- the grass fade is a plane across the view, not a ring around the player: `0x6b2b80` texgens the camera-space position through `T(0,0,−52.5)·Ry(π/2)·S(1/17.5)`, so the fade coordinate is view-space depth, `u = (z_eye − 52.5)/17.5` — we measured `distance(eye, fragment)`, a sphere, which meets the ground as a circle centred on the player that slides as they walk and bites a piece out of every tuft it crosses, and that was the hard border; the ramp is `0x6b2320`'s quantised 64×8 table, `alpha = 4·(63 − col)`, read bilinearly as `(254 − 256·u)/255` and capped at `252/255` — plateau to 52.64 yd, zero at 69.86 yd, near grass 98.8 % opaque and never 100 — where we had a clean 1 → 0 line; the product `tex0.a × ramp` is what the 128/255 `detailDoodadAlpha` cutout tests (both stages MODULATE, `[0xc7b2fc]`, confirmed verbatim in all four apitrace captures), so the tuft eroding out at 61.11 yd is the reference's own behaviour and the "fix" that would have removed it never landed; the pass owns its render state — blend mode 2, ALPHAREF 128, cull off, depth-write on, the per-slot draw `0x6b2d60` binding nothing but the texture — where we passed the batch's authored blend and cull through, and the `clutter_state` probe counted the cost: of 322 detail batches, 2 author Opaque (no cutout, their margin drawn as a solid card) and 5 single-sided; the build gate measures the chunk's box against the frustum corner ray derived from the live projection (≈1.31× at 16:9, ≈1.45× at 21:9), not its centre plus a 24 yd margin that popped whole chunks in on relief (2004) - a `<Model>` widget's animation state is Lua-observable and lives in the engine: a private scene clock its own `OnUpdate` advances by `trunc(elapsed·1000)` ms on visible frames only (`0x76d7f0`), an arm with an anchor the sampler re-reads every frame (`0x7121a0`), `OnUpdateModel` at the top of every paint (`0x76d1a0`) and `OnAnimFinished` from the completion callback (`0x76cdc0`); the file's sequences and bounds are facts the host hands over, `SetModel` seeds Stand now or when they land (`0x70ebd0`) with a queued arm replaying after the seed, and the XML `scale=` on a model pane is the model's scale (`CSimpleModel::LoadXML` `0x76cac0`), which the loader had never read (2007); and the pane renders its M2 — every visible pane with a file gets a cell of one render-target atlas at its device size through one orthographic camera, the root at `1280·modelScale·layoutScale` FrameXML units per model unit, the tile's `AnimationPlayer` paused and seeked to the engine's play head, the light black, particles in their own unit (`768·√(a²+1)` per model unit, neither scale), composited as one premultiplied quad at the callback rank; two corrections off the bytes: `OnUpdateModel` fires only with a model installed (`[widget+0x318] ≠ 0`) and `OnAnimFinished` fires once per arm for a looping sequence too (`0x719370`); the loader now applies a `<Model>`'s `file=` at all, which every XML-declared pane had lacked; retired: the minimap ping's byte-measured sprite, since `MiniMapPing` and `WorldMapPing` draw their own file on the pane's clock (2013) - the stance feed fires `UPDATE_SHAPESHIFT_FORMS` only for a list change: the reference fires it at `0x4b28ff`/`0x4b2e43` from learn, unlearn and rank-replace alone, while ours fired on any change of the pushed view, and every fire runs the stock `ShapeshiftBar_Update`, which shows `ShapeshiftBarMiddle` unconditionally past two forms and `Show()`s an already-shown frame — no `OnShow`, no manage pass — so a stance switch or the category-47 cooldown arming and expiring left the middle strip drawn alone over a raised bottom-left bar; castability now rides `SPELL_UPDATE_USABLE` (`0x4b31c0`), active/texture/cooldown are pushed silently and repainted on `PLAYER_AURAS_CHANGED` and `SPELL_UPDATE_COOLDOWN`, the feed ordered before both handler sets so they read the fresh list (2009); and the loot-roll frame waits for its item template (B371): `GroupLootFrame_OnShow` paints once and nothing repaints it, and we fired `START_LOOT_ROLL` on the frame the packet arrived, against a snapshot whose name, texture and quality were still `None` — the reference's `0x61b310` ends in the item-template cache lookup `0x55ba30`, a hit firing the event there and a miss firing it from the arrival callback `0x61b460`, so the feed holds a fresh roll's event until the template answers, with two releases that are ours: a negative