Files
benilla-octo/crates/benilla-app/assets/ui/ScriptLogFrame.xml
T
SamandClaude Fable 5.1 2fed249252 the chat and spellbook go stock, and hidden props park their meshes
- the chat window is the reference's own `ChatFrame.xml` and `FloatingChatFrame.xml`, run off the player's chain; our 2216-line transcription is deleted, the feed fires `CHAT_MSG_*` and the reference's `ChatFrame_OnEvent` prints — no app-side composition into the windows, no routing table, no whisper chime or flash of ours, and the transcribed edit-box machine (sticky type, tell ring, Tab cycle) retires with it; the verbs the two files call are built to the bytes — the whole `0x98` chat-window record and its eight verbs, the 94-entry chat-type colour registry, the language walk, the channel verbs as a command queue, the slash handlers' emote/roll/assist/uninvite/console/logging verbs; `chat-cache.txt` is written and read in the reference's whole grammar, the 68-entry message-group table in flag order and the no-file boot included, and the chat bindings and macro lines run through the reference's own arms (1948)
- the spellbook is the reference's own `SpellBookFrame.xml`; our 965-line transcription is deleted, and two quirks it reproduced by hand (the pet page ignores its page number, its arrows write the spell book's counter) now come from the reference's lines; one adapter remains because the reference's autocast shine is a `<Model>` that draws no pixels in this engine — the script puts the token-texture shine beside each button's model and carries it with the model's shown state; the nine spell-slot bindings (`GetSpellName`, `CastSpell`, `PickupSpell` and their kin) now parse their arguments the way the reference's shared marshaller `0x4b3ec0` does — a numeric arg 1, a mandatory arg 2, the index gated to [0, 0x400) with "Invalid spell slot in <Verb>" on a miss, "pet" matched without case — where ours raised mlua's own message on a negative id, answered nil for 0 and above 1024, and read the wrong book for "PET" (1952)
- a long-hidden world model part parks its `Mesh3d`: the entity path keeps the batches the retained pass declines resident — 5.3k hidden submeshes at any instant at the Stormwind auction house — and Bevy's sweeps walk every `Mesh3d` whether it draws or not, so a part parks after 30 consecutive hidden frames and unparks the frame its verdict turns visible; every world model part takes part, units' bodies included, while a booth's mirror parts stay out; interleaved pairs read an alone Stormwind 0.1–0.4 ms lighter, and `WOW_NO_MESH_PARK=1` is the A/B; the audio thread's realtime class was the standing suspect for the raid's `cpu_p99` spikes with sound on, and `WOW_AUDIO_NO_RT=1` across two interleaved Blackrock pairs read no difference, so the lever stays as an instrument (1949); and a no-merge prop batch now says which rule declined it — animated (1551 at the auction house) or transparent, not order-free (340) (1951)
- the probe reads CPU per thread across its window (user and system split, because a user-mode sampler never sees kernel time) and the main thread's CPU inside the app's frame beside its whole-frame CPU; together they place the vsync tax every player pays by default — cpu_ms 10.7 uncapped against 12.5 under vsync, alone in Stormwind, with no system growing and no thread spinning: it lands on the main thread, in user time, inside the schedules, the same systems each running slower, and a low-priority spinner holding one core busy erases it to the last decimal (vsync + spinner 10.18 against uncapped 10.17), which is frequency scaling — under vsync the cores idle deeper between frames and the next burst starts at a lower clock; nothing in the client is the cause and nothing in the client changes for it (1950)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:55:55 +07:00

408 lines
25 KiB
XML

<Ui>
<!--
benilla's **script error log** (decision 1495) — the window B293 asked for, and it is
entirely OURS: 1.12 has no counterpart, so every name here wears the `Benilla` prefix (1254's
rule, `tests::reference_surface`'s gate).
