Chat bubbles were quads drawn straight into an overlay with no widget behind them, so `WorldFrame:GetChildren()` never returned them and bubble-skinning addons such as pfUI's found nothing.
In the reference, a bubble is an anonymous Frame under WorldFrame from a reused pool: eleven regions (the nine backdrop pieces, the tail, the text in the `NAMEPLATE_FONT` global), the text's bottom on the speaker's projected point, its own fade, and an OnShow on each reuse. It fades out and hides when the speaker is out of range or was not drawn last frame.
Bubbles are now built that way, fed by the app and drawn by the frame pass; the overlay path is gone. Item links show their bare names, and a speaker behind the camera fades out.
Tests cover the child, its regions, a pfUI-style skin, reuse and the fades.
Fixes#884
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Button release un-pushed the button before `OnMouseUp` and `OnClick` ran, so both read NORMAL. A plain click on a floating chat tab then took the pick-up branch and left the window following the cursor.
In the reference, the mouse-up handler fires `OnMouseUp` first, then reads the state: a PUSHED button with the cursor inside it and the Up registration fires `OnDoubleClick` or `OnClick`, and only then is it set NORMAL, unless locked. A failed gate still un-pushes; an `OnMouseUp` that un-pushes cancels the click.
The release now runs that order after `OnMouseUp`, with the started-drag skip kept.
Tests read the state inside each handler and drive the stock chat tab.
Fixes#699
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The tick ran the OnUpdate walk without resolving the layout around it, so a resize made in an event handler fired `OnSizeChanged` after the walk, and some walk slots resolved on their own to compensate. Separately, `OnSizeChanged` gated on 2⁻²² in benilla's units, and an emptied FontString kept its old measured box in the incremental layout.
In the reference, the pump drains the layout queue before the walk and again after it, each drain firing `OnSizeChanged`, then re-picks the hover. ApplyRect compares sizes against 2⁻²² in its own units, where the screen diagonal is 1.
The tick now drains before and after the walk and drops the stand-in resolves. Size gates scale 2⁻²² by the layout unit, and a FontString's text going empty or back names it on the layout when its node changes.
Tests pin each.
Fixes#912Fixes#741Fixes#914Fixes#911
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Button state texture's visibility was kept apart from its region's shown bit, so a script `Show()` on a non-current state texture drew nothing. The bar, thumb and ColorSelect setters took a colour form and accepted arguments the reference rejects, the loader built their textures from `file=` or `<Color>` alone, and a bar texture answered nil to `GetTexCoordModifiesRect`.
In the reference, a region has one shown bit that `Show`, `Hide` and the state switch all write. The setters fork on object, path, nil or usage. The loader builds each widget texture as a full Texture element, and installing a bar texture sets its texcoord flag and gives it all points.
All of these now match: one shown bit, the reference's argument forms, full-element textures with their names and texcoords, and no tint without a bar.
Tests pin each.
Fixes#909Fixes#908Fixes#575
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Any write that changed the layout graph's roster (a frame or region created, freed, re-owned or re-pointed) made the next resolve derive the whole graph: about 1.35 ms for one `CreateTexture` or `CreateFrame` on the stock UI, against 0.05 ms for a no-op.
A write now names the nodes it touched, and the resolve re-derives just those in the cached graph: a joining node is added with its edges, a leaving one is removed and its dependents seeded, a staying one has its edges and inputs re-synced. The full derivation stays the fallback. A region's owner and an art change are now layout inputs that name their region. Verify now also compares the graph itself.
A randomized test checks rects and graph against a scratch solve after every batch of creates, frees, re-owns and re-anchors. `CreateTexture` now costs 0.14 ms, `CreateFrame` 0.15 ms, a backdrop rebuild 0.22 ms.
Fixes#903
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Hidden chat frames kept fading their lines, a scroll frame recomputed its range on every read and fired `OnScrollRangeChanged` on every `UpdateScrollChildRect`, hidden or not, and `OnUpdateModel` fired for panes with no size or off screen.
In the reference, each of these runs in the frame's own update slot, only while shown: message frames trim and fade there; a scroll frame recomputes a range its writers marked, stores it and notifies only on a real move. The model paint fires only for a resolved rect whose screen-clamped viewport has size.
Message frames and scroll frames are now walk kinds, the range is stored and marked, and the paint applies the rect and viewport gates. benilla's options scroll measures its body's own overhang.
Tests pin the hidden fades, the stored range and its notify, and the paint gates.
Fixes#182Fixes#175Fixes#892
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A texture object handed to a widget's texture setter stayed on its old frame and layer: Button and CheckButton slots only stored it, and StatusBar, Slider and ColorSelect ignored a texture object altogether.
In the reference, each setter deletes the slot's old texture and re-links the new one into the widget: Button states on ARTWORK, the highlight on HIGHLIGHT with its blend, checked textures, thumbs and markers on OVERLAY, the bar on the given layer. The link writes the texture's shown bit, and the old parent's removal hook runs. Thumbs and markers lose their anchors.
All these setters now go through one install that re-links through the region owner path and writes the shown bit; a non-current state texture answers `IsShown()` nil until its state comes, and the raise texts are the client's.
Tests cover each setter, both shown-bit directions and the backdrop teardown.
Fixes#902
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
GameTooltip's lifecycle took shortcuts the reference does not: a 0.5 s linear fade armed once, a fade cancelled by new lines, cursor-anchored plates that faded instead of hiding, a SetOwner that never hid first, the last anchor kept after a hide, and a health bar shown and hidden without its handlers.
In the reference, FadeOut re-arms a 2 s countdown that holds full alpha for half and then ramps, or hides at once at the cursor anchor. Only the owner core, the show and FadeOut write the fade. SetOwner runs the tooltip's own hide first. The un-own leaves ANCHOR_NONE. The clear hides the bar through its own transition.
Every builder, verb and world or minimap seat now goes through these functions; an uncached item hides and un-owns as in the reference.
Tests pin each of these.
