BenillaOptionsCheckbox_OnClick(this) BenillaOptionsRow_Hover(this:GetParent(), 1) BenillaOptionsRow_Hover(this:GetParent(), nil) BenillaOptionsRow_Hover(this, 1) BenillaOptionsRow_Hover(this, nil) BenillaOptionsSlider_OnValueChanged(this, arg1) BenillaOptionsRow_Hover(this:GetParent():GetParent(), 1) BenillaOptionsRow_Hover(this:GetParent():GetParent(), nil) BenillaOptionsRow_Hover(this, 1) BenillaOptionsRow_Hover(this, nil) BenillaOptionsRow_Hover(this, 1) BenillaOptionsRow_Hover(this, nil) this:SetBackdropColor(0, 0, 0, 0) this:SetBackdropBorderColor(0.6, 0.6, 0.6) this:SetBackdropColor(0, 0, 0, 0) this:SetBackdropBorderColor(0.6, 0.6, 0.6) getglobal(this:GetName() .. "Label"):SetText("Gameplay") getglobal(this:GetName() .. "Label"):SetText("System") this:SetScrollChild(BenillaOptionsFrameContainerBody) this.contentRange = BenillaOptionsScroll_Range BenillaOptionsScroll_Fit() if BenillaKeyBindingsPage.selected then BenillaKeyBindings_OnMouseWheel(arg1) else BenillaScroll_OnMouseWheel(this, arg1) end BenillaScroll_SyncBar(this) BenillaScroll_SyncBar(this) BenillaOptionsRow_OnLoad(this, "deselectOnClick", "Sticky Targeting", "OPTION_TOOLTIP_GAMEFIELD_DESELECT") this.invert = 1 BenillaOptionsRow_OnLoad(this, "assistAttack", "Attack on assist", "OPTION_TOOLTIP_ASSIST_ATTACK") BenillaOptionsRow_OnLoad(this, "autoClearAFK", "Auto Clear AFK", "OPTION_TOOLTIP_CLEAR_AFK") BenillaOptionsRow_OnLoad(this, "BlockTrades", "Block Trades", "OPTION_TOOLTIP_BLOCK_TRADES") BenillaOptionsRow_OnLoad(this, "autoSelfCast", "Auto Self Cast", "OPTION_TOOLTIP_AUTO_SELF_CAST") BenillaOptionsRow_OnLoad(this, "autoLootDefault", "Auto Loot") BenillaOptionsRow_OnLoad(this, "mouseInvertPitch", "Invert Mouse", "OPTION_TOOLTIP_INVERT_MOUSE") BenillaOptionsRow_OnLoad(this, "mousespeed", "Mouse Sensitivity", "OPTION_TOOLTIP_MOUSE_SENSITIVITY") BenillaOptionsSliderRow_Setup(this, 0.5, 1.5, 0.05) BenillaOptionsRow_OnLoad(this, "autointeract", "Click-to-Move", "OPTION_TOOLTIP_CLICK_TO_MOVE") BenillaOptionsRow_OnLoad(this, "cameraSmoothStyle", "Camera Following Style", "OPTION_TOOLTIP_CAMERA1") BenillaOptionsDropdownRow_Setup(this, { { 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", "OPTION_TOOLTIP_FOLLOW_TERRAIN") BenillaOptionsRow_OnLoad(this, "cameraBobbing", "Head Bob", "OPTION_TOOLTIP_HEAD_BOB") BenillaOptionsRow_OnLoad(this, "cameraYawSmoothSpeed", "Auto-Follow Speed", "OPTION_TOOLTIP_AUTO_FOLLOW_SPEED") BenillaOptionsSliderRow_Setup(this, 90, 270, 10, "raw") BenillaOptionsRow_OnLoad(this, "cameraWaterCollision", "Water Collision", "OPTION_TOOLTIP_WATER_COLLISION") BenillaOptionsRow_OnLoad(this, "cameraPivot", "Smart Pivot", "OPTION_TOOLTIP_SMART_PIVOT") BenillaOptionsRow_OnLoad(this, "cameraYawMoveSpeed", "Mouse Look Speed", "OPTION_TOOLTIP_MOUSE_LOOK_SPEED") BenillaOptionsSliderRow_Setup(this, 90, 270, 10, "raw") this.partner = { cvar = "cameraPitchMoveSpeed", scale = 0.5 } BenillaOptionsRow_OnLoad(this, "cameraDistanceMaxFactor", "Max Camera Distance", "OPTION_TOOLTIP_MAX_FOLLOW_DIST") BenillaOptionsSliderRow_Setup(this, 1.0, 2.0, 0.1, "yards") BenillaOptionsRow_OnLoad(this, "MasterSoundEffects", "Enable All Sound", "OPTION_TOOLTIP_ENABLE_ALL_SOUND") this.soundQuirk = 1 BenillaOptionsRow_OnLoad(this, "MasterVolume", "Master Volume", "OPTION_TOOLTIP_MASTER_VOLUME") BenillaOptionsRow_OnLoad(this, "SoundVolume", "Sound Volume", "OPTION_TOOLTIP_SOUND_VOLUME", 1) this.parentRow = "RowMaster" BenillaOptionsRow_OnLoad(this, "MusicVolume", "Music Volume", "OPTION_TOOLTIP_MUSIC_VOLUME", 1) this.parentRow = "RowMaster" BenillaOptionsRow_OnLoad(this, "AmbienceVolume", "Ambience Volume", "OPTION_TOOLTIP_AMBIENCE_VOLUME", 1) this.parentRow = "RowMaster" BenillaOptionsRow_OnLoad(this, "EnableMusic", "Enable Music", "OPTION_TOOLTIP_ENABLE_MUSIC") this.soundQuirk = 1 BenillaOptionsRow_OnLoad(this, "EnableAmbience", "Enable Ambience", "OPTION_TOOLTIP_ENABLE_AMBIENCE") this.soundQuirk = 1 BenillaOptionsRow_OnLoad(this, "EnableErrorSpeech", "Enable Error Speech", "OPTION_TOOLTIP_ENABLE_ERROR_SPEECH") this.soundQuirk = 1 BenillaOptionsRow_OnLoad(this, "Sound_EnableSoundWhenGameIsInBG", "Enable Sound in Background", "BENILLA_TOOLTIP_BACKGROUND_SOUND") this.soundQuirk = 1 BenillaOptionsRow_OnLoad(this, "uiScale", "UI Scale", "OPTION_TOOLTIP_UI_SCALE") BenillaOptionsSliderRow_Setup(this, OptionsFrameSliders[1].minValue, OptionsFrameSliders[1].maxValue, OptionsFrameSliders[1].valueStep) -- A live write would rescale the slider mid-drag. this.deferred = 1 BenillaOptionsRow_OnLoad(this, "farclip", "Terrain Distance", "OPTION_TOOLTIP_FARCLIP") BenillaOptionsSliderRow_Setup(this, OptionsFrameSliders[2].minValue, OptionsFrameSliders[2].maxValue, OptionsFrameSliders[2].valueStep, "raw") BenillaOptionsRow_OnLoad(this, "WorldDetail", "Environment Detail", "OPTION_TOOLTIP_ENVIRONMENT_DETAIL") -- Stop names from the era quality ladder. BenillaOptionsSliderRow_Setup(this, 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, tostring(1 - gd), "Brightness", "BENILLA_TOOLTIP_BRIGHTNESS") BenillaOptionsSliderRow_Setup(this, OptionsFrameSliders[6].minValue, OptionsFrameSliders[6].maxValue, OptionsFrameSliders[6].valueStep, "travel") BenillaOptionsRow_OnLoad(this, "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, OptionsFrameSliders[9].maxValue, OptionsFrameSliders[9].valueStep, nil, { "Minimal", "Low", "Medium", "Full" }) -- 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", "BENILLA_TOOLTIP_DISPLAY_MODE") BenillaOptionsDropdownRow_Setup(this, { { text = "Windowed (Fullscreen)", value = "0" }, { text = "Windowed", value = "1" }, }) -- Not deferred despite gxRestart: vsync changes -- live. BenillaOptionsRow_OnLoad(this, "gxVSync", "Vertical Sync", "OPTION_TOOLTIP_VERTICAL_SYNC") -- Deviation: our own row (the reference draws to -- the backbuffer), and no Multisampling, which -- misses