answer (a frame that never opens cannot even be passed on) and a 2 s deadline paid out of the roll's minute; `arg2` stays the wire's countdown, as `0x61b430` pushes it (2010) - the FPS journal ships to players: it had registered inside the dev-only `DevToolsPlugin` and been armed by an environment variable, so nothing we shipped could have written a row on the one GPU-bound frame in the corpus, a Steam Deck's at 94 % busy; `/console fpsJournal 1` — a CVar of our own, persisted like every CVar — opens `benilla-config/Diagnostics/fps-journal.csv` and appends one row a second, `0` closes it mid-run, and `WOW_FPS_JOURNAL=<path>` stays as the harness lever; eight GPU columns appended, `gpu_ms` then `gpu_opaque, gpu_static, gpu_transp, gpu_glow, gpu_post, gpu_ui, gpu_other`, read off bevy's `RenderDiagnosticsPlugin`, which times passes where the device offers `TIMESTAMP_QUERY_INSIDE_PASSES` (Vulkan and DX12) and leaves the cells empty on an Apple GPU, empty being the honest value; `static_gx`, the four `ffx_glow_*` passes and `ui_gamma_decode` open diagnostic spans so a city's own draw is named in the split; a fresh file opens with the adapter, backend, driver and `gpu_spans yes|no` line; and a probe's `/console` line, which skips the stock `ChatEdit_ParseText` and had landed in a parser arm that knew only `reloadUI`, now forwards to `ConsoleExec` and writes a CVar the way the typed line does (2008) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
386 lines
20 KiB
Rust
386 lines
20 KiB
Rust
//! The host runtime loop — an `impl UiScript` block beside its concern (the `layout.rs` pattern):
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//! the event fan-out to registered frames ([`UiScript::fire_event`]), the per-frame advance
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//! ([`UiScript::tick`]: OnUpdate + the engine-side fades/cooldowns), and the FrameXML session clock
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//! ([`UiScript::now`]). The low-level handler-firing these drive lives in [`super::event`].
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use mlua::Lua;
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use crate::widget::FrameHandle;
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use super::{editbox, event, tooltip, Model, ScriptValue, UiScript};
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impl UiScript {
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/// Queue an event to fire at the **start of the next tick**, into the same
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/// [`super::Model::pending_events`] list the engine's own bindings use — so it lands *after*
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/// everything queued earlier in the frame and before that tick's `OnUpdate` pass.
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///
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/// **Ordering, not laziness, is the whole reason this is public** (decision 1750). A benilla
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/// drain runs a step behind the input pass that fed it, so an event it fires *immediately*
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/// arrives BEFORE events the same input already queued — the reverse of the reference, where
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/// the deferral happens inside the very call that queued them. That inversion is not
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/// hypothetical: the soulbind confirm raised by placing an item into a worn slot was cancelled
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/// one tick later by that same place's own `CURSOR_UPDATE`, whose `StaticPopup_Hide` is
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/// `UIParent.lua:356-360` transcribed correctly. Queueing restores the reference's relative
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/// order — cursor-change first, question second — while a *later* cursor change still retires
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/// the question, which is exactly what that arm is for.
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///
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/// Use [`Self::fire_event`] for anything whose ordering against in-flight queued events does
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/// not matter, which is nearly everything.