Fixes#889Fixes#134Fixes#896Fixes#893Fixes#895Fixes#843
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A raise's level compaction counted and packed every level any frame of the stratum held, hidden or shown, so a frame given a high level while hidden was pulled down and later showed under a dialog it should cover.
In the reference, each stratum keeps a level bound that grows only when a visible frame links into a level, and the compaction examines and moves only the levels below it, then sets the bound to its count, which the raised frame takes. A frame above the bound keeps its level.
The arena now keeps that bound per stratum, grown on every visible link and set by the compaction, which packs only below it.
Tests cover the hidden frame above the bound and a high show raising the bound for the next raise.
Fixes#885
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
A backdrop was data drawn in the frame's own slot, so `GetRegions` and `GetNumRegions` never saw its pieces, and addons that skin by walking a frame's regions missed them.
In the reference, installing a backdrop creates nine Texture regions on the frame: the background on BACKGROUND, then eight border pieces on BORDER, linked into its region list in that order. A resize re-runs their texcoords and colours, and the colour setters tint the background or the border alone.
The pieces are now real regions, drawn through the region path, so edges draw over another frame's BACKGROUND at the same level. `<Layers>` and `<Backdrop>` load in document order. A region leaving its parent empties any Button, CheckButton, StatusBar, Slider or ColorSelect slot holding it, and a dead layout node now seeds only its dependents.
Tests pin the order, colours, resize, teardown and stock quads.
Fixes#883
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Fourteen bindings answered Lua `true`/`false` where 1.12.1 pushes the number 1 or nil: the loot slot, resurrect and distance predicates, the talent flags (`isExceptional` read 0, which is true, for every ordinary talent), the cursor predicates, and `GetLootRollItemInfo`'s bind flag, whose count also echoed the stack size where the reference answers 1. `GetRepairAllCost` returned two values with no vendor open, and `GetLootRollItemInfo` a sixth value.
The reference pushes 1 or nil for each and returns exactly the values its catalogue row records.
All of them now answer through `binding_abi::flag`, and `GetRepairAllCost` answers the one value 0 unless a repairing merchant is open. The boolean gate, which missed these, now probes every row whose kinds are nil or number whatever its name or arity confidence, over seeded talent and roll state.
The widened gate fails on the parent for all fourteen.
Fixes#159Fixes#900
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
`EnableMouse(false)` only flipped the bit, so a frame disabled while pressed still got OnMouseUp and OnDragStart, and a hovered one kept its hover. A second mouse button pressed while one was held fired on the frame under the cursor rather than the held one.
In the reference, a mouse disable on a visible frame runs the same removal a hide does: the capture and the press drop, the hover ends with OnLeave at once. The down handler takes the held capture first and fires there, and a Button clicks on release only while PUSHED and with the cursor inside its own rect.
`EnableMouse` now runs that shared removal, the drag arm included. Presses go to the capture when one is held, and the Button release tests pushed and inside rather than topmost.
Tests cover a disable while pressed or hovered, chorded presses and the release gate.
Fixes#886Fixes#887
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The tooltip fade, a model's animation clock and its OnAnimFinished ran after the whole OnUpdate walk, and OnUpdateModel fired in creation order. A tooltip hidden through its parent also kept its owner and fade.
In the reference, the walk makes one call per frame: its OnUpdate, then its kind's engine update (a tooltip's fade step, a model pane's clock and completion test). OnUpdateModel fires later, from the paint, in draw order. A tooltip's own hide and show run from any caller, its parent's cascade included: the hide un-owns and clears it; the show needs an owner.
The walk now runs a per-kind update in each frame's slot, OnUpdateModel fires per stratum in draw order after the hover re-pick, and show and hide dispatch to a kind's override. CharacterModelBase's override is left for #890.
Tests pin each order and a parent's hide and show.
Fixes#861Fixes#863Fixes#864
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A ScrollFrame built its `<ScrollChild>` after its `<Frames>` children and so after their OnLoads: under a scroll frame template, the template's scroll bar loaded before the instance's scroll child, and an OnLoad that read the other frame saw it unbuilt.
In the reference, the ScrollFrame's load runs the base load, then builds the scroll child with its whole lifecycle and its own OnLoad, then stores it as the scroll child, all before the post-load hook builds `<Frames>` and fires the ScrollFrame's OnLoad. A template's scroll child is built at the template's level, ahead of the instance's, which wins.
The loader now builds `<ScrollChild>` in that place, on the one path XML and `CreateFrame` share, and only for a ScrollFrame.
Tests cover the order directly, through a template, and with a scroll child in both template and instance.
Fixes#846
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Raising an overlapped toplevel frame compacts its stratum's levels, and benilla wrote the new levels directly, so the moved frames kept their old link order: which of two frames on one level draws on top, takes the click and runs its OnUpdate first did not change as in 1.12.1.
The reference's compaction moves each frame of a shifted level through the non-propagating level setter, levels from the bottom and each in creation order, and the setter relinks a visible frame at its level's tail. So a shifted level's visible frames end in creation order.
Compaction now moves each frame through `set_frame_level` the same way, in that order; frames carry a creation stamp, since arena order is not creation order once a slot is reused.
Tests cover the relink order, the swapped draw and hit order after a raise, and a mid-walk raise.
Fixes#862
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A frame hidden while a button was pressed on it still got OnMouseUp on the release, and its stale capture aimed the next chorded press at it. And showing any frame, even one that takes no mouse input, scheduled a hover re-pick, so a still cursor could fire OnEnter or OnLeave a tick early.
In the reference, the hide's input-index removal clears the capture slot when it holds the hidden frame, and the release goes only to the capture, so it reaches no one. The hover re-pick is armed only when a show inserts a frame into the mouse index.
The hide now drops the capture and the pressed frame; the release then runs nothing, no world click either. A show arms the re-pick only for a frame that takes the mouse.
Tests cover hides while pressed and shows with and without mouse input.
Fixes#844Fixes#845
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
OnUpdate ran in frame-creation order, from a list built before the walk, so a frame hidden by an earlier handler still updated, and strata and level played no part.