## Why it exists beside `ScriptErrors`
`BasicControls.xml`'s red `ScriptErrors` dialog is the reference's whole answer to a Lua
fault, transcribed and installed by 1305 — and it stays exactly as it is. It shows **one**
message, because `_ERRORMESSAGE` guards on `ScriptErrors:IsVisible()`, and it remembers
nothing. Two reporters said so within days of it shipping: Goudy, *minutes after
screenshotting that dialog working*, *"some kind of lua error frame probably needs to be
implemented, as there are a lot of addons that still doesn't work"*; nazriel_0, *"probably we
should start using something like Bug Grabber to report those stack traces better"*.
So: the dialog is the interrupt, this is the log. Additive, no divergence — the reference
simply never had this instrument.
## Shape
`CraftFrame.xml`'s shape, which is the house idiom for "windowed panel, faux-scrolled row
list, detail pane that repaints on selection": 13 fixed 16px rows over a
`FauxScrollFrameTemplate`, and a **real** `<ScrollFrame>` detail pane below (the real kit,
not the faux one — a message is a `mlua` error string with its `stack traceback:` tail
attached, so the detail is genuinely variable-height content, which is what the real kit is
for; `GossipFrame.xml`'s greeting pane is the same wiring).
The window is registered in `UIPanelWindows` (`UiPanels.xml`), which is what seats it in the
left slot and gets it closed by `CloseAllWindows()` — i.e. by ESC — with no code here. Our
own toplevels deliberately stay OUT of `UISpecialFrames`: that table is the addons' (0544's
note, 1206).
## Reading the model
Three engine reads, all from the retained log on the model
(`benilla_ui::script::diagnostics`): `BenillaGetNumScriptErrors()` →
`retained, totalEverRecorded`; `BenillaGetScriptErrorInfo(i)` → `seq, kind, message, count`
(1-based, oldest first, nil past the end); `BenillaClearScriptErrors()`. There is no per-frame
feed and nothing to keep in step — the window polls the log it is a view of.
-->
<Script><![CDATA[
BENILLA_SCRIPTLOG_ROWS = 13
BENILLA_SCRIPTLOG_ROW_HEIGHT = 16
-- How much of a message a ROW shows. The full text is the detail pane's job; a row is an
-- index, and a row that wraps would break the fixed-height list the faux kit requires.
BENILLA_SCRIPTLOG_ROW_CHARS = 52
-- Which row is selected (a `seq`, not an index — indices shift when the cap evicts, and a
-- selection that silently slides onto a different error is worse than one that goes away).
BenillaScriptLogSelected = nil
-- The first line of a message, trimmed to a row's width. A traceback's later lines are
-- indented continuations; on one row they read as noise.
function BenillaScriptLog_RowText(message)
local cut = strfind(message, "\n", 1, 1)
local head = message
if cut then head = strsub(message, 1, cut - 1) end
if strlen(head) > BENILLA_SCRIPTLOG_ROW_CHARS then
head = strsub(head, 1, BENILLA_SCRIPTLOG_ROW_CHARS - 3) .. "..."
end
return head
end
-- `load` rows are red and `error` rows amber, and the split is by CONSEQUENCE: a `load` row
-- means an addon is not running at all, which is the thing the player can act on. Colours
-- come from the shipped tables so this window matches the rest of the UI.
function BenillaScriptLog_RowColor(kind)
if kind == "load" then return 1.0, 0.3, 0.3 end
return 1.0, 0.82, 0.0
end
function BenillaScriptLog_Update()
local shown, total = BenillaGetNumScriptErrors()
-- The summary line carries the one number a bug report needs and the window cannot
-- otherwise show: how many were DROPPED. `total` counts distinct failures ever
-- recorded; `shown` is what survived the cap.
local summary
if total == 0 then
summary = "No errors this session."
