- benilla loads real 1.12 addons from Interface/AddOns — TOC, XML and Lua through one loader, with per-addon saved variables, Bindings.xml and the lifecycle events addons expect - both AddOns screens are in: the character-select list with per-addon enable state, and the ESC menu's in-game list - the API surface is measured, not guessed — a corpus harness runs hundreds of real 1.12 addons and ranks exactly which globals, templates and verbs they demand - the Lua dialect is the client's own, read off the binary — 5.0 semantics with the 1.12 additions, and UI source files are bytes, not UTF-8 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
566 lines
24 KiB
Rust
566 lines
24 KiB
Rust
//! The `Button`/`CheckButton` method surface — per-kind behavior over the frame arena
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//! (`CSimpleButton` `0x6eeab0` / `CSimpleCheckbox` `0x6eeb30`).
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//!
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//! Grounded in wow-re's byte-verified LoadXML tables (RF-28): the four state textures
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//! (`Normal/Pushed/Disabled/Highlight`), the `ButtonText` fontstring + `text` attribute, the
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//! `OnClick` script slot (`+0x4cc`); CheckButton runs Button's loader first and adds
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//! `CheckedTexture`/`DisabledCheckedTexture` + the `checked` bool (`+0x4dc`). Which texture *shows*
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//! is interaction state ([`ButtonState::region_visible`], applied at extract) — faithful to the
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//! documented widget model (texture array + current pointer `+0x4c4`), not byte-pinned. Two stated
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//! v1 gaps: the highlight draws with normal blending (the client ADD-blends it; the quad pass has
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//! no blend modes yet), and `PushedTextOffset`/per-state fonts are not modeled.
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//!
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//! Method resolution: CheckButton's table is consulted first, then Button's, then the shared frame
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//! table — mirroring the client's class chain, and keeping duck-typing honest (`frame.SetChecked`
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//! is nil on a plain Button; `frame.GetText` is nil on a plain Frame).
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use mlua::{Lua, MultiValue, Table, Value};
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use super::object::{as_f32, frame_handle_of};
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use super::region::region_wrapper;
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use super::{event, Model, RegionData};
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use crate::order::DrawLayer;
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use crate::widget::{ButtonState, FrameHandle, FrameKind, KindState, RegionKind};
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pub(super) const REG_BUTTON_METHODS: &str = "__benilla_button_methods";
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pub(super) const REG_CHECKBUTTON_METHODS: &str = "__benilla_checkbutton_methods";
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/// The Button state-texture/text slots (each an arena region created on first set).
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#[derive(Clone, Copy, PartialEq, Eq)]
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enum Slot {
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Normal,
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Pushed,
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Disabled,
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Highlight,
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Checked,
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DisabledChecked,
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Text,
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}
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impl Slot {
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fn get(self, bs: &ButtonState) -> Option<crate::widget::RegionHandle> {
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match self {
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Slot::Normal => bs.normal,
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Slot::Pushed => bs.pushed,
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Slot::Disabled => bs.disabled,
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Slot::Highlight => bs.highlight,
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Slot::Checked => bs.checked_tex,
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Slot::DisabledChecked => bs.disabled_checked,
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Slot::Text => bs.text,
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}
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}
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fn set(self, bs: &mut ButtonState, rh: crate::widget::RegionHandle) {
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match self {
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Slot::Normal => bs.normal = Some(rh),
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Slot::Pushed => bs.pushed = Some(rh),
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Slot::Disabled => bs.disabled = Some(rh),
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Slot::Highlight => bs.highlight = Some(rh),
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Slot::Checked => bs.checked_tex = Some(rh),
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Slot::DisabledChecked => bs.disabled_checked = Some(rh),
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Slot::Text => bs.text = Some(rh),
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}
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}
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/// The slot's region kind + default draw layer: state textures under the text, the highlight
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/// in its own top layer (drawLayer table `0x811a84`), the checked marks above the state.
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fn shape(self) -> (RegionKind, DrawLayer) {
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match self {
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Slot::Normal | Slot::Pushed | Slot::Disabled => {
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(RegionKind::Texture, DrawLayer::Artwork)
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}
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Slot::Checked | Slot::DisabledChecked => (RegionKind::Texture, DrawLayer::Overlay),
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Slot::Highlight => (RegionKind::Texture, DrawLayer::Highlight),
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Slot::Text => (RegionKind::FontString, DrawLayer::Overlay),
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}
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}
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}
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/// Run `f` over a frame's Button state under one short write borrow.