The reference's update walk `0x765650` goes through the nine strata from the bottom, each stratum's levels from 0, and each level's list oldest link first. It saves the next frame before each call, so a hide skips a frame before its turn. A frame linked into the level being walked waits a tick; one linked into a level still ahead runs there.
The walk now follows that order, using the link stamps shows and level changes already keep. It checks each frame at its turn and places frames linked or given an `OnUpdate` mid-walk. An EditBox still flushes right after its own `OnUpdate`.
Tests cover the order, mid-walk hides and shows, and a box's flush.
Fixes#742
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Script errors reached the Lua error handler as mlua's display text: a `runtime error: ` word and a `stack traceback:` block, which overflow the stock `ScriptErrors` dialog. And a raise in a `CreateFrame` template's OnLoad was logged as a warning and never reached the handler at all.
In the reference, handlers run under `lua_pcall` with the error function `0x703b40`, which calls the `seterrorhandler` function with the bare message. `CreateFrame` builds its template through the XML instantiator `0x6ee280`, whose OnLoad runs under that same function (`0x704d50`).
Now every caught error records two texts: the decorated one for benilla's log and the bare message for the handler. A load report pairs the two per row, and `CreateFrame` records its template's errors as script errors.
Tests: the handler hears bare messages from handlers, and a template OnLoad raise reaches it.
Fixes#697Fixes#859
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Show and hide propagated a whole subtree first, then fired from a snapshot, parent first: a parent's `OnShow` ran before its children's, and a child hidden by an earlier handler still got its `OnShow`. A frame visible at the end of its load got no `OnShow` at all.
In 1.12.1 show `0x76ae10` and hide `0x76ad50` mark the frame, walk the live child list re-checking each child's gate, and fire the frame's own handler last (`0x76aef5`, `0x76adfd`). The post-load hook fires `OnShow` after `OnLoad` for a visible frame (`0x76a3b3`), from XML and `CreateFrame` alike.
Now handlers run inside a live post-order walk, and the post-load `OnShow` fires. Tests cover the order, a sibling hidden mid-walk, and one or two `OnShow`s after a load; they fail without the fix. Four existing tests' expected orders flip to the reference's.
Fixes#350Fixes#59🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The UI scale was folded into the pixel seam, with the root and `UIParent` at scale 1. Frames outside `UIParent` (dropdown menus, need/greed rolls, the world map) shrank with it, `UIParent:GetScale()` answered 1, and `GetCursorPosition()` was off by the scale.
In 1.12.1 the scale is `UIParent`'s own frame scale (`0x494550` → `0x76ac10`, floored at 0.64) over a 768-unit root. `GetScreenWidth`/`GetScreenHeight` divide by it (`0x494590`), and `GetCursorPosition` (`0x48b820`) does not.
Now the seam is `height/768`, and the scale is applied to `UIParent` at the load's end and on a resize. The nameplates' compensation is gone. Backdrops, hit insets and minimap pings now follow a frame's own scale (`0x76b580`, `0x77e8d0`); tooltips at the cursor and `OnCursorChanged` divide by it (`0x530b20`, `0x77db23`). Tests cover each, and a stock-UI comparison shows nothing inside `UIParent` moves.
Fixes#172🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`PLAYER_LOGIN` fired at the end of the UI load, before the player existed: its handlers saw `UnitExists("player")` nil and level, health and XP 0, at every login and `/reload`. Ace2's `OnEnable` runs there.
In 1.12.1 the load only arms a one-shot (`0x49011d`). The world-enter cascade fires `PLAYER_LOGIN` if armed (`0x49094b`), then `PLAYER_ENTERING_WORLD` (`0x49096a`), inside a sound-suppression bracket (`0x4908d5`–`0x490a56`). It runs from the player's own create (`0x5deb60`), or on `/reload` from the load (`0x490168`) with the player still in the world. A worldport re-arms nothing.
Now the load arms it, and the unit feed fires both, silenced, once the player is seated. A `/reload` loads under the live player and no longer plays the target-select sound. Tests cover login, worldport and reload; they fail without the fix.
Fixes#189Fixes#191🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An instance with no `name=` took its template's name: `framexml::merge` laid the instance's attributes over the template's, so `name` and `id` carried through. Stock `UIOptionsFrame.xml`'s unnamed `<Button inherits="UIPanelCloseButton">` became the global `UIPanelCloseButton`, with `GetName()` answering it, and any unnamed addon frame did the same to its template's name.
In 1.12.1, `PreLoadXML` (`0x769770`) reads `name` and `id` from the instance node before `LoadXML` walks the templates (`0x76985c`). The texture and font string factories also read `name` once, outside that walk (`0x6f2751`, `0x6f27e1`). So neither is ever inherited.
The merge now drops the template's `name` and `id`. Tests cover an unnamed frame, a named frame (no template id), an unnamed texture and `CreateFrame` with a nil name. All four fail without the fix.
Fixes#394🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Reopening the world map after zooming out showed the old map for a frame before the current zone.
In 1.12.1, every Lua verb that moves the map selection (`SetMapZoom`, `SetMapToCurrentZone`, a `ProcessMapClick` hit) goes through the setter `0x4a67a0`. The setter stores the selection, rebuilds the landmark list, then fires `WORLD_MAP_UPDATE` in place before returning (`0x4a6ce4`). So `WorldMapFrame`'s OnShow repaints the tiles before the first draw.
benilla queued the event to the next tick, so the first frame painted the previous map. The three verbs now run the setter whole. The landmark list is projected from per-row sources inside the setter, so the new tiles never show the old map's markers. The engine's own pushes still queue, as a narrowed deviation.
Tests replay the report's steps on the stock UI and check the event fires inside the verb with landmarks rebuilt first; they fail before the fix.
Fixes#811
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a PvE realm, zone names were still coloured friendly, hostile or contested.