alpha-tested cutouts. Deferred: a write -- rebuilds the render target. BenillaOptionsRow_OnLoad(this, "renderScale", "Render Scale", "BENILLA_TOOLTIP_RENDER_SCALE") BenillaOptionsSliderRow_Setup(this, 0.5, 2.0, 0.05) this.deferred = 1 for i, name in BENILLA_GRAPHICS_SLIDER_ROWS do local info = OptionsFrameSliders[i] local row = getglobal(this:GetName() .. name) if ( info and row ) then BenillaOptionsSliderRow_Setup(row, info.minValue, info.maxValue, info.valueStep, row.fmt, row.stops) end end BenillaOptionsRow_OnLoad(this, "graphicsQuality", BENILLA_ADVGFX.graphicsQuality, "BENILLA_TOOLTIP_GRAPHICS_QUALITY") this.preset = 1 BenillaOptionsDropdownRow_Setup(this, { { 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" }, }) BenillaOptionsRow_OnLoad(this, "farclip", BENILLA_ADVGFX.renderDistance, "BENILLA_TOOLTIP_RENDER_DISTANCE") BenillaOptionsSliderRow_Setup(this, 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. BenillaOptionsRow_OnLoad(this, "lightingQuality", BENILLA_ADVGFX.lightingQuality, "BENILLA_TOOLTIP_LIGHTING_QUALITY") BenillaOptionsDropdownRow_Setup(this, { { 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" }, }) BenillaOptionsRow_OnLoad(this, "waterQuality", BENILLA_ADVGFX.waterQuality, "BENILLA_TOOLTIP_WATER_QUALITY") BenillaOptionsDropdownRow_Setup(this, { { text = BENILLA_ADVGFX.waterClassic, value = "0" }, { text = BENILLA_ADVGFX.waterEnhanced, value = "1" }, { text = BENILLA_ADVGFX.waterHigh, value = "2" }, }) BenillaOptionsRow_OnLoad(this, "volumetricFog", BENILLA_ADVGFX.volumetricFog, "BENILLA_TOOLTIP_VOLUMETRIC_FOG") BenillaOptionsDropdownRow_Setup(this, { { text = BENILLA_ADVGFX.fogOff, value = "0" }, { text = BENILLA_ADVGFX.qLow, value = "1" }, { text = BENILLA_ADVGFX.qHigh, value = "2" }, }) BenillaOptionsRow_OnLoad(this, "skyQuality", BENILLA_ADVGFX.skyQuality, "BENILLA_TOOLTIP_SKY_QUALITY") BenillaOptionsDropdownRow_Setup(this, { { text = BENILLA_ADVGFX.waterClassic, value = "0" }, { text = BENILLA_ADVGFX.waterEnhanced, value = "1" }, { text = BENILLA_ADVGFX.waterHigh, value = "2" }, }) BenillaOptionsRow_OnLoad(this, "bloom", BENILLA_ADVGFX.bloom, "BENILLA_TOOLTIP_BLOOM") BenillaOptionsDropdownRow_Setup(this, { { text = BENILLA_ADVGFX.fogOff, value = "0" }, { text = BENILLA_ADVGFX.qLow, value = "1" }, { text = BENILLA_ADVGFX.qHigh, value = "2" }, }) BenillaOptionsRow_OnLoad(this, "sunShafts", BENILLA_ADVGFX.sunShafts, "BENILLA_TOOLTIP_SUN_SHAFTS") BenillaOptionsRow_OnLoad(this, "colorGrading", BENILLA_ADVGFX.colorGrading, "BENILLA_TOOLTIP_COLOR_GRADING") BenillaOptionsRow_OnLoad(this, "characterShadows", BENILLA_ADVGFX.characterShadows, "BENILLA_TOOLTIP_CHARACTER_SHADOWS") BenillaOptionsRow_OnLoad(this, "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). BenillaOptionsRow_OnLoad(this, "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. BenillaOptionsSliderRow_Setup(this, 40, 200, 10, "yd") this.