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fn with_button<T>(
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lua: &Lua,
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this: &Table,
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f: impl FnOnce(&mut ButtonState) -> T,
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) -> mlua::Result<T> {
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let h = frame_handle_of(lua, this)?;
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let mut model = lua.app_data_mut::<Model>().expect("model app_data");
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let frame = model
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.arena
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.frame_mut(h)
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.ok_or_else(|| mlua::Error::runtime("stale frame handle"))?;
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match &mut frame.kind_state {
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KindState::Button(bs) => Ok(f(bs)),
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_ => Err(mlua::Error::runtime("not a Button")),
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}
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}
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/// Get-or-create the region behind `slot`; returns its id.
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fn ensure_slot(lua: &Lua, this: &Table, slot: Slot) -> mlua::Result<u32> {
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let h = frame_handle_of(lua, this)?;
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let mut model = lua.app_data_mut::<Model>().expect("model app_data");
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let existing = match &model
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.arena
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.frame(h)
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.ok_or_else(|| mlua::Error::runtime("stale frame handle"))?
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.kind_state
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{
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KindState::Button(bs) => slot.get(bs),
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_ => return Err(mlua::Error::runtime("not a Button")),
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};
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let rh = match existing {
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Some(rh) => rh,
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None => {
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let (kind, layer) = slot.shape();
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let rh = model
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.arena
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.create_region(h, kind, layer, 0)
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.ok_or_else(|| mlua::Error::runtime("stale frame handle"))?;
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// The highlight draws ADD by contract (the live API's SetHighlightTexture default
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// blend; highlight art is authored for it — under straight alpha it reads as a
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// dark box over the icon).
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model.region_data.insert(
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rh,
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RegionData {
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additive: slot == Slot::Highlight,
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..Default::default()
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},
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);
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model.touch_layout(); // a region entered the layout gate's read set (decision 0740)
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if let Some(frame) = model.arena.frame_mut(h) {
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if let KindState::Button(bs) = &mut frame.kind_state {
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slot.set(bs, rh);
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}
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}
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rh
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}
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};
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Ok(model.region_id(rh))
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}
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/// The shared body of `Set<State>Texture(path)` / `(r, g, b [, a])`.
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fn set_slot_texture(lua: &Lua, this: &Table, slot: Slot, args: &MultiValue) -> mlua::Result<()> {
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let id = ensure_slot(lua, this, slot)?;
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let mut model = lua.app_data_mut::<Model>().expect("model app_data");
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let rh = *model.id_to_region.get(&id).expect("slot region id");
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let data = model.region_data.entry(rh).or_default();
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match args.front() {
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// `Set<State>Texture("")` CLEARS — the live API's blank form (ref QuestLogFrame.lua:165
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// clears the quest rows' +/- slot with exactly this), same as SetTexture(nil)/("") on a
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// plain region.
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Some(Value::String(s)) if s.to_str()?.is_empty() => {
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data.texture = None;
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data.fill = None;
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}
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Some(Value::String(s)) => {
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data.texture = Some(s.to_str()?.to_string());
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data.fill = None;
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}
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// The colour form generates a solid texture into the same slot the path form loads into
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// ([`RegionData::fill`]) — never a tint, so each clears the other.
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Some(v @ (Value::Number(_) | Value::Integer(_))) => {
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let arg = |i: usize| args.get(i).map(as_f32);
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data.fill = Some([
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as_f32(v),
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arg(1).unwrap_or(0.0),
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arg(2).unwrap_or(0.0),
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arg(3).unwrap_or(1.0),
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]);
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data.texture = None;
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}
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_ => {}
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}
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Ok(())
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}
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/// The shared body of `Get<State>Texture` — the region wrapper, or nil while unset.
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fn get_slot_texture(lua: &Lua, this: &Table, slot: Slot) -> mlua::Result<Value> {
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let rh = with_button(lua, this, |bs| slot.get(bs))?;
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let id = {
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let mut model = lua.app_data_mut::<Model>().expect("model app_data");
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rh.map(|rh| model.region_id(rh))
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};
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match id {
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Some(id) => Ok(Value::Table(region_wrapper(lua, id)?)),
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None => Ok(Value::Nil),
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}
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}
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/// Register one `Set<X>Texture`/`Get<X>Texture` pair on `m`.