In 1.12.1, `GetZonePVPInfo` (`0x48d540`) answers a type only when its display gate is open (`0x48d5c2`/`0x48d5cc`). The gate opens on the realm's PvP flag or in a zone with Flags `0x10`, which is the six capitals. The realm flag is read from `Cfg_Configs.dbc` for the selected realm's type and stored once per world entry (`0x4015de`). A type with no row skips the store. Otherwise the type is nil, so the stock zone splash shows cream and the minimap zone text gold.
benilla now reads `Cfg_Configs.dbc` instead of a transcription that stopped at type 8, so realm type 10 lists as PvP. It latches the realm flag at world entry and applies the gate.
Tests cover the gate, the six capitals and every shipped Cfg_Configs row; each failed before the fix.
Fixes#816
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The quest log never showed the `[n]` count of party members on a quest, because `IsUnitOnQuest` was a stub that always answered nil.
1.12.1 (`0x4dfe10`) checks both arguments first. It reads the row's quest id (`0x4df150`; a header or out-of-range row answers nil before the unit is resolved), resolves the token, and admits only you or one of the four party slots, by guid (`0x4e7f70`). It then needs the unit held as a player and scans the 20 `PLAYER_QUEST_LOG` ids for that quest. The answer is 1 or nil. The ids reach party members on the wire. `UNIT_QUEST_LOG_CHANGED` (`0x51bc63` → `0x51bd90`) fires once whenever any slot of a unit's window changes, so an open log recounts.
Unit snapshots now carry the window, the binding follows those steps, and the event fires. Tests cover each path and run the stock `QuestLogFrame.xml` to a `[2]` row; they fail against the stub.
Fixes#818
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A unit tooltip's title read the bare name where 1.12.1 decorates it.
The tooltip calls the name builder `0x609370` itself (`0x52a1ab`, or `0x52a1db` when there is no second part) with the decoration flag a literal `1`, the same call `UnitPVPName` makes, so no CVar gates it. With the flag on, a ranked player reads `UNIT_PVP_NAME` of the gendered `PVP_RANK_<rank>_<team>` and the name, a city protector's `PVP_MEDAL<n>` follows on a second line (`0x6093ef`), and a civilian kill (`0x612550`) reads the `PVP_RANK_CIVILIAN` prefix (`0x609461`).
The title now runs the builder `UnitPVPName` already uses. The test covers rank, gender, medal, civilian, an unranked player and a creature; an on-demand `ui-tooltip-rank` capture shows a ranked player's tooltip.
Fixes#794
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
- capture: a name-rank scenario shoots a ranked player's overhead name line
- Overhead names carry the player's PvP title under UnitNamePlayerPVPTitle, as 1.12.1 does (#550)
- review: bundle the rank-title inputs; doc the snapshot and rank-19 limits
- nameplates: read rank strings per VM; test the composed name line
- pvp: correct the rank-title docs; convert the credit team without a cast
- Fix the titles row comment; name-rank reuses WOLF_POS, cites :900
- rank strings: the honor feed reads them off the VM; nameplates only reads the value
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
Use binding_abi::flag for SpellIsTargeting and SpellCanTargetUnit so addons
can compare their results with 1, as in 1.12.1. Keep nil for false.
Verified on Windows with Rust 1.98.1: three regression failures before
the fix, all 35 focused spell tests passing after it, formatting and
render-pass lint clean. The full UI run passed 1677 tests, with one
ignored and one traceback-name failure reproduced on untouched main.
Fixes#711
Three ways `DoEmote` and the chat talk gesture differed from 1.12.1:
- `/wave Bob` ignored the name and targeted the selection. 1.12.1 resolves a name that does not start with `%` as a player, at any range (`0x49fdb1`-`0x49fdf0`, `0x493aa0`), and sends the emote untargeted on a miss. `DoEmote(token, name)` from Lua does the same.
- A polymorphed, stunned or sleeping speaker still played the talk gesture. `UNIT_FIELD_FLAGS 0x20000000` suppresses it when the sender's name is cached (`0x49d7f7`).
- `DoEmote` sent while our unit was possessed (`0x5ef57e`). A chat-only emote now reads `Emotes.dbc` row 0's flags, so it is refused while asleep or dead (`0x5ef5b1`, `0x47db8e`).
Tests cover the name, miss, `%t` and self cases, the gesture gate, and both `DoEmote` gates against the install's row 0.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Shift-clicking water or arrows at a vendor takes one bundle, as 1.12.1 does
- Drop the merchant comments that restate the code
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Several EditBox keys differed from 1.12.1:
- Up/Down did nothing in a multi-line box;
- Home/End went to the text's ends;
- `HighlightText` and Ctrl+A moved the caret;
- focus did not restart the blink;
- a non-digit kept a numeric box's selection;
- Option+Up could not recall chat history on a Mac.
In 1.12.1, Up/Down move a wrapped row, keeping the letter column (`0x77cb20`), or recall history in a single-line box with any modifier but Shift. Home/End stop at a newline (`0x77c980`, `0x77c9f0`). `HighlightText` writes only the selection (`0x77cca0`), and Shift extends by `0x77cd10`. Focus restarts the blink (`0x77dd68`), and Insert deletes the selection before its digit test (`0x77bf41`).
benilla now does each. Down onto the last row lands at the end, and history stays shell-style, both deviations.
Tests cover each key, in the engine and the stock mail and ticket boxes.
Fixes#735Fixes#736Fixes#737Fixes#738Fixes#745Fixes#747🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
EditBox events fired from hoisted drains before any OnUpdate, OnTextChanged before OnCursorChanged, and only on an edit.
In 1.12.1:
- Each box's update `0x77a790` fires its own `OnUpdate` and then its flush `0x77d3e0`, and a key-down or click flushes first (`0x77b1e2`, `0x77b819`).
- The flush runs off dirty bits in `[E+0x31c]`: relayout on bit 0, then `OnCursorChanged` on bit 2, then `OnTextChanged`.
