW_AURAS", "Show Auras", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_AURAS", 1) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_AURA_FADE", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_SHOW_AURA_FADE", "Show Fading Auras", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_AURA_FADE", 1) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_COMBAT_STATE", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_SHOW_COMBAT_STATE", "Show Combat State", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_COMBAT_STATE", 1) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS", "Show Dodge/Parries/Misses", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_DODGE_PARRY_MISS", 1) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_RESISTANCES", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_SHOW_RESISTANCES", "Show Damage Reduction", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_RESISTANCES", 1) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_REPUTATION", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_SHOW_REPUTATION", "Show Reputation", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_REPUTATION", 1) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_REACTIVES", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_SHOW_REACTIVES", "Show Reactive Spells and Abilities", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_REACTIVES", 1) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_FRIENDLY_NAMES", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_SHOW_FRIENDLY_NAMES", "Show Friendly Healer Names", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_FRIENDLY_NAMES", 1) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_COMBO_POINTS", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_SHOW_COMBO_POINTS", "Show Combo Points", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_COMBO_POINTS", 1) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_MANA", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_SHOW_MANA", "Show Energy Gains", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_MANA", 1) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_HONOR_GAINED", + OptionsGlobalRow_OnLoad(self, "COMBAT_TEXT_SHOW_HONOR_GAINED", "Show Honor Gained", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_HONOR_GAINED", 1) - this.parentRow = "RowCombatText" - this.applyFunc = "BenillaCombatText_UpdateOrLoad" + self.parentRow = "RowCombatText" + self.applyFunc = "CombatText_UpdateOrLoad" - + - BenillaOptionsRow_OnLoad(this, "CombatDamage", "Show Target Damage", + OptionsRow_OnLoad(self, "CombatDamage", "Show Target Damage", "OPTION_TOOLTIP_SHOW_DAMAGE") - + - BenillaOptionsRow_OnLoad(this, "CombatLogPeriodicSpells", "Periodic Damage", + OptionsRow_OnLoad(self, "CombatLogPeriodicSpells", "Periodic Damage", "OPTION_TOOLTIP_LOG_PERIODIC_EFFECTS", 1) - this.parentRow = "RowShowDamage" + self.parentRow = "RowShowDamage" - + - BenillaOptionsRow_OnLoad(this, "PetMeleeDamage", "Pet Damage", + OptionsRow_OnLoad(self, "PetMeleeDamage", "Pet Damage", "OPTION_TOOLTIP_SHOW_PET_MELEE_DAMAGE", 1) - this.parentRow = "RowShowDamage" - this.partner = { cvar = "PetSpellDamage" } + self.parentRow = "RowShowDamage" + self.partner = { cvar = "PetSpellDamage" } @@ -2278,13 +3754,13 @@ - + - BenillaOptionsFuncRow_OnLoad(this, + OptionsFuncRow_OnLoad(self, function() return SHOW_MULTI_ACTIONBAR_1 end, function(value) local on @@ -2298,13 +3774,13 @@ "0", "Show Bottom Left ActionBar", "OPTION_TOOLTIP_SHOW_MULTIBAR1") - + - BenillaOptionsFuncRow_OnLoad(this, + OptionsFuncRow_OnLoad(self, function() return SHOW_MULTI_ACTIONBAR_2 end, function(value) local on @@ -2318,13 +3794,13 @@ "0", "Show Bottom Right ActionBar", "OPTION_TOOLTIP_SHOW_MULTIBAR2") - + - BenillaOptionsFuncRow_OnLoad(this, + OptionsFuncRow_OnLoad(self, function() return SHOW_MULTI_ACTIONBAR_3 end, function(value) local on @@ -2339,13 +3815,13 @@ - + - BenillaOptionsFuncRow_OnLoad(this, + OptionsFuncRow_OnLoad(self, function() return SHOW_MULTI_ACTIONBAR_4 end, function(value) local on @@ -2359,25 +3835,25 @@ "0", "Show Right ActionBar 2", "OPTION_TOOLTIP_SHOW_MULTIBAR4", 1) - + - BenillaOptionsGlobalRow_OnLoad(this, "ALWAYS_SHOW_MULTIBARS", + OptionsGlobalRow_OnLoad(self, "ALWAYS_SHOW_MULTIBARS", "Always Show ActionBars", "OPTION_TOOLTIP_ALWAYS_SHOW_MULTIBARS") -- UIOptionsFrame.xml:680-683's click arm. - this.applyFunc = "MultiActionBar_UpdateGridVisibility" + self.applyFunc = "MultiActionBar_UpdateGridVisibility" - + - BenillaOptionsGlobalRow_OnLoad(this, "LOCK_ACTIONBAR", + OptionsGlobalRow_OnLoad(self, "LOCK_ACTIONBAR", "Lock ActionBars", "OPTION_TOOLTIP_LOCK_ACTIONBAR") @@ -2392,156 +3868,153 @@ - + - BenillaOptionsRow_OnLoad(this, "UberTooltips", "Enhanced Tooltips", + OptionsRow_OnLoad(self, "UberTooltips", "Enhanced Tooltips", "OPTION_TOOLTIP_USE_UBERTOOLTIPS") - + - BenillaOptionsRow_OnLoad(this, "statusBarText", + OptionsRow_OnLoad(self, "statusBarText", "Status Bar Text", "OPTION_TOOLTIP_STATUS_BAR") - this.cvarEvent = "STATUS_BAR_TEXT" + self.cvarEvent = "STATUS_BAR_TEXT" - + (UIOptionsFrame.lua:697-701). --> + - BenillaOptionsGlobalRow_OnLoad(this, "SHOW_TARGET_OF_TARGET", + OptionsGlobalRow_OnLoad(self, "SHOW_TARGET_OF_TARGET", "Show Target of Target", "OPTION_TOOLTIP_SHOW_TARGET_OF_TARGET") + self.applyFunc = "TargetofTarget_Update" - + - BenillaOptionsGlobalRow_OnLoad(this, "SHOW_TARGET_OF_TARGET_STATE", + OptionsGlobalRow_OnLoad(self, "SHOW_TARGET_OF_TARGET_STATE", "Show When", "OPTION_TOOLTIP_TARGETOFTARGET5", 1) - BenillaOptionsDropdownRow_Setup(this, { + OptionsDropdownRow_Setup(self, { { text = "Raid", value = "1", tip = "OPTION_TOOLTIP_TARGETOFTARGET1" }, { text = "Party", value = "2", tip = "OPTION_TOOLTIP_TARGETOFTARGET2" }, { text = "Solo", value = "3", tip = "OPTION_TOOLTIP_TARGETOFTARGET3" }, { text = "Party or Raid", value = "4", tip = "OPTION_TOOLTIP_TARGETOFTARGET4" }, { text = "Always", value = "5", tip = "OPTION_TOOLTIP_TARGETOFTARGET5" }, }) + self.applyFunc = "TargetofTarget_Update" - + - BenillaOptionsFuncRow_OnLoad(this, ShowingCloak, ShowCloak, "1", + OptionsFuncRow_OnLoad(self, ShowingCloak, ShowCloak, "1", "Show Cloak", "OPTION_TOOLTIP_SHOW_CLOAK") - + - BenillaOptionsFuncRow_OnLoad(this, ShowingHelm, ShowHelm, "1", + OptionsFuncRow_OnLoad(self, ShowingHelm, ShowHelm, "1", "Show Helm", "OPTION_TOOLTIP_SHOW_HELM") - + - BenillaOptionsGlobalRow_OnLoad(this, "QUEST_FADING_DISABLE", + OptionsGlobalRow_OnLoad(self, "QUEST_FADING_DISABLE", "Instant Quest Text", "OPTION_TOOLTIP_SHOW_QUEST_FADING") - + - BenillaOptionsGlobalRow_OnLoad(this, "SHOW_BUFF_DURATIONS", + OptionsGlobalRow_OnLoad(self, "SHOW_BUFF_DURATIONS", "Buff Durations", "OPTION_TOOLTIP_SHOW_BUFF_DURATION") - this.applyFunc = "BuffButtons_UpdatePositions" + self.applyFunc = "BuffButtons_UpdatePositions" - + - BenillaOptionsGlobalRow_OnLoad(this, "AUTO_QUEST_WATCH", + OptionsGlobalRow_OnLoad(self, "AUTO_QUEST_WATCH", "Automatic