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fn texture_pair(lua: &Lua, m: &Table, name: &str, slot: Slot) -> mlua::Result<()> {
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m.set(
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format!("Set{name}Texture"),
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lua.create_function(move |lua, (this, args): (Table, MultiValue)| {
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set_slot_texture(lua, &this, slot, &args)
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})?,
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)?;
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m.set(
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format!("Get{name}Texture"),
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lua.create_function(move |lua, this: Table| get_slot_texture(lua, &this, slot))?,
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)?;
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Ok(())
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}
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pub(super) fn install(lua: &Lua) -> mlua::Result<()> {
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let m = lua.create_table()?;
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texture_pair(lua, &m, "Normal", Slot::Normal)?;
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texture_pair(lua, &m, "Pushed", Slot::Pushed)?;
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texture_pair(lua, &m, "Disabled", Slot::Disabled)?;
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texture_pair(lua, &m, "Highlight", Slot::Highlight)?;
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// SetText/GetText target the ButtonText fontstring (RF-28: the `text` attr routes there).
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m.set(
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"SetText",
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lua.create_function(|lua, (this, text): (Table, Option<String>)| {
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let id = ensure_slot(lua, &this, Slot::Text)?;
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let mut model = lua.app_data_mut::<Model>().expect("model app_data");
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let rh = *model.id_to_region.get(&id).expect("text region id");
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model.region_data.entry(rh).or_default().text = text;
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Ok(())
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})?,
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)?;
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m.set(
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"GetText",
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lua.create_function(|lua, this: Table| {
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let rh = with_button(lua, &this, |bs| bs.text)?;
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let text = {
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let model = lua.app_data_ref::<Model>().expect("model app_data");
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rh.and_then(|rh| model.region_data.get(&rh))
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.and_then(|d| d.text.clone())
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};
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match text {
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Some(t) => Ok(Value::String(lua.create_string(&t)?)),
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None => Ok(Value::Nil),
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}
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})?,
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)?;
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m.set(
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"GetFontString",
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lua.create_function(|lua, this: Table| get_slot_texture(lua, &this, Slot::Text))?,
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)?;
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// The per-state label fonts (the 1.12 API trio; XML `<NormalFont>/<HighlightFont>/
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// <DisabledFont>` route here through the loader). Stored as font-object NAMES — extract
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// re-points the ButtonText to the current state's object each frame, so Enable/Disable and
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// hover swap the label's paint with no Lua involvement (the client's own behavior:
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// UIPanelButtonTemplate's gold/white/gray label states).
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//
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// Each takes the font OBJECT, its name, or nil, like `FontString:SetFontObject` — across the
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// trio the corpus splits 5 object-form to 4 string-form, so accepting one shape only would
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// break about half the callers, and nil clears the state back to the default. Because the
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// state is stored as a NAME and re-resolved at every `extract`, a later mutation of that font
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// object reaches these labels for free.
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m.set(
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"SetTextFontObject",
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lua.create_function(|lua, (this, font): (Table, Value)| {
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let name = super::font::resolve("SetTextFontObject", &font)?;
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with_button(lua, &this, |bs| bs.normal_font = name)
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})?,
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)?;
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m.set(
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"SetHighlightFontObject",
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lua.create_function(|lua, (this, font): (Table, Value)| {
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let name = super::font::resolve("SetHighlightFontObject", &font)?;
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with_button(lua, &this, |bs| bs.highlight_font = name)
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})?,
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)?;
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m.set(
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"SetDisabledFontObject",
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lua.create_function(|lua, (this, font): (Table, Value)| {
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let name = super::font::resolve("SetDisabledFontObject", &font)?;
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with_button(lua, &this, |bs| bs.disabled_font = name)
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})?,
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)?;
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// The per-state label COLORS (Button:SetTextColor + the Highlight/Disabled pair): the state's
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// color, when set, repaints the ButtonText over the state font object's paint at extract —
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// the dropdown kit's rows use all three (info.textR/G/B rows, isTitle's NORMAL-yellow and
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// notClickable's HIGHLIGHT-white recolors of a disabled row).