- The ctor sets bit 0, so a box fires at its first show. Every text-region re-seat raises bits 0–2 (`0x77ba7f`), so a resize, new insets, `SetMultiLine` or a font change fires it again.
benilla now keeps the same bits and flushes each box in the walk and at its keys and clicks. So typing DELETE and pressing Enter in one frame enables the popup's button, as in 1.12.1.
Tests cover the order, first show, re-seats, a key's flush and no-op moves.
Fixes#724Fixes#727🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The reference stamps each log line from GetLocalTime (0x65a871); benilla stamped UTC. Unix reads
localtime_r, Windows calls GetLocalTime. Built and tested on macOS; the unix path type-checked for
x86_64 Linux and the Windows path for x86_64-pc-windows-msvc in a scratch crate.
Fixes#586
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A multi-line EditBox kept its authored height, so a scroll frame around a long mail body or ticket had no range. A box made in Lua with no template never placed its text, so it drew nothing.
In 1.12.1, the flush's relayout sets a multi-line box's height to its insets plus its wrapped text height, or one line when empty (`0x77d4d0` at `0x77d8ad`). Every resize, including the first layout, re-seats the text at the top-left inset (`0x77a8d0` → `0x77b8c0`). `SetTextInsets`, `GetTextInsets`, `SetMultiLine` and a font change re-seat it too.
benilla now does the same. A focused multi-line box's caret and text are clipped only by a scroll frame, as the reference clips neither.
Tests cover growth and shrink, the stock mail and ticket scroll ranges, each re-seat trigger, a Lua box's first layout, and the caret in an empty box and after a trailing newline.
Fixes#722Fixes#726🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The `Unit*` getters and `SpellCanTargetUnit` answered nil for chained tokens like `raid3target` or `party1target`, so a raid-assist addon's main-tank frame stayed empty.
Every getter and `SpellCanTargetUnit` resolves its token through `0x515970` and then reads the guid's object (`0x468460`); see `UnitHealth 0x517511`/`0x51752d` and `SpellCanTargetUnit 0x6e6d3a`.
A token with target hops now resolves to a guid in the VM and reads a per-guid snapshot. A new feed pushes one for each held unit a chain ends on. `SpellCanTargetUnit` keeps its verdicts by guid. The three target, target-of-target and NPC snapshot builders are folded into one.
Tests: `UnitName`/`UnitHealth("raid3target")` and `UnitExists("pettarget")` answer the chained unit, `SpellCanTargetUnit("party1target")` answers its verdict, and plain tokens are unchanged.
Fixes#693Fixes#694
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
`PickupPetAction` lifted a pet action onto the cursor while the pet was out of the client's view, because the pickup gate read an unstreamed pet's missing flags as "not possessed".
The reference's `PickupPetAction` (`0x4be180`) looks the pet up first (`0x4be1f7`). With no object it returns at once (`0x4be1fe`), and only then does it test `UNIT_FLAG_POSSESSED` (`0x4be20a`).
The gate now needs the pet's object before the possessed test, and three comments that cited a mid-instruction address now cite these.
Tests: with the pet out of view, a pickup lifts nothing and a held action stays on the cursor. An in-view pet still lifts, and a possessed one does not.
Fixes#688
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
`TargetUnit`, `AssistUnit`, `SpellTargetUnit`, `CheckInteractDistance` and `CanInspect` ignored target chains. `party1target`, `pettarget` and `raid3target` named nobody.
The reference's resolver `0x515970` takes a base token, then any number of `target` hops over held units' `UNIT_FIELD_TARGET` (`0x5159d3`-`0x515a2c`). Every one of these verbs resolves through it.
Changes:
- The app and the VM now share one parser, `parse_unit_token`.
- The reach map behind the two range verbs is keyed by guid, filled after the aura feed, and read through the VM's resolver.
- `ObjectStore::is_unit` replaces two private copies of the same test.
- Side effect: the reach feed's new order puts a few feeds after `feed_auras` where their order was undeclared before.
Tests: every chain form, a broken chain, junk after a hop and case folding. `TargetUnit("party1target")` works from Lua.
Fixes#669
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
No pet-bar verb asked whether the pet's actions were usable. So a stunned, feared or confused pet, a pet out of view, a pet that is not yours, or a charmed player still did all of this:
- pressed, latched Stay, Follow and the reactions, and swept the GCD;
- sent `CMSG_PET_ACTION` and flipped autocast;
- showed `GetPetActionsUsable()` as 1, which kept the stock bar in colour.
`0x4bcf70` is the reference's one predicate. It returns 0 in any of these cases:
- the active player does not resolve (`0x4bcf92`);
- the player is charmed (`0x4bcf98`-`0x4bcfa4`);
- the player's far-sight guid (`PLAYER_FARSIGHT`) is set and is not the pet (`0x4bcfbf`-`0x4bd012`);
- the pet guid does not resolve to a unit (`0x4bd034`-`0x4bd03d`);
- the pet's charmed-by guid, else its summoned-by guid, is not the player (`0x4bd03f`-`0x4bd067`);
- the pet is stunned, confused or fleeing (`0x4bd06f`-`0x4bd08b`);
- bar-state bit 27 is set (`0x4bd08d`).
These callers ask it:
- `GetPetActionsUsable` (`0x4be0b3`);
- the dispatcher behind `CastPetAction`, the orders and Dismiss (`0x4bd1f2`, before its type switch);
- `TogglePetAutocast` (`0x4bcbcf`);
- the pet book's toggle (`0x4bccce`);
- the bar write used by the drag's drop and the pickup's blank (`0x4bc9d0`).
Changes:
- `ui_pet/usable.rs` builds `0x4bcf70` once. The bar's feed pushes it as `GetPetActionsUsable`. `PetPress::press` asks it first, before the aura cancel.
- Both autocast drains, Dismiss and the drag's two writes ask it too. A pickup still lifts the action onto the cursor, as the reference does.
- The spell arm's later player and pet lookups, and the Attack arm's null branch, repeat the predicate's, so their dead handling goes.