elseif total > shown then
summary = format("%d errors (%d older not kept)", total, total - shown)
elseif total == 1 then
summary = "1 error"
else
summary = format("%d errors", total)
end
getglobal("BenillaScriptLogSummary"):SetText(summary)
local scrollFrame = getglobal("BenillaScriptLogListScrollFrame")
FauxScrollFrame_Update(scrollFrame, shown, BENILLA_SCRIPTLOG_ROWS, BENILLA_SCRIPTLOG_ROW_HEIGHT)
BenillaScrollTrough_Follow("BenillaScriptLogListScrollFrame")
local offset = FauxScrollFrame_GetOffset(scrollFrame)
local selectedRow = nil
for i = 1, BENILLA_SCRIPTLOG_ROWS do
local button = getglobal("BenillaScriptLogRow" .. i)
local index = offset + i
local seq, kind, message, count = BenillaGetScriptErrorInfo(index)
if seq then
button.seq = seq
button.message = message
-- The count rides the index, not the text: `#12 x1113` says "this is one
-- failure that happened 1,113 times", which is the whole reason the log
-- deduplicates instead of listing 1,113 rows.
local label = "#" .. seq
if count > 1 then label = label .. " x" .. count end
button.index:SetText(label)
button.label:SetText(BenillaScriptLog_RowText(message))
button.label:SetTextColor(BenillaScriptLog_RowColor(kind))
button:Show()
if seq == BenillaScriptLogSelected then selectedRow = button end
else
button.seq = nil
button.message = nil
button:Hide()
end
end
-- The moving highlight, seated onto the selected row only when that row is on screen —
-- scrolling the selection away hides the glow rather than stranding it (CraftFrame's
-- own behaviour).
local highlight = getglobal("BenillaScriptLogHighlightFrame")
if selectedRow then
highlight:SetPoint("TOPLEFT", selectedRow:GetName(), "TOPLEFT", 0, 0)
highlight:Show()
else
highlight:Hide()
end
BenillaScriptLog_UpdateDetail()
end
-- The detail pane: the FULL message of the selected row, traceback and all. Selection is by
-- `seq`, so this walks the log rather than indexing it.
function BenillaScriptLog_UpdateDetail()
local text = ""
if BenillaScriptLogSelected then
local shown = BenillaGetNumScriptErrors()
for i = 1, shown do
local seq, _, message = BenillaGetScriptErrorInfo(i)
if seq == BenillaScriptLogSelected then
text = message
break
end
end
end
if text == "" then
text = "Select an error above to read it in full."
end
getglobal("BenillaScriptLogDetailText"):SetText(text)
end
-- Frame-late by nature (the shared kit's own note): text rects resolve after Lua runs, so
-- the child is re-measured from OnUpdate until it stops changing, after which this is a
-- no-op compare per frame. OnUpdate only fires on visible frames, so a closed window costs
-- nothing.
function BenillaScriptLogFrame_OnUpdate()
BenillaScroll_ResizeChild("BenillaScriptLogDetailScroll", { "BenillaScriptLogDetailText" })
end
function BenillaScriptLogRow_OnClick(button)
if not button.seq then return end
-- Clicking the selected row deselects: the detail pane is a drawer, and a list with no
-- way back to "nothing selected" is a small trap.
if BenillaScriptLogSelected == button.seq then
BenillaScriptLogSelected = nil
else
BenillaScriptLogSelected = button.seq
end
BenillaScriptLog_Update()
end
function BenillaScriptLogFrame_OnLoad(self)
-- The ring's icon, through the portrait verb rather than left at its `file=` — see the
-- texture's own note. MailFrame.xml's open-letter icon is the same fix.