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pub fn queue_event(&mut self, event: &str, args: Vec<ScriptValue>) {
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self.model_mut()
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.pending_events
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.push((event.to_string(), args));
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}
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/// Fire an event to every frame registered for it, invoking their `OnEvent` handlers (RF-0025):
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/// both the legacy `this`/`event`/`arg1..argN` globals *and* the modern `(self, event, ...)`
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/// arguments. Events reach registered frames regardless of visibility, **in registration
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/// order** — the client's `SignalEvent 0x703e50` walks the per-event listener list head-first
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/// (tail-append insert `0x7052d0`, wow-re `event-dispatch-order.md`: FIFO, first-registered
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/// fires first). Cross-frame order is a LAW consumers depend on: both ZoneText frames write
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/// `PVPInfoTextString` on one event — the last writer decides. Handler errors are collected
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/// into [`UiScript::errors`], never panicking.
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///
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/// **The walk steps by a next-listener SAVED BEFORE the handler runs** (`0x703ee8: mov
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/// edi,[eax+0x4]` — "save the next node before firing"; decision 1324), never by list index.
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/// That is what makes a handler that UNREGISTERS ITSELF mid-dispatch unable to rob its
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/// successor — and it is load-bearing in the wild: AceEvent-2.0 treats `PLAYER_LOGIN` /
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/// `VARIABLES_LOADED` as fire-once events and unregisters its frame *inside* the handler, so
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/// an index walk skipped whichever addon registered right after AceEvent (Bagnon_Forever's
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/// saved-bag DB never initialized — the director's `SaveBagData:76` error dialogs). A frame
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/// registered mid-dispatch tail-appends and is still visited; a handler that unregisters the
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/// walk's SAVED next stops the dispatch there (the reference frees the node and walks into
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/// its zeroed links — memory-accident territory we render as a deterministic stop, a knowing
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/// divergence from an accident, not from a mechanism).
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pub fn fire_event(&mut self, event: &str, args: Vec<ScriptValue>) {
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fire_event_into(&self.lua, event, args);
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}
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}
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/// [`UiScript::fire_event`] against the VM directly, for a caller that holds `&Lua` rather than
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/// `&UiScript` — which is every Lua binding, and therefore `UpdateSpells` (decision 1924).
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///
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/// Identical behaviour; `fire_event` is the same call with the script's own VM. The `&mut self` on
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/// the method was never load-bearing — the body reaches everything through `lua.app_data_mut()` —
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/// and this is the shape [`crate::loader::load_into`] already uses for the same reason (1188 §2).
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pub(crate) fn fire_event_into(lua: &Lua, event: &str, args: Vec<ScriptValue>) {
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let model_mut = || lua.app_data_mut::<Model>().expect("model app_data set");
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{
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let mut at = {
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let model = model_mut();
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model
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.event_to_frames
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.get(event)
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.and_then(|l| l.first().copied())
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};
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while let Some(h) = at {
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let mut model = model_mut();
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// The saved handle must still be registered — its removal (by the previous handler)
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// ends the walk, per the doc above.
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let Some(pos) = model
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.event_to_frames
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.get(event)
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.and_then(|l| l.iter().position(|&x| x == h))
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else {
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break;
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};
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let next = model
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.event_to_frames
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.get(event)
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.and_then(|l| l.get(pos + 1).copied());
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let id = model.frame_id(h);
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drop(model);
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if let Err(e) = event::fire_event_handler(lua, id, event, &args) {
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model_mut().record_script_error(e.to_string());
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}
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at = next;
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}
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}
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}
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impl super::UiScript {
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/// Advance time: run `OnUpdate(self, elapsed)` on every *effectively-visible* frame that has one
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/// (RF-0025: OnUpdate → `this` + `arg1 = elapsed`). Errors collected, never panicking.
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/// Also advances the `GetTime()` clock — the FrameXML session clock (seconds, monotonic,
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/// arbitrary epoch like the real client's), kept as the `__benilla_now` global so the stdlib
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/// binding reads it without a host round-trip. Reference FrameXML (CastingBarFrame & co.)
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/// anchors durations on GetTime; the clock advancing in the same call that fires OnUpdate
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/// keeps the two views of time consistent within a frame.