- `arm_pet_gcd`'s doc now names the three places the pet's GCD starts: the press (`0x4bd36e`), a pet-addressed `SMSG_SPELL_COOLDOWN` (`0x6e9598`) and the generic cast send (`0x6e58fb`).
Tests:
- `ui_pet/usable_tests.rs` tries each of 11 exits alone, and 5 usable lookalikes, against `GetPetActionsUsable`, a spell press, the orders, both autocast toggles, Dismiss and the drag.
- A stock-UI test loads the default UI. A stunned pet's icon desaturates, and a click sends nothing until the stun ends.
- The three press tests that pinned ungated sends are flipped.
Fixes#672Fixes#673Fixes#674🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
`UnitCreatureType` read only a creature's template type, and fell back to "Humanoid" for a player. The form stage was not built. So a druid in cat, bear, travel or aquatic form and a shaman in Ghost Wolf all answered "Humanoid", where 1.12.1 answers "Beast".
`UnitCreatureType 0x51a280` names the type the resolver `0x605570` returns, and 0 names nil (`0x51a2c3`). The resolver tries three stages in order:
1. **Form:** the form byte (`UNIT_FIELD_BYTES_1` byte 2) indexes `SpellShapeshiftForm.dbc` column 12, which applies only above 0 (`0x60559a`).
2. **Template:** else the cached creature record (`0x6055a8`).
3. **Race:** else the race's `ChrRaces.dbc` type (`0x6055ca`).
A token naming no unit answers nil (`0x51a2b8`). The unit tooltip's level line takes the type only for a non-player (`0x52a4a6`).
Changes:
- `ui_unit::snapshot` sets `creature_type_name` for every unit through the shared `CreatureTypeSources::of`: players, creatures, pets and group tokens alike. `enrich_unit` no longer sets it.
- `UnitCreatureType` reads that field, with no fallback.
- The feeds at Bevy's parameter limit carry the sources in a `SnapshotTables` param.
- A player's tooltip level line is unchanged, since it reads race and class.
Behaviour that now matches the reference beyond the issue:
- a held pet, `partypetN` and `raidpetN` answer their template's type rather than nil;
- a party member in a form reads the form's type;
- a roster member with no object, and the pre-arrival player seat, answer nil.
Tests:
- `the_shipped_forms_name_a_beast_or_fall_through_to_the_race` reads the real `SpellShapeshiftForm.dbc`.
- `unit_creature_type_names_the_form_before_the_race_and_a_creature_its_template` runs `feed_units` and asks the Lua binding.
- Mouseover, party, raid and pet feeders each have a test.
- `a_players_level_line_ignores_the_snapshots_creature_type`.
Fixes#641🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
`ui_unit::snapshot` builds a held unit's view and left `is_connected` at its default, false. Each feed that calls it had to set the field afterwards. The pet feed did not, so `UnitIsConnected("pet")` answered nil for a live pet. The stock `UnitFrameManaBar_Update` (`UnitFrame.lua`) then took its disconnected branch, and the pet frame's mana, focus or energy bar read full and grey. The mouseover feed had the same gap.
`UnitIsConnected` (`0x517d50`) looks the unit up in the object manager (`0x517da6`, typemask 8), and any held unit answers 1 (`0x517daf`). The roster record's online bit is read only when no object is held.
- `snapshot` now sets `is_connected` itself.
- The per-feed overrides for player, target, targettarget, npc, our own raid row and the held party pet go.
- The party feed's record-derived value for its members stays.
- The pet frame tests build their pet through the real `snapshot` rather than pushing the flag by hand.
Test: `a_held_pet_reads_connected_and_its_stock_power_bar_shows_its_power` loads the default UI and runs the real `feed_pet_unit` with a held focus pet. It checks that `UnitIsConnected("pet")` is 1 and that `PetFrameManaBar` reads 45 of 80 in the focus colour.
Fixes#642🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
`CastSpellByName(name, onSelf)` dropped its second argument, and `CastSpell(slot, book, onSelf)` read only two. So a self-cast macro line such as `CastSpellByName("Power Word: Fortitude", 1)` buffed the selected friend instead of you. With no friendly target and `autoSelfCast` off, it did not cast at all.
In the reference, `CastSpellByName` (`0x4b4ab0`) reads its second argument through `GetBoolOrDefault(L, 2, 0)` (`0x4b4aea`-`0x4b4af1`). `CastSpell` (`0x4b42f0`) reads its third the same way (`0x4b4333`-`0x4b433c`). When the value is nonzero, the active player's guid replaces the selection as the guid handed to the dispatcher `0x4b3300` (`0x4b4afa`, `0x4b4345`). The player's book then binds it through `ArmCast`'s explicit-guid leg (`0x6e5393`). The pet book sends it as `CMSG_PET_ACTION`'s target (`0x4b34ce`).
- `ScriptCall::CastSpell` and `CastPetSpell` now carry `on_self`, read with `binding_abi::bool_or_default`. That is not Lua truthiness: `"0"`, `"false"` and `0.5` are false; `"yes"`, `"on"` and `1` are true.
- The action bar's self-bind swap is now `CastContext::self_bound`, which `UseAction`'s `onSelf` and the two script casts share. `ui_spellbook::cast_spell` applies it and hands `on_self` to the attack pick.
- The pet book's `CMSG_PET_ACTION` aims at the player under `onSelf`.
Tests:
- `cast_spell_by_name_reads_on_self_as_the_reference_coerces_it` and `cast_spell_reads_on_self_from_its_third_argument` cover the coercion.
- `on_self_casts_at_the_player_and_leaves_the_selection`, `on_self_binds_the_player_where_the_selection_is_not_assistable` and `a_pet_book_cast_on_self_aims_at_the_player` check the wire target through `apply_script_calls`.
Fixes#446🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
`dbc_name_cmp`, behind the who list's class, race and zone keys, answered `Equal` whenever either name was empty. So `"" = "Mage"` and `"" = "Warrior"` while `"Mage" < "Warrior"`: not a total order, and since Rust 1.81 `slice::sort_by` may panic on one. Empty names are real input, since `who_row` writes `""` for any id with no name.