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. BenillaOptionsRow_OnLoad(this, "shadowMapSize", BENILLA_ADVGFX.shadowResolution, "BENILLA_TOOLTIP_SHADOW_RESOLUTION") BenillaOptionsDropdownRow_Setup(this, { { 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. BenillaOptionsRow_OnLoad(this, "moonShadowStrength", BENILLA_ADVGFX.moonShadows, "BENILLA_TOOLTIP_MOON_SHADOWS") BenillaOptionsSliderRow_Setup(this, 0, 1, 0.05) BenillaOptionsRow_OnLoad(this, "interiorLight", BENILLA_ADVGFX.interiorLight, "BENILLA_TOOLTIP_INTERIOR_LIGHT") BenillaOptionsRow_OnLoad(this, "interiorShadows", BENILLA_ADVGFX.interiorShadows, "BENILLA_TOOLTIP_INTERIOR_SHADOWS") BenillaOptionsRow_OnLoad(this, "exteriorShadows", BENILLA_ADVGFX.exteriorShadows, "BENILLA_TOOLTIP_EXTERIOR_SHADOWS") BenillaOptionsRow_OnLoad(this, "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. BenillaOptionsRow_OnLoad(this, "interiorShadowSoft", BENILLA_ADVGFX.torchSoft, "BENILLA_TOOLTIP_TORCH_SOFT") BenillaOptionsSliderRow_Setup(this, 0.5, 3, 0.1) -- Full 0..4 registry range, in five-percent steps. BenillaOptionsRow_OnLoad(this, "fireLightGain", BENILLA_ADVGFX.fireLight, "BENILLA_TOOLTIP_FIRE_LIGHT") BenillaOptionsSliderRow_Setup(this, 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. BenillaOptionsRow_OnLoad(this, "fireFlicker", BENILLA_ADVGFX.fireFlicker, "BENILLA_TOOLTIP_FIRE_FLICKER") BenillaOptionsSliderRow_Setup(this, 0, 2, 0.05) -- Full 0..4 registry range, in five-percent steps. BenillaOptionsRow_OnLoad(this, "spellLightGain", BENILLA_ADVGFX.spellLights, "BENILLA_TOOLTIP_SPELL_LIGHTS") BenillaOptionsSliderRow_Setup(this, 0, 4, 0.05) BenillaOptionsRow_OnLoad(this, "lavaLightGain", BENILLA_ADVGFX.lavaGlow, "BENILLA_TOOLTIP_LAVA_GLOW") BenillaOptionsSliderRow_Setup(this, 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. BenillaOptionsRow_OnLoad(this, "nightGain", BENILLA_ADVGFX.nightDarkness, "BENILLA_TOOLTIP_NIGHT_DARKNESS") BenillaOptionsSliderRow_Setup(this, 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. BenillaOptionsRow_OnLoad(this, "interiorGain", BENILLA_ADVGFX.interiorDarkness, "BENILLA_TOOLTIP_INTERIOR_DARKNESS") BenillaOptionsSliderRow_Setup(this, 0.2, 1.5, 0.05, "darkness") BenillaOptionsRow_OnLoad(this, "skyDither", BENILLA_ADVGFX.skyDither, "BENILLA_TOOLTIP_SKY_DITHER") BenillaOptionsRow_OnLoad(this, "fogModel", BENILLA_ADVGFX.fogModel, "BENILLA_TOOLTIP_FOG_MODEL") BenillaOptionsRow_OnLoad(this, "rainSurfaces", BENILLA_ADVGFX.rainSurfaces, "BENILLA_TOOLTIP_RAIN_SURFACES") BenillaOptionsRow_OnLoad(this, "foliageWind", BENILLA_ADVGFX.foliageWind, "BENILLA_TOOLTIP_FOLIAGE_WIND") BenillaOptionsDropdownRow_Setup(this, { { text = BENILLA_ADVGFX.qOff, value = "0" }, { text = BENILLA_ADVGFX.windGrass, value = "1" }, { text = BENILLA_ADVGFX.windTrees, value = "2" }, }) BenillaOptionsRow_OnLoad(this, "foliageWindStrength", BENILLA_ADVGFX.foliageWindStrength, "BENILLA_TOOLTIP_FOLIAGE_WIND_STRENGTH") BenillaOptionsSliderRow_Setup(this, 