SetPortraitToTexture("BenillaScriptLogFramePortrait",
"Interface\\Icons\\INV_Misc_Note_01")
end
-- The shared helper steps the faux frame's bar, whose OnValueChanged runs the kit's
-- offset handler and thence `updateFunc` — so the repaint is wired once, at OnLoad, and
-- not repeated here.
function BenillaScriptLogFrame_OnMouseWheel(delta)
BenillaFauxScrollFrame_OnMouseWheel(getglobal("BenillaScriptLogListScrollFrame"), delta)
end
-- ── The three entry points the client and the player reach this by ────────────────────
function BenillaScriptLog_Toggle()
local frame = getglobal("BenillaScriptLogFrame")
if frame:IsVisible() then
HideUIPanel(frame)
else
ShowUIPanel(frame)
end
end
-- `/errors clear`. Forgets the rows, keeps the numbering (the engine's own rule — a number
-- must never name two different failures across a screenshot). Prints a confirmation
-- because a command whose whole effect is "a window you may not have open is now empty"
-- is otherwise indistinguishable from a typo.
function BenillaScriptLog_Clear()
BenillaClearScriptErrors()
BenillaScriptLogSelected = nil
if getglobal("BenillaScriptLogFrame"):IsVisible() then
BenillaScriptLog_Update()
end
DEFAULT_CHAT_FRAME:AddMessage("Script error log cleared.", 1.0, 1.0, 0.0)
end
]]></Script>
<!-- One list row: the `#N xCount` index column, then the message head. Same shape as
BenillaCraftSkillButtonTemplate (fixed columns — this engine has no FontString-width-based
dynamic anchor). -->
<Button name="BenillaScriptLogRowTemplate" virtual="true" hidden="true">
<Size><AbsDimension x="293" y="16"/></Size>
<Layers>
<Layer level="ARTWORK">
<FontString name="$parentIndex" inherits="GameFontNormalSmall" justifyH="LEFT">
<Size><AbsDimension x="56" y="16"/></Size>
<Anchors><Anchor point="LEFT" relativePoint="LEFT"><Offset><AbsDimension x="4" y="0"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="$parentLabel" inherits="GameFontNormalSmall" justifyH="LEFT">
<Size><AbsDimension x="229" y="16"/></Size>
<Anchors><Anchor point="LEFT" relativePoint="LEFT"><Offset><AbsDimension x="62" y="0"/></Offset></Anchor></Anchors>
</FontString>
</Layer>
</Layers>
<HighlightTexture file="Interface\Buttons\UI-Listbox-Highlight2" alphaMode="ADD"/>
<Scripts>
<OnLoad>
self.index = getglobal(self:GetName() .. "Index")
self.label = getglobal(self:GetName() .. "Label")
</OnLoad>
<OnClick>BenillaScriptLogRow_OnClick(self)</OnClick>
</Scripts>
</Button>
<Frame name="BenillaScriptLogFrame" hidden="true">
<!-- 384x512, the standard left-slot panel size. No <Anchors>: ShowUIPanel seats it. -->
<Size><AbsDimension x="384" y="512"/></Size>
<Layers>
<Layer level="BACKGROUND">
<!-- The same square ITEM icon the mail window's ring holds, and it needs the same
portrait verb for the same reason (`SetPortraitToTexture` in OnLoad below):
`file=` alone draws it unmasked and its corners show through the ring's
transparent ones. -->
<Texture name="BenillaScriptLogFramePortrait" file="Interface\Icons\INV_Misc_Note_01">
<Size><AbsDimension x="60" y="60"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="7" y="-6"/></Offset></Anchor></Anchors>
</Texture>
</Layer>
<!-- The four quadrant slabs. The ClassTrainer family, all four, because it is the one