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m.set(
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"SetTextColor",
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lua.create_function(
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|lua, (this, r, g, b, a): (Table, f32, f32, f32, Option<f32>)| {
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with_button(lua, &this, |bs| {
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bs.normal_color = Some([r, g, b, a.unwrap_or(1.0)])
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})
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},
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)?,
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)?;
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m.set(
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"SetHighlightTextColor",
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lua.create_function(
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|lua, (this, r, g, b, a): (Table, f32, f32, f32, Option<f32>)| {
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with_button(lua, &this, |bs| {
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bs.highlight_color = Some([r, g, b, a.unwrap_or(1.0)])
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})
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},
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)?,
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)?;
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m.set(
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"SetDisabledTextColor",
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lua.create_function(
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|lua, (this, r, g, b, a): (Table, f32, f32, f32, Option<f32>)| {
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with_button(lua, &this, |bs| {
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bs.disabled_color = Some([r, g, b, a.unwrap_or(1.0)])
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})
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},
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)?,
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)?;
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// LockHighlight/UnlockHighlight — pin the HighlightTexture on regardless of hover (ref
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// CButton::LockHighlight; the dropdown kit's checked rows stay lit).
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m.set(
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"LockHighlight",
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lua.create_function(|lua, this: Table| {
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with_button(lua, &this, |bs| bs.locked_highlight = true)
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})?,
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)?;
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m.set(
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"UnlockHighlight",
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lua.create_function(|lua, this: Table| {
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with_button(lua, &this, |bs| bs.locked_highlight = false)
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})?,
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)?;
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m.set(
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"Enable",
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lua.create_function(|lua, this: Table| with_button(lua, &this, |bs| bs.enabled = true))?,
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)?;
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m.set(
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"Disable",
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lua.create_function(|lua, this: Table| with_button(lua, &this, |bs| bs.enabled = false))?,
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)?;
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m.set(
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"IsEnabled",
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lua.create_function(|lua, this: Table| with_button(lua, &this, |bs| bs.enabled))?,
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)?;
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// RegisterForClicks(...): replaces the button's registered-click set outright (the live API's
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// contract — not additive) with its varargs, verbatim strings (`"LeftButtonUp"`,
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// `"RightButtonDown"`, …). [`UiScript::mouse_button`] consults the set via [`wants_click`] to
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// decide whether a press or a release reaches `OnClick`.
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m.set(
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"RegisterForClicks",
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lua.create_function(|lua, (this, args): (Table, MultiValue)| {
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let mut set = std::collections::HashSet::new();
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for v in args.iter() {
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if let Value::String(s) = v {
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set.insert(s.to_str()?.to_string());
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}
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}
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with_button(lua, &this, |bs| bs.registered_clicks = set)
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})?,
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)?;
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|
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// SetButtonState("PUSHED"/"NORMAL") / GetButtonState — the scripted press state
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// (`0x780270`/`0x780180`; ref `ActionButtonDown/Up`, ActionButton.lua:15-28: DOWN pushes
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// only from NORMAL, UP fires only from PUSHED — the state doubles as the keybind debounce).
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// Case-insensitive like the API's other string enums; an unknown state is a runtime error.
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// DISABLED is Enable/Disable's to set, not this method's (the 1.12 FrameXML never passes it).
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m.set(
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"SetButtonState",
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lua.create_function(|lua, (this, state): (Table, String)| {
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let pushed = if state.eq_ignore_ascii_case("PUSHED") {
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true
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} else if state.eq_ignore_ascii_case("NORMAL") {
|
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false
|
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} else {
|
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return Err(mlua::Error::runtime(format!(
|
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"SetButtonState: unknown state '{state}'"
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)));
|
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};
|
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with_button(lua, &this, |bs| bs.pushed_state = pushed)
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|
})?,
|
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)?;
|
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m.set(
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"GetButtonState",
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lua.create_function(|lua, this: Table| {
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let h = frame_handle_of(lua, &this)?;
|
|
// The LIVE mouse-held press counts too (hovered + a registered button down on this
|
|
// frame — the same predicate the extract pass renders the PushedTexture by), closing
|
|
// the documented INTERIM where a mouse-held button answered "NORMAL": the chat scroll
|
|
// buttons' hold-repeat (ref MessageFrameScrollButton_OnUpdate) polls exactly this
|
|
// mid-press (decision 0288 P3). It reads the same in the reference for the same
|
|
// reason — `0x7792ad` writes ONE state variable and `0x780180` reads it back, so a
|
|
// right-held button answers "PUSHED" as surely as a left-held one.
|
|
let held = {
|
|
let model = lua.app_data_ref::<Model>().expect("model app_data");
|
|
model.mouseover == Some(h) && press_held(&model, h)
|
|
};
|
|
with_button(lua, &this, move |bs| {
|
|
if !bs.enabled {
|
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"DISABLED"
|
|
} else if bs.pushed_state || held {
|
|
"PUSHED"
|
|
} else {
|
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"NORMAL"
|
|
}
|
|
})
|
|
})?,
|
|
)?;
|
|
|
|
// Click([button]) — the programmatic click: same path as a physical one (toggle-then-OnClick).