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/// The current `GetTime()` value (`__benilla_now`, seconds) — the FrameXML session clock. The app
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/// reads it to stamp an absolute expiry into the clock a Lua countdown reads (the aura feed's
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/// `expirationTime`, decision 0257); it is the same value `GetTime()` returns inside the VM.
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pub fn now(&self) -> f64 {
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self.lua.globals().get("__benilla_now").unwrap_or(0.0)
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}
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pub fn tick(&mut self, elapsed: f32) {
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let clock = {
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let g = self.lua.globals();
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let now: f64 = g.get("__benilla_now").unwrap_or(0.0);
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g.set("__benilla_now", now + f64::from(elapsed))
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};
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if let Err(e) = clock {
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self.push_error(e);
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}
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// The focused edit box's caret blink (`0x77a790` runs on the client's frame tick).
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editbox::tick_blink(&self.lua, elapsed);
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// …and, from inside that same `0x77a790` (`0x77a7a1`), the dirty-word drain that fires the
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// `OnTextChanged`s an edit only marked (decision 1831). It runs BEFORE this tick's
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// OnUpdate sweep, matching the reference's order: the box's own OnUpdate override drains
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// before the FrameXML handlers that read the box get their turn.
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editbox::drain_text_changed(&self.lua);
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// Events queued by Lua bindings last tick (`Model::pending_events` — e.g. `SetMapZoom` →
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// `WORLD_MAP_UPDATE`; the cursor arc's `CURSOR_UPDATE`/`ITEM_LOCK_CHANGED`/
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// `DELETE_ITEM_CONFIRM`, decision 0216) fire first, so handlers see them before this
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// frame's OnUpdate runs.
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let pending = std::mem::take(&mut self.model_mut().pending_events);
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for (event, args) in pending {
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self.fire_event(&event, args);
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}
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let ids: Vec<u32> = {
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let mut model = self.model_mut();
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// The OnUpdate population is its own list (decision 1446) — maintained by
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// `SetScript`, `scripts`' one writer — so this reads a few hundred handles instead
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// of re-filtering the whole scripts map. A destroyed frame's handle stays until its
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// liveness check fails once, then compacts here.
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let frames: Vec<FrameHandle> = model
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.on_update_frames
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.iter()
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.copied()
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.filter(|&h| model.arena.frame(h).is_some_and(|f| f.effective_visible))
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.collect();
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if model
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.on_update_frames
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.iter()
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.any(|&h| model.arena.frame(h).is_none())
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{
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let arena = &model.arena;
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let live: Vec<FrameHandle> = model
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.on_update_frames
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.iter()
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.copied()
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.filter(|&h| arena.frame(h).is_some())
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.collect();
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model.on_update_frames = live;
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}
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let mut ids: Vec<u32> = frames.into_iter().map(|h| model.frame_id(h)).collect();
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// **Deterministic order, by frame id — i.e. creation order.**
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//
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// `model.scripts` is a hash map, so this sweep used to fire OnUpdate in an order that
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// varied per process. That was invisible for as long as every geometry getter answered
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// from the PREVIOUS frame's resolve: each handler saw the same stale world regardless
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// of when it ran. The moment the getters began settling on demand (so a handler can
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// observe work an earlier handler did this same sweep), the order became load-bearing
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// and the macro window's tab width started flipping 164/167 run to run.
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//
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// Random order was always wrong — the reference sweeps a defined order — the staleness
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// was merely hiding it. Creation order is stable, matches FrameXML declaration order,
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// and is what a handler reading a sibling's geometry should see.
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ids.sort_unstable();
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ids
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};
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for id in ids {
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if let Err(e) = event::fire_update_handler(&self.lua, id, elapsed) {
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self.push_error(e);
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}
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}
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self.tick_model_panes(elapsed);
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// Advance every ScrollingMessageFrame's per-line fade (the client's OnUpdate `0x788460`).
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// Independent of the frame's own OnUpdate script — the fade is C++ behavior, not Lua. The
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// AtBottom freeze gate lives inside `ScrollingMessageState::tick`.