UNIFORM set in the 1.12 art (CraftFrame's own note) and this window belongs to no
profession — borrowing a themed half would make it look like a window it isn't. -->
<Layer level="BORDER">
<Texture file="Interface\ClassTrainerFrame\UI-ClassTrainer-TopLeft"><Size><AbsDimension x="256" y="256"/></Size><Anchors><Anchor point="TOPLEFT"/></Anchors></Texture>
<Texture file="Interface\ClassTrainerFrame\UI-ClassTrainer-TopRight"><Size><AbsDimension x="128" y="256"/></Size><Anchors><Anchor point="TOPRIGHT"/></Anchors></Texture>
<Texture file="Interface\ClassTrainerFrame\UI-ClassTrainer-BotLeft"><Size><AbsDimension x="256" y="256"/></Size><Anchors><Anchor point="BOTTOMLEFT"/></Anchors></Texture>
<Texture file="Interface\ClassTrainerFrame\UI-ClassTrainer-BotRight"><Size><AbsDimension x="128" y="256"/></Size><Anchors><Anchor point="BOTTOMRIGHT"/></Anchors></Texture>
<FontString name="BenillaScriptLogTitle" inherits="GameFontNormal" justifyH="CENTER" text="Script Errors">
<Anchors><Anchor point="TOP" relativePoint="TOP"><Offset><AbsDimension x="0" y="-17"/></Offset></Anchor></Anchors>
</FontString>
<!-- The summary line, and the ONLY place the dropped-row count can be told. -->
<FontString name="BenillaScriptLogSummary" inherits="GameFontHighlightSmall" justifyH="LEFT" text="">
<Anchors><Anchor point="TOPLEFT" relativePoint="TOPLEFT"><Offset><AbsDimension x="26" y="-76"/></Offset></Anchor></Anchors>
</FontString>
</Layer>
</Layers>
<Frames>
<!-- The top-right X. This engine ships no UIPanelCloseButton; the minimize-button art
stands in, MacroFrame/TrainerFrame's precedent. -->
<Button name="BenillaScriptLogCloseButton">
<Size><AbsDimension x="32" y="32"/></Size>
<Anchors><Anchor point="TOPRIGHT"><Offset><AbsDimension x="-29" y="-8"/></Offset></Anchor></Anchors>
<NormalTexture file="Interface\Buttons\UI-Panel-MinimizeButton-Up"/>
<PushedTexture file="Interface\Buttons\UI-Panel-MinimizeButton-Down"/>
<HighlightTexture file="Interface\Buttons\UI-Panel-MinimizeButton-Highlight" alphaMode="ADD"/>
<Scripts><OnClick>HideUIPanel(getglobal("BenillaScriptLogFrame"))</OnClick></Scripts>
</Button>
<!-- Declared BEFORE the rows so row text paints over the glow (the house z-tiebreak). -->
<Frame name="BenillaScriptLogHighlightFrame" hidden="true">
<Size><AbsDimension x="293" y="16"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="TOPLEFT"/></Anchors>
<Layers><Layer level="ARTWORK">
<Texture file="Interface\Buttons\UI-Listbox-Highlight2">
<Anchors><Anchor point="TOPLEFT"/><Anchor point="BOTTOMRIGHT"/></Anchors>
</Texture>
</Layer></Layers>
</Frame>
<Button name="BenillaScriptLogRow1" inherits="BenillaScriptLogRowTemplate">
<Anchors><Anchor point="TOPLEFT" relativePoint="TOPLEFT"><Offset><AbsDimension x="22" y="-94"/></Offset></Anchor></Anchors>
</Button>
<Button name="BenillaScriptLogRow2" inherits="BenillaScriptLogRowTemplate"><Anchors><Anchor point="TOPLEFT" relativeTo="BenillaScriptLogRow1" relativePoint="BOTTOMLEFT"/></Anchors></Button>
<Button name="BenillaScriptLogRow3" inherits="BenillaScriptLogRowTemplate"><Anchors><Anchor point="TOPLEFT" relativeTo="BenillaScriptLogRow2" relativePoint="BOTTOMLEFT"/></Anchors></Button>
