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benilla-octo/crates/benilla-app/assets/ui/GameMenuAdapters.xml
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Sam SungandClaude Opus 5.5 05e204de10 benilla's layer speaks the 1.12 API alone: handlers take this and no arguments, GetBinding answers the 1.12 list, the Key Bindings page captures through its window, /errors chains the error handler, and the host hooks leave the VM (#569)
benilla's layer now uses only the 1.12 API and the 1.12 Lua forms, and the host hooks it used are gone from the VM.

- **The VM calls handlers as 1.12.1 does.** A handler body is compiled as the chunk itself, so `self` in it is an ordinary global (`0x704c70`). A handler is called with no arguments (`0x705199`). The loader reads no `function=` attribute.
- **`GetBinding`/`GetNumBindings` answer the 1.12 list** (`0x4b7f60`): `HEADER_*` section rows, plus every key bound to a command, with no category column. The stock `KeyBindingFrame` now shows its section headers and both key columns.
- **The Key Bindings page captures keys through its own window**, as `Blizzard_BindingUI` does: the frame's `OnKeyDown` for keys, clicks for mouse buttons, and the wheel. It takes the `Benilla` prefix, so loading the stock binding addon no longer breaks it. The UI pointer feed now hands frames mouse buttons 4 and 5.
- **`/errors` keeps its log by chaining the Lua error handler**, and the stock ScriptErrors dialog is unchanged. Load failures that never raise now print one chat line each at world entry.
- **Slash commands:** `/reload` and `/errors` are `SlashCmdList` rows in the layer. `/convertraid` is gone; 1.12.1 has no such command. The dev commands are host rows in dev builds only, so a player build answers them with the unknown-command line once.
- **Naming:** every global the layer defines is `Benilla`-prefixed. `BenillaBindCapture`, `KeyBindings_OnHostKey`, the three script-error globals and `SubmitChatInput` are removed.

Verified:
- New tests for each rule and each removed surface; 16 mutations each fail a test.
- Region dumps of the Options window (general page, Key Bindings, armed) are identical before and after.
- `scripts/gates.sh` and `scripts/smoke.sh` are green.
- A live run bound a key, a Shift chord and the middle button through the page, and opened `/errors`.

Built on macOS; no platform seam touched.

Fixes #539
Fixes #544
Fixes #407
Part of #171

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 00:12:27 +07:00

133 lines
6.5 KiB
XML

<Ui>
<!--
The ESC menu: the stock GameMenuFrame.xml, reshaped in place as a 1.12 addon reshapes it.
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.
-->
<!-- The era's header font, which 1.12's Fonts.xml lacks. -->
<Font name="BenillaGameFontNormalMed1" inherits="GameFontNormal" virtual="true">
<FontHeight><AbsValue val="13"/></FontHeight>
</Font>
<Script><![CDATA[
-- ══ The frame: the era layout, 28+144+28 wide, 32 top, 28 bottom, 7 rungs of 21 and
-- three gaps of 20 ═══════════════════════════════════════════════════════════════════════
GameMenuFrame:SetWidth(200)
GameMenuFrame:SetHeight(267)
-- The stock title (`GameMenuFrame.xml:36`) has no name: found as addons find it.
for _, region in ipairs({ GameMenuFrame:GetRegions() }) do
if region:GetObjectType() == "FontString" and region:GetText() == MAIN_MENU then
region:SetFontObject(BenillaGameFontNormalMed1)
end
end
-- BENILLA_ERA_WINDOW_SCALE (OptionsFrame.xml) stands in for the era's UIParent scale;
-- read at every show, then the stock OnShow.
local Ref_GameMenuFrame_OnShow = GameMenuFrame:GetScript("OnShow")
GameMenuFrame:SetScript("OnShow", function()
this:SetScale(BENILLA_ERA_WINDOW_SCALE or 1)
Ref_GameMenuFrame_OnShow()
end)
-- ══ The rungs ═══════════════════════════════════════════════════════════════════════════
-- Every stock rung stays, anchored TOP to a BOTTOM as in the stock file, so an addon's
-- `SetPoint("TOP", …)` replaces its one anchor. The three the era menu lacks are hidden
-- in place, with Sound and UI Options each laid over the rung above it, so they take no
-- space: a width or height of 0 is no size in 1.12's layout, not a flat rect.
-- Literal: 1.12 has no GAMEMENU_OPTIONS; its OPTIONS_MENU is "Options Menu".
GameMenuButtonOptions:SetText("Options")
GameMenuButtonOptions:ClearAllPoints()
GameMenuButtonOptions:SetPoint("TOP", GameMenuFrame, "TOP", 0, -32)
GameMenuButtonOptions:SetScript("OnClick", function()
PlaySound("igMainMenuOption")
HideUIPanel(GameMenuFrame)
ShowUIPanel(BenillaOptionsFrame)
end)
for _, fold in ipairs({
{ GameMenuButtonSoundOptions, GameMenuButtonOptions },
{ GameMenuButtonUIOptions, GameMenuButtonSoundOptions },
}) do
local button, above = fold[1], fold[2]
button:Hide()
button:ClearAllPoints()
button:SetPoint("TOP", above, "BOTTOM", 0, button:GetHeight())
end
-- Key Bindings keeps its stock anchor, 1 under UI Options: the era rungs hang from its
-- top, so an addon that inserts a button above it and re-anchors it under that button
-- (ShaguTweaks) moves them down as it moves the stock rungs.
GameMenuButtonKeybindings:Hide()
-- The era's Edit Mode and Support, with nothing behind them yet: disabled.
local editMode = CreateFrame("Button", "BenillaGameMenuButtonEditMode", GameMenuFrame,
"GameMenuButtonTemplate")
editMode:SetPoint("TOP", GameMenuButtonKeybindings, "TOP", 0, -19)
editMode:SetText("Edit Mode")
editMode:Disable()
local support = CreateFrame("Button", "BenillaGameMenuButtonSupport", GameMenuFrame,
"GameMenuButtonTemplate")
support:SetPoint("TOP", editMode, "BOTTOM", 0, 0)
support:SetText("Support")
support:Disable()
GameMenuButtonMacros:SetPoint("TOP", support, "BOTTOM", 0, 0)
GameMenuButtonLogout:SetPoint("TOP", GameMenuButtonMacros, "BOTTOM", 0, -20)
GameMenuButtonQuit:SetPoint("TOP", GameMenuButtonLogout, "BOTTOM", 0, 0)
GameMenuButtonContinue:SetPoint("TOP", GameMenuButtonQuit, "BOTTOM", 0, -20)
-- ══ Our options window in the stock "is an options window open?" checks ═══════════════
-- Each wraps the stock function to add `BenillaOptionsFrame`.
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. Guarded for a test kit that loads no micro buttons.
function UpdateMicroButtons()
if Ref_UpdateMicroButtons then
Ref_UpdateMicroButtons()
end
if MainMenuMicroButton and BenillaOptions_IsOpen() then
MainMenuMicroButton:SetButtonState("PUSHED", 1)
end
end
]]></Script>
</Ui>