0.25, 3, 0.25) BenillaOptionsRow_OnLoad(this, "ambientOcclusion", BENILLA_ADVGFX.ambientOcclusion, "BENILLA_TOOLTIP_AMBIENT_OCCLUSION") BenillaOptionsDropdownRow_Setup(this, { { text = BENILLA_ADVGFX.fogOff, value = "0" }, { text = BENILLA_ADVGFX.qLow, value = "1" }, { text = BENILLA_ADVGFX.qHigh, value = "2" }, }) BenillaOptionsRow_OnLoad(this, "lampFog", BENILLA_ADVGFX.lampFog, "BENILLA_TOOLTIP_LAMP_FOG") BenillaOptionsDropdownRow_Setup(this, { { text = BENILLA_ADVGFX.fogOff, value = "0" }, { text = BENILLA_ADVGFX.qLow, value = "1" }, { text = BENILLA_ADVGFX.qHigh, value = "2" }, }) BenillaOptionsRow_OnLoad(this, "daylightWindowSplit", BENILLA_ADVGFX.daylightWindowSplit, "BENILLA_TOOLTIP_DAYLIGHT_WINDOW_SPLIT") BenillaOptionsRow_OnLoad(this, "zoneSkyboxes", BENILLA_ADVGFX.zoneSkyboxes, "BENILLA_TOOLTIP_ZONE_SKYBOXES") BenillaOptionsRow_OnLoad(this, "volumetricLight", BENILLA_ADVGFX.volumetricLight, "BENILLA_TOOLTIP_VOLUMETRIC_LIGHT") BenillaOptionsDropdownRow_Setup(this, { { text = BENILLA_ADVGFX.fogOff, value = "0" }, { text = BENILLA_ADVGFX.qMedium, value = "1" }, { text = BENILLA_ADVGFX.qHigh, value = "2" }, }) BenillaOptionsRow_OnLoad(this, "volumetricLightStrength", BENILLA_ADVGFX.volumetricLightStrength, "BENILLA_TOOLTIP_VOLUMETRIC_LIGHT_STRENGTH") BenillaOptionsSliderRow_Setup(this, 0, 2, 0.25) BenillaOptionsRow_OnLoad(this, "moonLight", BENILLA_ADVGFX.moonLight, "BENILLA_TOOLTIP_MOONLIGHT") BenillaOptionsSliderRow_Setup(this, 0, 2, 0.25) AdvGfx_OnUpdate(this, arg1) BenillaOptionsGlobalRow_OnLoad(this, "SHOW_COMBAT_TEXT", "Enable Floating Combat Text", "OPTION_TOOLTIP_SHOW_COMBAT_TEXT") this.applyFunc = "BenillaCombatText_UpdateOrLoad" BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_FLOAT_MODE", "Combat Text Float Mode", "OPTION_TOOLTIP_COMBAT_TEXT_MODE", 1) BenillaOptionsDropdownRow_Setup(this, { { text = "Scroll Up", value = "1" }, { text = "Scroll Down", value = "2" }, { text = "Arc", value = "3" }, }) this.parentRow = "RowCombatText" this.applyFunc = "BenillaCombatText_UpdateOrLoad" BenillaOptionsGlobalRow_OnLoad(this, "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" BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_AURAS", "Show Auras", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_AURAS", 1) this.parentRow = "RowCombatText" this.applyFunc = "BenillaCombatText_UpdateOrLoad" BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_AURA_FADE", "Show Fading Auras", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_AURA_FADE", 1) this.parentRow = "RowCombatText" this.applyFunc = "BenillaCombatText_UpdateOrLoad" BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_COMBAT_STATE", "Show Combat State", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_COMBAT_STATE", 1) this.parentRow = "RowCombatText" this.applyFunc = "BenillaCombatText_UpdateOrLoad" BenillaOptionsGlobalRow_OnLoad(this, "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" BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_RESISTANCES", "Show Damage Reduction", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_RESISTANCES", 1) this.parentRow = "RowCombatText" this.applyFunc = "BenillaCombatText_UpdateOrLoad" BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_REPUTATION", "Show Reputation", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_REPUTATION", 1) this.parentRow = "RowCombatText" this.applyFunc = "BenillaCombatText_UpdateOrLoad" BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_REACTIVES", "Show Reactive Spells and Abilities", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_REACTIVES", 1) this.parentRow = "RowCombatText" this.applyFunc = "BenillaCombatText_UpdateOrLoad" BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_FRIENDLY_NAMES", "Show Friendly Healer Names", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_FRIENDLY_NAMES", 1) this.parentRow = "RowCombatText" this.applyFunc = "BenillaCombatText_UpdateOrLoad" BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_COMBO_POINTS", "Show Combo Points", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_COMBO_POINTS", 1) this.parentRow = "RowCombatText" this.applyFunc = "BenillaCombatText_UpdateOrLoad" BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_MANA", "Show Energy Gains", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_MANA", 1) this.parentRow = "RowCombatText" this.applyFunc = "BenillaCombatText_UpdateOrLoad" BenillaOptionsGlobalRow_OnLoad(this, "COMBAT_TEXT_SHOW_HONOR_GAINED", "Show Honor Gained", "OPTION_TOOLTIP_COMBAT_TEXT_SHOW_HONOR_GAINED", 1) this.parentRow = "RowCombatText" this.applyFunc = "BenillaCombatText_UpdateOrLoad" BenillaOptionsRow_OnLoad(this, "CombatDamage", "Show Target Damage", "OPTION_TOOLTIP_SHOW_DAMAGE") BenillaOptionsRow_OnLoad(this, "CombatLogPeriodicSpells", "Periodic Damage", "OPTION_TOOLTIP_LOG_PERIODIC_EFFECTS", 1) this.parentRow = "RowShowDamage" BenillaOptionsRow_OnLoad(this, "PetMeleeDamage", "Pet Damage", "OPTION_TOOLTIP_SHOW_PET_MELEE_DAMAGE", 1) this.parentRow = "RowShowDamage" this.partner = { cvar = "PetSpellDamage" } BenillaOptionsFuncRow_OnLoad(this, function() return SHOW_MULTI_ACTIONBAR_1 end, function(value) local on if value and value ~= "0" and value ~= 0 then on = 1 end SHOW_MULTI_ACTIONBAR_1 = on MultiActionBar_Update() SetActionBarToggles(SHOW_MULTI_ACTIONBAR_1, SHOW_MULTI_ACTIONBAR_2, SHOW_MULTI_ACTIONBAR_3, SHOW_MULTI_ACTIONBAR_4) UIParent_ManageFramePositions() end, "0", "Show Bottom Left ActionBar", "OPTION_TOOLTIP_SHOW_MULTIBAR1") BenillaOptionsFuncRow_OnLoad(this, function() return SHOW_MULTI_ACTIONBAR_2 end, function(value) local on if value and value ~= "0" and value ~= 0 then on = 1 end SHOW_MULTI_ACTIONBAR_2 = on MultiActionBar_Update() SetActionBarToggles(SHOW_MULTI_ACTIONBAR_1, SHOW_MULTI_ACTIONBAR_2, SHOW_MULTI_ACTIONBAR_3, SHOW_MULTI_ACTIONBAR_4) UIParent_ManageFramePositions() end, "0", "Show