<Button name="BenillaScriptLogRow4" inherits="BenillaScriptLogRowTemplate"><Anchors><Anchor point="TOPLEFT" relativeTo="BenillaScriptLogRow3" relativePoint="BOTTOMLEFT"/></Anchors></Button>
<Button name="BenillaScriptLogRow5" inherits="BenillaScriptLogRowTemplate"><Anchors><Anchor point="TOPLEFT" relativeTo="BenillaScriptLogRow4" relativePoint="BOTTOMLEFT"/></Anchors></Button>
<Button name="BenillaScriptLogRow6" inherits="BenillaScriptLogRowTemplate"><Anchors><Anchor point="TOPLEFT" relativeTo="BenillaScriptLogRow5" relativePoint="BOTTOMLEFT"/></Anchors></Button>
<Button name="BenillaScriptLogRow7" inherits="BenillaScriptLogRowTemplate"><Anchors><Anchor point="TOPLEFT" relativeTo="BenillaScriptLogRow6" relativePoint="BOTTOMLEFT"/></Anchors></Button>
<Button name="BenillaScriptLogRow8" inherits="BenillaScriptLogRowTemplate"><Anchors><Anchor point="TOPLEFT" relativeTo="BenillaScriptLogRow7" relativePoint="BOTTOMLEFT"/></Anchors></Button>
<Button name="BenillaScriptLogRow9" inherits="BenillaScriptLogRowTemplate"><Anchors><Anchor point="TOPLEFT" relativeTo="BenillaScriptLogRow8" relativePoint="BOTTOMLEFT"/></Anchors></Button>
<Button name="BenillaScriptLogRow10" inherits="BenillaScriptLogRowTemplate"><Anchors><Anchor point="TOPLEFT" relativeTo="BenillaScriptLogRow9" relativePoint="BOTTOMLEFT"/></Anchors></Button>
<Button name="BenillaScriptLogRow11" inherits="BenillaScriptLogRowTemplate"><Anchors><Anchor point="TOPLEFT" relativeTo="BenillaScriptLogRow10" relativePoint="BOTTOMLEFT"/></Anchors></Button>
<Button name="BenillaScriptLogRow12" inherits="BenillaScriptLogRowTemplate"><Anchors><Anchor point="TOPLEFT" relativeTo="BenillaScriptLogRow11" relativePoint="BOTTOMLEFT"/></Anchors></Button>
<Button name="BenillaScriptLogRow13" inherits="BenillaScriptLogRowTemplate"><Anchors><Anchor point="TOPLEFT" relativeTo="BenillaScriptLogRow12" relativePoint="BOTTOMLEFT"/></Anchors></Button>
<!-- The faux kit over the 13-row span; only its right-hand Slider renders. -->
<ScrollFrame name="BenillaScriptLogListScrollFrame" inherits="FauxScrollFrameTemplate">
<Size><AbsDimension x="293" y="208"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="TOPLEFT"><Offset><AbsDimension x="22" y="-94"/></Offset></Anchor></Anchors>
<Scripts>
<!-- The reference's kit writes `frame.offset` ONLY from here; its
`updateFunc` field does not exist, so without this the bar moves and
the list does not follow (1868). -->
<OnVerticalScroll>FauxScrollFrame_OnVerticalScroll(BENILLA_SCRIPTLOG_ROW_HEIGHT, BenillaScriptLog_Update)</OnVerticalScroll>
</Scripts>
</ScrollFrame>
<!-- The detail pane: the REAL scroll kit, because a message carries its `stack
traceback:` tail and is genuinely variable-height. GossipFrame's greeting pane is
the same wiring. -->
<ScrollFrame name="BenillaScriptLogDetailScroll">
<Size><AbsDimension x="293" y="128"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="TOPLEFT"><Offset><AbsDimension x="22" y="-314"/></Offset></Anchor></Anchors>
<Scripts>
<OnLoad>self:SetScrollChild(getglobal(self:GetName() .. "Child"))</OnLoad>
<OnMouseWheel>BenillaScroll_OnMouseWheel(self, arg1)</OnMouseWheel>
<OnVerticalScroll>BenillaScroll_SyncBar(self)</OnVerticalScroll>
<OnScrollRangeChanged>BenillaScroll_SyncBar(self)</OnScrollRangeChanged>