Quest Tracking", "OPTION_TOOLTIP_AUTO_QUEST_WATCH") - + - BenillaOptionsRow_OnLoad(this, "profanityFilter", "Profanity Filter", + OptionsRow_OnLoad(self, "profanityFilter", "Profanity Filter", "OPTION_TOOLTIP_PROFANITY_FILTER") - + - BenillaOptionsFuncRow_OnLoad(this, TutorialsEnabled, + OptionsFuncRow_OnLoad(self, TutorialsEnabled, BenillaOptionsFrame_SetTutorialsEnabled, "1", "Show Tutorials", "OPTION_TOOLTIP_SHOW_TUTORIALS") - + - BenillaOptionsRow_OnLoad(this, "showGameTips", + OptionsRow_OnLoad(self, "showGameTips", "Show Loading Screen Tips", "OPTION_TOOLTIP_SHOW_TIPOFTHEDAY") - + - BenillaOptionsGlobalRow_OnLoad(this, "SHOW_NEWBIE_TIPS", + OptionsGlobalRow_OnLoad(self, "SHOW_NEWBIE_TIPS", "Show Detailed Tooltips", "OPTION_TOOLTIP_SHOW_NEWBIE_TIPS") @@ -2555,19 +4028,19 @@ - + - BenillaOptionsRow_OnLoad(this, "guildMemberNotify", + OptionsRow_OnLoad(self, "guildMemberNotify", "Guild Member Alert", "OPTION_TOOLTIP_GUILDMEMBER_ALERT") - + @@ -2575,41 +4048,41 @@ - BenillaOptionsGlobalRow_OnLoad(this, "REMOVE_CHAT_DELAY", + OptionsGlobalRow_OnLoad(self, "REMOVE_CHAT_DELAY", "Remove Chat Hover Delay", "OPTION_TOOLTIP_REMOVE_CHAT_DELAY") - this.applyFunc = "BenillaChatFrame_ApplyMouseOverDelay" + self.applyFunc = "ChatFrame_ApplyMouseOverDelay" - + - BenillaOptionsRow_OnLoad(this, "ChatBubbles", + OptionsRow_OnLoad(self, "ChatBubbles", "Show Chat Bubbles", "OPTION_TOOLTIP_CHAT_BUBBLES") - + - BenillaOptionsRow_OnLoad(this, "showLootSpam", + OptionsRow_OnLoad(self, "showLootSpam", "Detailed Loot Information", "OPTION_TOOLTIP_SHOW_LOOT_SPAM") - + - BenillaOptionsRow_OnLoad(this, "ChatBubblesParty", + OptionsRow_OnLoad(self, "ChatBubblesParty", "Show Party Chat Bubbles", "OPTION_TOOLTIP_PARTY_CHAT_BUBBLES") @@ -2617,91 +4090,78 @@ and writes it (l.337). The filter drops a SpamMessages.dbc match in every chat type but CHAT_MSG_FILTERED (`0x49aad2`). --> - + - BenillaOptionsRow_OnLoad(this, "spamFilter", "Disable Spam Filter", + OptionsRow_OnLoad(self, "spamFilter", "Disable Spam Filter", "OPTION_TOOLTIP_DISABLE_SPAM_FILTER") - this.invert = 1 + self.invert = 1 - + - + - BenillaOptionsFuncRow_OnLoad(this, BenillaOptionsFrame_GetEnemyPlates, - BenillaOptionsFrame_SetEnemyPlates, "0", "Enemy Name Plates") + OptionsRow_OnLoad(self, "nameplateShowEnemies", + "Enemy Name Plates") - + - BenillaOptionsFuncRow_OnLoad(this, BenillaOptionsFrame_GetFriendlyPlates, - BenillaOptionsFrame_SetFriendlyPlates, "0", "Friendly Name Plates") + OptionsRow_OnLoad(self, "nameplateShowFriends", + "Friendly Name Plates") - + - BenillaOptionsRow_OnLoad(this, "UnitNamePlayer", "Player Names", + OptionsRow_OnLoad(self, "UnitNamePlayer", "Player Names", "OPTION_TOOLTIP_SHOW_PLAYER_NAMES") - + - BenillaOptionsRow_OnLoad(this, "UnitNamePlayerGuild", "Player Guild Names", + OptionsRow_OnLoad(self, "UnitNamePlayerGuild", "Player Guild Names", "OPTION_TOOLTIP_SHOW_GUILD_NAMES", 1) - this.parentRow = "RowPlayerNames" + self.parentRow = "RowPlayerNames" - - + - - BenillaOptionsRow_OnLoad(this, "UnitNamePlayerPVPTitle", "Player Titles", - "OPTION_TOOLTIP_SHOW_PLAYER_TITLES", 1) - this.parentRow = "RowPlayerNames" - - - - - - - - BenillaOptionsRow_OnLoad(this, "UnitNameNPC", "NPC Names", + OptionsRow_OnLoad(self, "UnitNameNPC", "NPC Names", "OPTION_TOOLTIP_SHOW_NPC_NAMES") - + - BenillaOptionsRow_OnLoad(this, "UnitNameOwn", "Show Own Name", + OptionsRow_OnLoad(self, "UnitNameOwn", "Show