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benilla-octo/crates/benilla-app/assets/ui/GameMenuFrame.xml
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gromandClaude Opus 5 81d96af35d Everwood: the HD/OctoWoW line of benilla, imported onto upstream
This checkout had no git history at all, so this one commit carries the whole
of the Everwood work as a single import on top of chairmanpow/benilla-octo's
`main` (706cd71). The two trees have genuinely diverged — each has files the
other does not — so this is a fork point, not a catch-up.

Today's work, which is the reason a baseline exists at all:

- Booth previews no longer cast world shadows (`NO_BOOTH_SHADOW`). Portrait
  characters were entering the sun's shadow cascades, so every skinned-rig
  shadow specialization compiled live mid-frame; the hitch detector logged
  "main thread blocked 1316 ms" beside a `compiled LIVE` warning. This was
  the Fashion/Tmog stutter.
- Per-pane dress-up: each `DressUpModel` pane assembles and stages its own
  tried-on look instead of every pane mirroring the live player.
- Item template cache is append-only JSONL written on the IO pool, replacing
  an 11.6 MB whole-map JSON rewrite on the main thread every 10 s.
- `WOW_SYSTEM_TIMING` rebuilt per-thread: it took 2 mutexes per system enter
  and 4 per exit, costing 15 ms a frame (590 fps -> 60) and corrupting the
  measurements it was taken to produce.
- The visibility-churn sweep moved to its own `WOW_FLASH_CHURN` switch, so a
  frame-cost reading no longer pays 2.7 ms a frame for it.

Local state (`benilla-config/`, `logs/`, `target/`) is excluded by the
existing .gitignore; the account credential it holds is not in this commit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-15 15:01:14 -06:00