Bottom Right ActionBar", "OPTION_TOOLTIP_SHOW_MULTIBAR2") BenillaOptionsFuncRow_OnLoad(this, function() return SHOW_MULTI_ACTIONBAR_3 end, function(value) local on if value and value ~= "0" and value ~= 0 then on = 1 end SHOW_MULTI_ACTIONBAR_3 = on MultiActionBar_Update() SetActionBarToggles(SHOW_MULTI_ACTIONBAR_1, SHOW_MULTI_ACTIONBAR_2, SHOW_MULTI_ACTIONBAR_3, SHOW_MULTI_ACTIONBAR_4) UIParent_ManageFramePositions() end, "0", "Show Right ActionBar", "OPTION_TOOLTIP_SHOW_MULTIBAR3") BenillaOptionsFuncRow_OnLoad(this, function() return SHOW_MULTI_ACTIONBAR_4 end, function(value) local on if value and value ~= "0" and value ~= 0 then on = 1 end SHOW_MULTI_ACTIONBAR_4 = on MultiActionBar_Update() SetActionBarToggles(SHOW_MULTI_ACTIONBAR_1, SHOW_MULTI_ACTIONBAR_2, SHOW_MULTI_ACTIONBAR_3, SHOW_MULTI_ACTIONBAR_4) UIParent_ManageFramePositions() end, "0", "Show Right ActionBar 2", "OPTION_TOOLTIP_SHOW_MULTIBAR4", 1) BenillaOptionsGlobalRow_OnLoad(this, "ALWAYS_SHOW_MULTIBARS", "Always Show ActionBars", "OPTION_TOOLTIP_ALWAYS_SHOW_MULTIBARS") -- UIOptionsFrame.xml:680-683's click arm. this.applyFunc = "MultiActionBar_UpdateGridVisibility" BenillaOptionsGlobalRow_OnLoad(this, "LOCK_ACTIONBAR", "Lock ActionBars", "OPTION_TOOLTIP_LOCK_ACTIONBAR") BenillaOptionsRow_OnLoad(this, "UberTooltips", "Enhanced Tooltips", "OPTION_TOOLTIP_USE_UBERTOOLTIPS") BenillaOptionsRow_OnLoad(this, "statusBarText", "Status Bar Text", "OPTION_TOOLTIP_STATUS_BAR") this.cvarEvent = "STATUS_BAR_TEXT" BenillaOptionsGlobalRow_OnLoad(this, "SHOW_TARGET_OF_TARGET", "Show Target of Target", "OPTION_TOOLTIP_SHOW_TARGET_OF_TARGET") this.applyFunc = "TargetofTarget_Update" BenillaOptionsGlobalRow_OnLoad(this, "SHOW_TARGET_OF_TARGET_STATE", "Show When", "OPTION_TOOLTIP_TARGETOFTARGET5", 1) BenillaOptionsDropdownRow_Setup(this, { { 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" }, }) this.applyFunc = "TargetofTarget_Update" BenillaOptionsFuncRow_OnLoad(this, ShowingCloak, ShowCloak, "1", "Show Cloak", "OPTION_TOOLTIP_SHOW_CLOAK") BenillaOptionsFuncRow_OnLoad(this, ShowingHelm, ShowHelm, "1", "Show Helm", "OPTION_TOOLTIP_SHOW_HELM") BenillaOptionsGlobalRow_OnLoad(this, "QUEST_FADING_DISABLE", "Instant Quest Text", "OPTION_TOOLTIP_SHOW_QUEST_FADING") BenillaOptionsGlobalRow_OnLoad(this, "SHOW_BUFF_DURATIONS", "Buff Durations", "OPTION_TOOLTIP_SHOW_BUFF_DURATION") this.applyFunc = "BuffButtons_UpdatePositions" BenillaOptionsGlobalRow_OnLoad(this, "AUTO_QUEST_WATCH", "Automatic Quest Tracking", "OPTION_TOOLTIP_AUTO_QUEST_WATCH") BenillaOptionsRow_OnLoad(this, "profanityFilter", "Profanity Filter", "OPTION_TOOLTIP_PROFANITY_FILTER") BenillaOptionsFuncRow_OnLoad(this, TutorialsEnabled, BenillaOptionsFrame_SetTutorialsEnabled, "1", "Show Tutorials", "OPTION_TOOLTIP_SHOW_TUTORIALS") BenillaOptionsRow_OnLoad(this, "showGameTips", "Show Loading Screen