</Scripts>
<Frames>
<Slider name="$parentBar" inherits="BenillaScrollBarTemplate" hidden="true">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="TOPRIGHT"><Offset><AbsDimension x="6" y="-16"/></Offset></Anchor>
<Anchor point="BOTTOMLEFT" relativePoint="BOTTOMRIGHT"><Offset><AbsDimension x="6" y="16"/></Offset></Anchor>
</Anchors>
<Scripts><OnValueChanged>BenillaScrollBar_OnValueChanged(self, arg1)</OnValueChanged></Scripts>
</Slider>
<Frame name="$parentChild">
<Size><AbsDimension x="293" y="128"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="TOPLEFT"/></Anchors>
<Layers>
<Layer level="ARTWORK">
<!-- 270 wide so the engine wraps the traceback rather than clipping
it; the pane pans over whatever height that comes to. -->
<FontString name="BenillaScriptLogDetailText" inherits="GameFontHighlightSmall" justifyH="LEFT" justifyV="TOP" text="">
<Size><AbsDimension x="270" y="0"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="TOPLEFT"><Offset><AbsDimension x="6" y="-6"/></Offset></Anchor></Anchors>
</FontString>
</Layer>
</Layers>
</Frame>
</Frames>
</ScrollFrame>
<Button name="BenillaScriptLogClearButton" inherits="UIPanelButtonTemplate" text="Clear">
<Size><AbsDimension x="96" y="22"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="TOPLEFT"><Offset><AbsDimension x="22" y="-455"/></Offset></Anchor></Anchors>
<Scripts><OnClick>BenillaScriptLog_Clear()</OnClick></Scripts>
</Button>
<Button name="BenillaScriptLogCloseBottomButton" inherits="UIPanelButtonTemplate" text="Close">
<Size><AbsDimension x="96" y="22"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="TOPLEFT"><Offset><AbsDimension x="219" y="-455"/></Offset></Anchor></Anchors>
<Scripts><OnClick>HideUIPanel(getglobal("BenillaScriptLogFrame"))</OnClick></Scripts>
</Button>
</Frames>
<Scripts>
<OnLoad>BenillaScriptLogFrame_OnLoad(self)</OnLoad>
<!-- The list wheel lives on the WINDOW: the engine bubbles a spin up the parent chain
(CraftFrame's own note). The detail pane has its own, which wins over its own rect. -->
<OnMouseWheel>BenillaScriptLogFrame_OnMouseWheel(arg1)</OnMouseWheel>
<OnShow>BenillaScriptLog_Update()</OnShow>
<OnUpdate>BenillaScriptLogFrame_OnUpdate()</OnUpdate>
</Scripts>
</Frame>
<!-- benilla's own commands over the reference's SlashCmdList (decision 1948). The stock
ChatEdit_ParseText walks SlashCmdList after its own built-ins, so each of benilla's commands
(ui_chat::commands — the dev instruments and the three additions) hands its line to
SubmitChatInput, where ui_chat::input's parser still owns it. This file loads after the
reference's ChatFrame.xml, which is what declares the table. -->
<Script><![CDATA[
local BENILLA_COMMANDS = {
{ "CHATTEST", "/chattest" },
{ "SHOT", "/shot" },
{ "LIQUID", "/liquid" },
{ "CASTVIS", "/castvis" },
{ "PARTYTEST", "/partytest" },
{ "REACTION", "/reaction", "/react" },
{ "RELOAD", "/reload" },
{ "ERRORS", "/errors", "/err" },
{ "CONVERTRAID", "/convertraid" },
}
for _, row in ipairs(BENILLA_COMMANDS) do
local key = "BENILLA_" .. row[1]
for i = 2, table.getn(row) do
setglobal("SLASH_" .. key .. (i - 1), row[i])
end
SlashCmdList[key] = function(msg)
SubmitChatInput(row[2] .. " " .. (msg or ""))
end
end
]]></Script>
</Ui>