The reference's arms (`0x5ada7b`, `0x5adadf`, `0x5adb40`) look both ids up and, when either row is missing, jump to the chain loop's continue label (`0x5adbb2`, from `0x5adab6`): a tie. Its `qsort` tolerates that; ours cannot. Now:
- two resolved names compare as before;
- two misses tie, so the next key decides, as in the reference;
- a miss orders after every resolved name. That case is marked as a deviation, since no total order can tie there.
`the_dbc_arms_are_a_total_order` checks antisymmetry and transitivity over a mixed 21-row set for each key. It fails with the old arm, as do `an_unresolved_dbc_name_sorts_after_the_resolved_ones` and `sorting_a_mixed_list_puts_misses_last_without_panicking`. Built and gated on macOS.
Fixes#620🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
`SetPetAction` (`0x532888`), `SetSpell` on the pet book (`0x532e23`) and a pet-learn
`SetTrainerService` (`0x533a7f`) pass the spell builder `0x52e610` its unit selector. With it set,
the level lookup `0x6e3130` asks the player's charm, else its summon (`6e3159`-`6e317f`), for
`UNIT_FIELD_LEVEL × 5` capped at `maxLevel × 5` (`0x60cd80`), and `GetPowerCost` `0x6e31b0` costs
against that unit: its level term and `0x612c50` on it, base mana for a mana spell (`6e327d`).
`GetCastTime` takes the same level (`6e3397`). No such unit reads level 0 and no cost.
The VM keeps a second view store for the pet, which the selector's setters read; the app builds
those views against the pet's fields and rebuilds only them when the pet, its level or its bases
change.
Verified: real-catalog tests (Sacrifice rank 1 at pet level 22 reads 318, Blood Pact rank 1 at 14
reads 3, Seduction costs 449 from the pet's base mana 1874), each failing with the change undone;
the player's views of the same spells are unchanged. Live, a level-60 warlock's succubus shows
Seduction at "449 Mana" (main computes 329 from the warlock's base mana 1373) and its voidwalker's
Sacrifice rank 1 absorbs 414, the capped level-22 value with the warlock's 30% talent mod, where
main reads 396. Built on macOS only; no platform seam.
Fixes#600Fixes#601
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The reference's three queue slots are a static array (`0xb6e9d0`): `GetBattlefieldStatus(1..3)`
always reads one (`0x4ab4df`-`0x4ab4f3`), and a zeroed slot answers "none". The VM held an empty
list until the app's first push, so an in-range index took the off-slot leg and answered a nil
status. A party login fires PARTY_LEADER_CHANGED before that push, `BattlefieldFrame_Update` read
the nil status as queued and concatenated the nil map name (`BattlefieldFrame.lua:242`). The VM
now holds exactly three slots, zeroed until pushed, and the push takes three.
Verified: the new app test fires PARTY_LEADER_CHANGED on the stock BattlefieldFrame before any
push and failed with the reported error before the change; live, Probefive relogged into a stored
party raised the same error on the old build and none on this one (slot 1 reads "none", "Eastern
Kingdoms"), and a solo login after leaving the party is clean. Built on macOS only; no platform
seam.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- fix: spell modifiers
- fix: round scaled spell tooltip values to client tenths
- fix: refresh only modifier-dependent item tooltips
- The pet leg of the SPELL_GO cooldown insert takes op 11, and the item leg takes none
- The tooltip's cast cell is GetCastTime's unclamped result
- The Improved Fire Blast tooltip test reads Fire Blast's real recovery columns
- The effect-points aura ops follow the reference's jump table
- The template filler rounds %f and %g ties half up, as the client's CRT does
- The $s, $S, $m, $M and $o tokens compute and print their values as the reference does
- The $t, $r, $e and $a tokens follow the expander's arms
- The unclamped cast-cell test skips without an install, as its GlobalStrings come from one
- start_gcd's doc names the reference's gate: category or time nonzero, then op 21, and nothing armed for a zero result
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
1.12.1's RepairAllItems (0x4fbfe0) calls 0x4fadb0, which resolves the open merchant's guid
(0xbddfa0) to its unit and tests UNIT_NPC_FLAGS bit 14, and returns at 0x4fbff0 before the purse
test when the bit is clear. The binding now queues the repair-all only when the merchant state's
can_repair is set, the value CanMerchantRepair reads, so a macro or addon at an ordinary vendor
sends no CMSG_REPAIR_ITEM and shows no "You don't have enough money.".
Verified live on the local LyraCore server (macOS build): at Brother Danil (npc_flags 4) main
sends 0x02a8 CMSG_REPAIR_ITEM and the server refuses it, or shows the purse refusal with an empty
purse; with this change neither happens (out trace live to 30 s). At Dermot Johns (0x4004) the
repair-all still goes out and repairs, and an empty purse still refuses. scripts/check.sh green
(benilla, benilla-app, benilla-ui); the new tests fail with the check removed.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The core now loads the chain's `Interface\FrameXML\Bindings.xml` after the `FrameXML.toc` rows, as the reference's UI load does. The load checks the file at `0x48fff9` and loads it through the addons' loader `0x4b6f70` at `0x490018`. The default keys come from the chain's `WTF\DefaultBindings.wtf` (`0x4b62b0`). Every command now runs the stock file's own body, and the registry compiled into benilla, with its 91 retyped bodies, is deleted.
- **The loader's rules (`0x4b6f70`).** It reads the root's children only and skips empty, `debug="true"` and non-Windows rows. A second definition of a name is skipped, and duplicate headers are refused.
- **Keys and commands are separate tables, as in 1.12.** `SetBinding` never reads the command (`0x4b7490`). `RunBinding` runs the body in the VM. `RunCommand` sets `keystate` around the body and clears it after (`0x4b7c42`).