|
|
m.set(
|
|
"Click",
|
|
lua.create_function(|lua, (this, button): (Table, Option<String>)| {
|
|
let h = frame_handle_of(lua, &this)?;
|
|
let id = {
|
|
let mut model = lua.app_data_mut::<Model>().expect("model app_data");
|
|
model.frame_id(h)
|
|
};
|
|
let btn = button.unwrap_or_else(|| "LeftButton".to_string());
|
|
// A programmatic Click() always emulates a completed (released) click.
|
|
click_button(lua, id, &btn, false);
|
|
Ok(())
|
|
})?,
|
|
)?;
|
|
|
|
lua.set_named_registry_value(REG_BUTTON_METHODS, m)?;
|
|
|
|
// CheckButton's own table (consulted before Button's — the class chain).
|
|
let c = lua.create_table()?;
|
|
texture_pair(lua, &c, "Checked", Slot::Checked)?;
|
|
texture_pair(lua, &c, "DisabledChecked", Slot::DisabledChecked)?;
|
|
c.set(
|
|
"SetChecked",
|
|
lua.create_function(|lua, (this, v): (Table, Value)| {
|
|
// Numeric coercion, NOT Lua truthiness — byte-verified (decision 0227; wow-re
|
|
// `system/ui/scratch/button-check-and-state-texture.md`, `SetChecked 0x799bf0` →
|
|
// `0x6f1c10`): a number goes through `lua_tonumber` then a truncate-to-int (`fistp`,
|
|
// round-toward-zero, `0x40a2b0`) and the C++ setter tests `!= 0`. So `SetChecked(0)`
|
|
// UNchecks (0 is Lua-truthy — only a numeric read gets this right) and `SetChecked(1)`
|
|
// checks; the type-dispatched helper also honors the keyword strings the reference
|
|
// passes ("true"/"false" — SpellBookFrame.lua l.296-303), while a non-keyword string
|
|
// falls to tonumber (→ 0 → unchecked). nil/other → false; booleans honored as-is for
|
|
// this codebase's own Era-style callers.
|
|
let checked = match v {
|
|
Value::Boolean(b) => b,
|
|
Value::Integer(i) => i != 0,
|
|
Value::Number(n) => n.trunc() != 0.0,
|
|
Value::String(s) => s.to_str().ok().is_some_and(|s| {
|
|
let t = s.trim();
|
|
t.eq_ignore_ascii_case("true")
|
|
|| t.parse::<f64>().is_ok_and(|n| n.trunc() != 0.0)
|
|
}),
|
|
_ => false,
|
|
};
|
|
with_button(lua, &this, |bs| bs.checked = checked)
|
|
})?,
|
|
)?;
|
|
c.set(
|
|
"GetChecked",
|
|
lua.create_function(|lua, this: Table| with_button(lua, &this, |bs| bs.checked))?,
|
|
)?;
|
|
lua.set_named_registry_value(REG_CHECKBUTTON_METHODS, c)?;
|
|
|
|
Ok(())
|
|
}
|
|
|
|
/// Whether frame `h` should fire `OnClick` for the input transition `name`
|
|
/// (`"<Button>ButtonUp"`/`"<Button>ButtonDown"`, e.g. `"RightButtonDown"`) — the
|
|
/// [`UiScript::mouse_button`](super::UiScript::mouse_button) gate. A Button/CheckButton consults
|
|
/// its `RegisterForClicks` set (case-insensitively — the live API is forgiving of case); any
|
|
/// other kind with an `OnClick` fires exactly as it always has, before `RegisterForClicks`
|
|
/// existed: on release only (`name` ending `"Up"`), for any button, never on press.
|
|
pub(super) fn wants_click(model: &Model, h: FrameHandle, name: &str) -> bool {
|
|
match model.arena.frame(h).map(|f| &f.kind_state) {
|
|
Some(KindState::Button(bs)) => bs
|
|
.registered_clicks
|
|
.iter()
|
|
.any(|s| s.eq_ignore_ascii_case(name)),
|
|
_ => name.ends_with("Up"),
|
|
}
|
|
}
|
|
|
|
/// Whether frame `h` is registered for `button` (`"LeftButton"`, `"RightButton"`, …) in **either**
|
|
/// variant — the press-visual gate, which is a strictly weaker test than [`wants_click`]'s.