Tips", "OPTION_TOOLTIP_SHOW_TIPOFTHEDAY") BenillaOptionsGlobalRow_OnLoad(this, "SHOW_NEWBIE_TIPS", "Show Detailed Tooltips", "OPTION_TOOLTIP_SHOW_NEWBIE_TIPS") BenillaOptionsRow_OnLoad(this, "guildMemberNotify", "Guild Member Alert", "OPTION_TOOLTIP_GUILDMEMBER_ALERT") BenillaOptionsGlobalRow_OnLoad(this, "REMOVE_CHAT_DELAY", "Remove Chat Hover Delay", "OPTION_TOOLTIP_REMOVE_CHAT_DELAY") this.applyFunc = "BenillaChatFrame_ApplyMouseOverDelay" BenillaOptionsRow_OnLoad(this, "ChatBubbles", "Show Chat Bubbles", "OPTION_TOOLTIP_CHAT_BUBBLES") BenillaOptionsRow_OnLoad(this, "showLootSpam", "Detailed Loot Information", "OPTION_TOOLTIP_SHOW_LOOT_SPAM") BenillaOptionsRow_OnLoad(this, "ChatBubblesParty", "Show Party Chat Bubbles", "OPTION_TOOLTIP_PARTY_CHAT_BUBBLES") BenillaOptionsRow_OnLoad(this, "spamFilter", "Disable Spam Filter", "OPTION_TOOLTIP_DISABLE_SPAM_FILTER") this.invert = 1 BenillaOptionsFuncRow_OnLoad(this, BenillaOptionsFrame_GetEnemyPlates, BenillaOptionsFrame_SetEnemyPlates, "0", "Enemy Name Plates") BenillaOptionsFuncRow_OnLoad(this, BenillaOptionsFrame_GetFriendlyPlates, BenillaOptionsFrame_SetFriendlyPlates, "0", "Friendly Name Plates") BenillaOptionsRow_OnLoad(this, "UnitNamePlayer", "Player Names", "OPTION_TOOLTIP_SHOW_PLAYER_NAMES") BenillaOptionsRow_OnLoad(this, "UnitNamePlayerGuild", "Player Guild Names", "OPTION_TOOLTIP_SHOW_GUILD_NAMES", 1) this.parentRow = "RowPlayerNames" BenillaOptionsRow_OnLoad(this, "UnitNamePlayerPVPTitle", "Player Titles", "OPTION_TOOLTIP_SHOW_PLAYER_TITLES", 1) this.parentRow = "RowPlayerNames" BenillaOptionsRow_OnLoad(this, "UnitNameNPC", "NPC Names", "OPTION_TOOLTIP_SHOW_NPC_NAMES") BenillaOptionsRow_OnLoad(this, "UnitNameOwn", "Show Own Name", "OPTION_TOOLTIP_SHOW_OWN_NAME") BenillaKeyBindings_CharacterToggle(this) GameTooltip:SetOwner(this, "ANCHOR_RIGHT") GameTooltip:SetText(BenillaKeyBindings_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() getglobal(this:GetName() .. "Label"):SetText( BenillaKeyBindings_String("CHARACTER_SPECIFIC_KEYBINDINGS", "Character Specific Key Bindings")) ScrollFrame_OnLoad() FauxScrollFrame_OnVerticalScroll(BENILLA_KEYBINDINGS_ROW_HEIGHT, BenillaKeyBindingsPage_Update) if BenillaKeyBindingsPage.selected then BenillaKeyBindings_OnMouseWheel(arg1) else ScrollFrameTemplate_OnMouseWheel(arg1) end if BenillaKeyBindingsPage.selected then BenillaKeyBindings_OnMouseWheel(arg1) else BenillaFauxScrollFrame_OnMouseWheel(getglobal(this:GetName() .. "ScrollFrame"), arg1) end BenillaKeyBindings_OnKeyDown(arg1) if this:GetText() == "" then BenillaOptionsFrameSearchBoxInstructions:Show() BenillaOptionsFrameSearchBoxClearButton:Hide() else BenillaOptionsFrameSearchBoxInstructions:Hide() BenillaOptionsFrameSearchBoxClearButton:Show() end BenillaOptionsSearch_OnTextChanged(this:GetText()) this:ClearFocus() 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("") if UpdateMicroButtons then UpdateMicroButtons() end