- **Engine behaviour sits behind the Lua globals the bodies call.** These are the movement, turn and mouse-steer bits. Focus loss clears the direction bits and keeps the mouse pair (`0x514490`). One key's stop clears its bit, as `0x514b70` does, so releasing W while UP is held stops the character.
- **Behaviour changes that follow the stock bodies.**
- The nameplate keys (V, Shift-V, Ctrl-V) now run the stock bodies.
- ALT-Z runs `CloseAllWindows(); UIParent:Hide()`.
- The minimap, sound, stance and bonus-bar keys call their stock functions.
- The wheel zooms one `CameraZoomIn(1.0)` per notch.
- **Platform.** benilla answers as the PC build, so a `platform="mac"` row does not register on any OS.
Verified:
- New tests: a fixture `Bindings.xml` (reordered, edited, and with debug, empty, nested and Mac rows) drives the command list, defaults and bodies. The V keys follow the stock bodies. No stock body's text remains in the tree. Every stock body's calls resolve after a production load. Each test fails with its change undone.
- `scripts/gates.sh` and `scripts/smoke.sh` are green.
- A live run with `WOW_GM=off`:
- W and Space moved and jumped.
- B toggled the backpack.
- 1 reached `UseAction`.
- V, Shift-V and Ctrl-V behaved as the stock bodies do.
Built on macOS; no platform seam touched.
Fixes#570Fixes#563🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- A passive talent's tooltip is the talent builder's: name, rank, requirements, description and the next rank, with no weapon-class "Requires" row or other spell line (#476)
- Talent tooltip tests pin the talent builder's gold spacer and every line of an exceptional talent's spell body
- SetTalent's doc states why an exceptional talent's next-rank pass never shows: no 1.12 exceptional talent has a second rank
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
**#549: the stock video window's CVars.** Its check boxes, `ffx` and `gxRefresh` are registered at the reference's defaults. `pixelShaders` and `specular` ship as `overridden` "1" (`hwDetect`, `0x639a60`), and `gxFixLag` ships "1".
- `ffx`, `ffxGlow` and `ffxDeath` gate the full-screen effect passes every frame, as the reference's gate does (`0x6cd890`; `CFFXGlow` reads `ffxGlow` at `0x6cc5a8`, `CFFXDeath` reads `ffxDeath` at `0x6cdf10`).
- `gxMaximize` is latched. At the `RestartGx` commit it makes a windowed client borderless over the monitor, as the reference's window rebuild does (`0x58cf10`).
- The rest are registered with no effect, and each row says why: `useWeatherShaders` (snow's fallback leg is a separate CPU draw), `lod`, `M2UseShaders`, `M2UsePixelShaders`, `movieSubtitle`, `gxTripleBuffer`, `gxCursor`, `gxRefresh`, `DesktopGamma`.
- `cvars.rs` is split into the runtime and the table.
**#329: Spell Detail.** benilla's options window gains 1.12's Spell Detail Level slider on the Graphics page, over `spellEffectLevel` on the stock 0-2 grid.
**#583: `FrameXML.log`.** Load failures now go to `benilla-config/Logs/FrameXML.log`, as the reference's go to `Logs\FrameXML.log`, and no longer to chat.
- The log uses the reference's lines ("Couldn't open", "Error loading", "Couldn't parse XML in") and its banners.
- A UI load that reports something rewrites the file, and a runtime `LoadAddOn` appends to it (`0x490187`, `0x46aac0`).
Verified:
- New tests for each switch, the maximize latch, every box's stored value with no unknown-CVar warning, the Spell Detail row and the log file's rewrite and append, each failing on main.
- A region dump of the options window shows the new row, and the rows below it moved 35 px, and nothing else.
- `scripts/gates.sh` and `scripts/smoke.sh` are green.
- A live run unticked Full Screen Glow in the stock window, which turned the glow pass off and saved `ffxGlow = "0"`, and a missing addon file produced its four log lines.
Built on macOS; no platform seam touched.
Fixes#549Fixes#329Fixes#583🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The fourteen 1.12.1 functions #336 lists are defined, each derived from its reference address, and benilla's layer drops the two places it stood in for the stock bag code.
- **Keyring:** `KeyRingButtonIDToInvSlotID` (`0x4c8150`) exists, and the keyring slots answer as inventory slots 82-113. The stock `ContainerFrame.lua:616-619` hover path now runs unchanged, and the layer's keyring `OnEnter` wrapper is deleted.
- **Bags:** the layer no longer replaces `CloseAllBags`. The stock one (`ContainerFrame.lua:702-707`) closes the backpack only when it was not open before the vendor or mailbox opened it (#541). The deviation that opens every bag stays, and its comment now names its only callers.
- **Inventory:** `ShowInventorySellCursor`, `SetInventoryPortaitTexture` and `UpdateInventoryAlertStatus` exist.
- **Character and pet:** `GetDamageBonusStat` (ChrClasses field 2), `GetPetTimeRemaining` (armed from `SMSG_PET_SPELLS`) and `GetActionAutocast` exist.
- **Mail:** `ClearSendMail`, `GetNumPackages`, `GetPackageInfo` and `SelectPackage` exist, over a new `Package.dbc` loader. A selected package rides in the mail send. The compose reset now also clears the stationery, the package and the attachment, as `0x4acdc0` does.
- **Tabard:** `GetTabardInfo` opens the tabard designer through the registrar (`0x5e00e0`).
- **World map:** `GetWorldLocMapPosition` projects a map position onto the displayed map (`0x4a7360`).
- **Loot:** `SetLootPortrait` binds a unit loot source's portrait (`0x4c2b40`).
Verified:
- A test per function for its shapes, raises and effects, failing on main.
- A keyring hover test through the stock path, failing on main.
- A backpack-over-vendor test, failing on main.
- `scripts/gates.sh` and `scripts/smoke.sh` are green.
- A live A/B run: hovering a key asked for `player:82` and showed the key's tooltip. After a vendor, opening the Help panel left the backpack open and closed bag 1; on main the backpack closed.
Built on macOS; no platform seam touched.
Fixes#336Fixes#541🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>