|
|
///
|
|
/// `CButton::OnMouseDown 0x779210` runs the two as separate tests in one pass, and the difference
|
|
/// between them is the whole of this:
|
|
///
|
|
/// ```text
|
|
/// 0x779238 eax = event.buttonMask
|
|
/// 0x779243 ecx = eax << 8 | eax
|
|
/// 0x77924b test [this+0x330], ecx ; registered EITHER WAY -> keep going, else nothing at all
|
|
/// 0x779256 hit-test the point ; else nothing
|
|
/// 0x77926b test event.buttonMask, [this+0x330] ; the DOWN bits alone -> fire OnClick
|
|
/// 0x7792ad push 2 ; SetState(PUSHED) ; unconditional past the gates above
|
|
/// ```
|
|
///
|
|
/// So `[this+0x330]` is one dword holding the `"…ButtonDown"` registrations in byte 0 and the
|
|
/// `"…ButtonUp"` registrations in byte 1, and the mask `m | m << 8` asks "this button, either
|
|
/// variant". **The pushed art is not conditional on the click firing, or on the handler doing
|
|
/// anything** — it is conditional only on the button being registered for that mouse button at
|
|
/// all, which is why a right-click on an action, spellbook or pet slot lights up even when the
|
|
/// right-click does nothing (they all register `RightButtonUp`), and why a right-click on a plain
|
|
/// `LeftButtonUp` button does not.
|
|
pub(super) fn wants_press_visual(model: &Model, h: FrameHandle, button: &str) -> bool {
|
|
match model.arena.frame(h).map(|f| &f.kind_state) {
|
|
Some(KindState::Button(bs)) => bs.registered_clicks.iter().any(|s| {
|
|
s.strip_suffix("Up")
|
|
.or_else(|| s.strip_suffix("Down"))
|
|
.is_some_and(|b| b.eq_ignore_ascii_case(button))
|
|
}),
|
|
_ => false,
|
|
}
|
|
}
|
|
|
|
/// Is a press currently holding this button down — the `held` half of the PushedTexture rule.
|
|
///
|
|
/// Any captured mouse button counts, gated by [`wants_press_visual`]. Callers pair it with
|
|
/// `hovered`, which is `0x779256`'s hit test at press time plus `0x7793f0`'s restore-to-NORMAL
|
|
/// when the pointer leaves mid-press.
|
|
pub(super) fn press_held(model: &Model, h: FrameHandle) -> bool {
|
|
model
|
|
.mouse_down_on
|
|
.iter()
|
|
.any(|(button, &pressed)| pressed == h && wants_press_visual(model, h, button))
|
|
}
|
|
|
|
/// The click behavior shared by the input path and `Click()`: gated on `enabled`; a CheckButton
|
|
/// **toggles before OnClick fires** (the documented widget contract — a handler reading
|
|
/// `self:GetChecked()` sees the new state); then `OnClick(self, button, down)` — `down` is `true`
|
|
/// only for a press that fired via a `"<Button>ButtonDown"` registration, `false` for every
|
|
/// release-fired or programmatic click (the Era signature: `down` mirrors which transition fired).
|
|
pub(super) fn click_button(lua: &Lua, id: u32, button: &str, down: bool) {
|
|
let fire = {
|
|
let mut model = lua.app_data_mut::<Model>().expect("model app_data");
|
|
let Some(&h) = model.id_to_frame.get(&id) else {
|
|
return;
|
|
};
|
|
let Some(frame) = model.arena.frame_mut(h) else {
|
|
return;
|
|
};
|
|
let is_check = frame.kind == FrameKind::CheckButton;
|
|
match &mut frame.kind_state {
|
|
// A Button/CheckButton click is gated on its enabled flag…
|
|
KindState::Button(bs) => {
|
|
if bs.enabled {
|
|
if is_check {
|
|
bs.checked = !bs.checked;
|
|
}
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
// …every other kind with an OnClick just fires (plain frames can carry one too).
|
|
_ => true,
|
|
}
|
|
};
|
|
if !fire {
|
|
return;
|
|
}
|
|
let btn = match lua.create_string(button) {
|
|
Ok(s) => Value::String(s),
|
|
Err(_) => return,
|
|
};
|
|
if let Err(e) = event::fire_widget_handler(lua, id, "OnClick", vec![btn, Value::Boolean(down)])
|
|
{
|
|
lua.app_data_mut::<Model>()
|
|
.expect("model app_data")
|
|
.errors
|
|
.push(e.to_string());
|
|
}
|
|
}
|