224 lines
11 KiB
XML

<Ui>
<!--
The game menu ESC opens, in the chrome of the reference's GameMenuFrame.xml.
Deviation: the rungs are the 1.15 era client's ESC menu, because its settings screens
replace 1.12's, which are much worse to use; the era's AddOns rung is dropped, since the
character-select AddOns screen is the only addon UI. Addons address `GameMenuFrame` by name.
-->
<Script><![CDATA[
-- Label strings as `X = X or "..."`, so a stock GlobalStrings value wins where one exists.
MAIN_MENU = MAIN_MENU or "Main Menu"
HUD_EDIT_MODE_MENU = HUD_EDIT_MODE_MENU or "Edit Mode"
GAMEMENU_SUPPORT = GAMEMENU_SUPPORT or "Support"
MACROS = MACROS or "Macros"
LOGOUT = LOGOUT or "Logout"
EXIT_GAME = EXIT_GAME or "Exit Game"
RETURN_TO_GAME = RETURN_TO_GAME or "Return to Game"
CANCEL = CANCEL or "Cancel"
-- A rung with nothing behind it yet (Edit Mode, Support), disabled.
function GameMenuButton_Pending(button, text)
button:SetText(text)
button:Disable()
end
-- ══ Our options window in the stock "is an options window open?" checks ══
-- Each wraps the stock body to add `BenillaOptionsFrame`; here because this file loads
-- last, after MainMenuBarMicroButtons.xml.
local Ref_IsOptionFrameOpen = IsOptionFrameOpen
local Ref_ToggleGameMenu = ToggleGameMenu
local Ref_UpdateMicroButtons = UpdateMicroButtons
-- Guarded for a test kit that loads the game menu without the options window.
local function BenillaOptions_IsOpen()
return BenillaOptionsFrame and BenillaOptionsFrame:IsVisible()
end
-- `UIParent.lua:996`: a yes keeps the ESC sweep off the centre panel, which our window is.
function IsOptionFrameOpen()
if BenillaOptions_IsOpen() then
return 1
end
return Ref_IsOptionFrameOpen()
end
-- `UIParent.lua:1465-1497`: static popup, then an open options window, then the stock
-- ladder. Our Close click is the discard-and-hide of the reference's `OptionsFrameCancel`.
function ToggleGameMenu(clicked)
if clicked then
-- As the reference's `clicked` arm: close an options window, then toggle.
if BenillaOptions_IsOpen() then
BenillaOptionsFrameCloseButton:Click()
end
return Ref_ToggleGameMenu(clicked)
end
if StaticPopup_EscapePressed() then
return
end
if BenillaOptions_IsOpen() then
BenillaOptionsFrameCloseButton:Click()
return
end
return Ref_ToggleGameMenu(clicked)
end
-- `MainMenuBarMicroButtons.lua:47-58`: only ever pushes the button, so the stock decision
-- stands and ours adds our window.
function UpdateMicroButtons()
if Ref_UpdateMicroButtons then
Ref_UpdateMicroButtons()
end
if MainMenuMicroButton and BenillaOptions_IsOpen() then
MainMenuMicroButton:SetButtonState("PUSHED", 1)
end
end
]]></Script>
<!-- The era's header font, which 1.12's Fonts.xml lacks. -->
<Font name="GameFontNormalMed1" inherits="GameFontNormal" virtual="true">
<FontHeight><AbsValue val="13"/></FontHeight>
</Font>
<!-- GameMenuFrame.xml:4's attributes but `movable`, inert there: it has no drag scripts. -->
<Frame name="GameMenuFrame" parent="UIParent" frameStrata="DIALOG" toplevel="true" enableMouse="true" hidden="true">
<!-- The era layout: 28+144+28 wide, 32 top, 28 bottom, 7 rungs of 21, 3 gaps of 20. -->
<Size><AbsDimension x="200" y="267"/></Size>
<Anchors><Anchor point="CENTER"/></Anchors>
<Backdrop bgFile="Interface\DialogFrame\UI-DialogBox-Background" edgeFile="Interface\DialogFrame\UI-DialogBox-Border" tile="true">
<BackgroundInsets><AbsInset left="11" right="12" top="12" bottom="11"/></BackgroundInsets>
<TileSize><AbsValue val="32"/></TileSize>
<EdgeSize><AbsValue val="32"/></EdgeSize>
</Backdrop>
<Layers>
<Layer level="ARTWORK">
<Texture name="GameMenuFrameHeader" file="Interface\DialogFrame\UI-DialogBox-Header">
<Size><AbsDimension x="256" y="64"/></Size>
<Anchors><Anchor point="TOP"><Offset><AbsDimension x="0" y="12"/></Offset></Anchor></Anchors>
</Texture>
<!-- The era's 13px font on the 1.12 seat, within half a unit of the era's. -->
<FontString name="GameMenuFrameTitle" inherits="GameFontNormalMed1" text="MAIN_MENU">
<Anchors>
<Anchor point="TOP" relativeTo="GameMenuFrameHeader"><Offset><AbsDimension x="0" y="-14"/></Offset></Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Frames>
<!-- Literal: 1.12 has no GAMEMENU_OPTIONS; its OPTIONS_MENU is "Options Menu". -->
<Button name="GameMenuButtonOptions" inherits="GameMenuButtonTemplate" text="Options">
<Anchors>
<!-- Centred, not TOPLEFT+28. The 28 was (200-144)/2, the centring offset baked in as an
absolute left edge, and it is right only while the frame is 200 wide. Skins resize this
frame and keep the anchor: pfUI's Game Menu skin takes 30 off the width and re-applies
the button's own point verbatim (skins/blizzard/game_menu.lua), which leaves a TOPLEFT
offset pointing 15 too far right — the column then hangs 2px past the frame's right
edge. A TOP anchor re-centres on any width, which is what the reference's own chain
root does (CENTER to the frame's TOP) and what every skin assumes. -->
<Anchor point="TOP"><Offset><AbsDimension x="0" y="-32"/></Offset></Anchor>
</Anchors>
<Scripts>
<OnClick>
PlaySound("igMainMenuOption")
HideUIPanel(GameMenuFrame)
ShowUIPanel(BenillaOptionsFrame)
</OnClick>
</Scripts>
</Button>
<Button name="GameMenuButtonEditMode" inherits="GameMenuButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GameMenuButtonOptions" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="-20"/></Offset></Anchor>
</Anchors>
<Scripts><OnLoad>GameMenuButton_Pending(self, HUD_EDIT_MODE_MENU)</OnLoad></Scripts>
</Button>
<Button name="GameMenuButtonSupport" inherits="GameMenuButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GameMenuButtonEditMode" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="0"/></Offset></Anchor>
</Anchors>
<Scripts><OnLoad>GameMenuButton_Pending(self, GAMEMENU_SUPPORT)</OnLoad></Scripts>
</Button>
<Button name="GameMenuButtonMacros" inherits="GameMenuButtonTemplate" text="MACROS">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GameMenuButtonSupport" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="0"/></Offset></Anchor>
</Anchors>
<!-- GameMenuFrame.xml:118-122. -->
<Scripts>
<OnClick>
PlaySound("igMainMenuOption")
HideUIPanel(getglobal("GameMenuFrame"))
ShowMacroFrame()
</OnClick>
</Scripts>
</Button>
<!-- As the reference: disabled while a CAMP or QUIT countdown is up. -->
<Button name="GameMenuButtonLogout" inherits="GameMenuButtonTemplate" text="LOGOUT">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GameMenuButtonMacros" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="-20"/></Offset></Anchor>
</Anchors>
<Scripts>
<OnShow>
if not StaticPopup_Visible("CAMP") and not StaticPopup_Visible("QUIT") then
self:Enable()
else
self:Disable()
end
</OnShow>
<OnClick>
PlaySound("igMainMenuLogout")
Logout()
HideUIPanel(GameMenuFrame)
</OnClick>
</Scripts>
</Button>
<Button name="GameMenuButtonQuit" inherits="GameMenuButtonTemplate" text="EXIT_GAME">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GameMenuButtonLogout" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="0"/></Offset></Anchor>
</Anchors>
<Scripts>
<OnShow>
if not StaticPopup_Visible("CAMP") and not StaticPopup_Visible("QUIT") then
self:Enable()
else
self:Disable()
end
</OnShow>
<OnClick>
PlaySound("igMainMenuQuit")
Quit()
HideUIPanel(GameMenuFrame)
</OnClick>
</Scripts>
</Button>
<Button name="GameMenuButtonContinue" inherits="GameMenuButtonTemplate" text="RETURN_TO_GAME">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GameMenuButtonQuit" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="-20"/></Offset></Anchor>
</Anchors>
<Scripts>
<OnClick>
PlaySound("igMainMenuContinue")
HideUIPanel(GameMenuFrame)
</OnClick>
</Scripts>
</Button>
</Frames>
<!-- The reference's OnShow/OnHide, guarded for a test that loads no action bar. -->
<Scripts>
<OnShow>
-- ERA_WINDOW_SCALE (OptionsFrame.xml) stands in for the era's UIParent scale. A
-- second OnShow on this frame would replace this one.
this:SetScale(ERA_WINDOW_SCALE or 1)
if UpdateMicroButtons then UpdateMicroButtons() end
if Disable_BagButtons then Disable_BagButtons() end
</OnShow>
<OnHide>
if UpdateMicroButtons then UpdateMicroButtons() end
if Enable_BagButtons then Enable_BagButtons() end
</OnHide>
</Scripts>
</Frame>
</Ui>