Own Name", "OPTION_TOOLTIP_SHOW_OWN_NAME") @@ -2747,10 +4207,10 @@ - BenillaKeyBindings_CharacterToggle(this) + KeyBindings_CharacterToggle(this) GameTooltip:SetOwner(this, "ANCHOR_RIGHT") - GameTooltip:SetText(BenillaKeyBindings_String("CHARACTER_SPECIFIC_KEYBINDING_TOOLTIP", + GameTooltip:SetText(KeyBindings_String("CHARACTER_SPECIFIC_KEYBINDING_TOOLTIP", "Click this to toggle between general key bindings and key bindings specific to this character."), nil, nil, nil, nil, 1) GameTooltip:Hide() @@ -2760,127 +4220,126 @@ getglobal(this:GetName() .. "Label"):SetText( - BenillaKeyBindings_String("CHARACTER_SPECIFIC_KEYBINDINGS", "Character Specific Key Bindings")) + KeyBindings_String("CHARACTER_SPECIFIC_KEYBINDINGS", "Character Specific Key Bindings")) - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + + it. --> @@ -2891,98 +4350,100 @@ ScrollFrame_OnLoad() - - FauxScrollFrame_OnVerticalScroll(BENILLA_KEYBINDINGS_ROW_HEIGHT, BenillaKeyBindingsPage_Update) + FauxScrollFrame_OnVerticalScroll(KEYBINDINGS_ROW_HEIGHT, KeyBindingsPage_Update) - if BenillaKeyBindingsPage.selected then - BenillaKeyBindings_OnMouseWheel(arg1) - else + if not KeyBindingsPage.selected then ScrollFrameTemplate_OnMouseWheel(arg1) end - + - if BenillaKeyBindingsPage.selected then - BenillaKeyBindings_OnMouseWheel(arg1) - else + if not KeyBindingsPage.selected then BenillaFauxScrollFrame_OnMouseWheel(getglobal(this:GetName() .. "ScrollFrame"), arg1) end - BenillaKeyBindings_OnKeyDown(arg1) - - - - - - - - - - - - - - - - - - - + + + + + + + + + + - - @@ -3100,27 +4562,16 @@ BenillaOptionsFrame_UpdateScale() - BenillaOptionsTab_FitWidth(BenillaOptionsFrameGameTab) - BenillaOptionsTab_FitWidth(BenillaOptionsFrameAddOnsTab) BenillaOptionsFrame_SelectCategory(this.selectedCategory or "Controls") if UpdateMicroButtons then UpdateMicroButtons() end - - - this:EnableKeyboard(false) - this:EnableMouseWheel(false) - - BenillaKeyBindings_OnKeyDown() - BenillaKeyBindings_OnKeyDown(arg1) - BenillaKeyBindings_OnMouseWheel(arg1) - + BenillaOptionsFrameSearchBox:SetText("") - BenillaOptionsPage_DiscardPending() - BenillaKeyBindings_SetSelected(nil) - BenillaKeyBindings_Output("") + OptionsPage_DiscardPending() + KeyBindings_SetSelected(nil) + KeyBindings_Output("") if UpdateMicroButtons then UpdateMicroButtons() end diff --git a/crates/benilla-app/assets/ui/ScriptLogFrame.xml b/crates/benilla-app/assets/ui/ScriptLogFrame.xml index c11b5f06..375c1dcc 100644 --- a/crates/benilla-app/assets/ui/ScriptLogFrame.xml +++ b/crates/benilla-app/assets/ui/ScriptLogFrame.xml @@ -1,20 +1,16 @@ diff --git a/crates/benilla-app/assets/ui/ScrollTemplates.xml b/crates/benilla-app/assets/ui/ScrollTemplates.xml index 8fa7c5fe..0a7cfd07 100644 --- a/crates/benilla-app/assets/ui/ScrollTemplates.xml +++ b/crates/benilla-app/assets/ui/ScrollTemplates.xml @@ -3,8 +3,8 @@ Benilla's scroll parts: a `Slider` bar with its arrow helpers, an optional trough, and a real-scroll kit that pans a `` child whose height is known only after layout. Faux lists use the stock `FauxScrollFrameTemplate`; this file declares only `Benilla` names. - The bar template carries the real-scroll OnValueChanged itself, as the reference's - `UIPanelScrollBarTemplate` does (UIPanelTemplates.xml:156-158); an instance adds nothing. + A real-scroll bar overrides the template's OnValueChanged on its instance, which wins + because the loader runs every `` block in order. -->