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let now = self.now();
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let mut model = self.model_mut();
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// The sibling class's OnUpdate (`0x786200`): the same two-phase fade with no scroll gate,
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// plus the capacity law that is this class's stand-in for `maxLines` — the cap is what fits
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// vertically, so it needs the frame's resolved rect and is collected first (the arena walk
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// below holds a mutable borrow that cannot also read `model.resolved`).
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// Both per-kind walks below ride the arena's ticked-kind registry (decision 1446):
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// dozens of handles instead of two full-arena sweeps per tick.
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let ticked: Vec<FrameHandle> = model.arena.ticked_kinds().to_vec();
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let message_frames: Vec<(FrameHandle, usize)> = ticked
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.iter()
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.copied()
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.filter(|&h| {
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model
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.arena
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.frame(h)
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.is_some_and(|f| matches!(f.kind_state, crate::widget::KindState::Message(_)))
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})
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.map(|h| (h, Self::message_viewport_rows(&model, h)))
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.collect();
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for (h, viewport_rows) in message_frames {
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if let Some(crate::widget::KindState::Message(mf)) =
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model.arena.frame_mut(h).map(|f| &mut f.kind_state)
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{
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mf.tick(elapsed);
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mf.trim_to_viewport(viewport_rows);
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}
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}
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let mut finished_cooldowns: Vec<FrameHandle> = Vec::new();
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for &h in &ticked {
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let Some(frame) = model.arena.frame_mut(h) else {
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continue;
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};
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if let crate::widget::KindState::ScrollingMessage(smf) = &mut frame.kind_state {
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smf.tick(elapsed);
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}
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// A Cooldown whose flash has finished hides itself — the reference machine's
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// `OnAnimFinished` → `Hide()` edge (`Cooldown.lua`), modeled engine-side like the
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// message fade above (C++-equivalent behavior, not Lua).
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if let crate::widget::KindState::Cooldown(cd) = &frame.kind_state {
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if frame.shown && cd.duration > 0.0 && now >= cd.finished_at() {
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finished_cooldowns.push(h);
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}
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}
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}
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for h in finished_cooldowns {
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model.arena.set_shown(h, false);
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}
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drop(model);
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// Advance fading tooltips (FadeOut's ramp + end-of-ramp hide) — engine behavior like the
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// message fade above, decision 0274.
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tooltip::tick_fades(&self.lua);
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// The hover RE-PICK ([`Model::hover_repick`]): the world under a stationary cursor
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// changed this tick (the hovered frame hid, or a frame was shown over the cursor), so
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// re-run the hover walk at the SAVED cursor position — the reference's own pump tail
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// (`0x765650` → `0x7660d0` with the saved event, didn't-move coalesce bypassed).
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// `mouse_move` at the unchanged point is exactly that walk: the hidden frame's OnLeave
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// already fired at hide time and `mouseover` is clear, so only the new winner's
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// boundary fires — no second OnLeave, `OnEnter` with no physical mouse move.
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let repick = {
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let mut model = self.model_mut();
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let due = model.hover_repick;
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model.hover_repick = false;
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due.then_some(model.cursor_pos)
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};
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if let Some((x, y)) = repick {
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self.mouse_move(x, y);
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}
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// `WOW_UI_HANDLERS=<secs>` — who spent the frame (decision 1395). Last, so a report covers
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// everything this tick fired; a no-op unless the instrument is armed.
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self.report_handler_profile(elapsed);
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}
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}
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impl UiScript {
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/// The model panes' per-frame pass (decision 2007; wow-re `modelframe-render-law.md` §4).
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///
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/// Three things the reference does each frame for a **visible** model pane, in this order:
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/// the widget's own `OnUpdate` (`0x76d7f0`, walked by the UI pump with the Lua OnUpdates the
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/// caller just fired) advances its private scene clock by `trunc(elapsed · 1000)` ms — a
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/// truncation, no `+0.5` (`76d854 __ftol`); the paint (`vt+0x98`, `0x76d1a0`) fires
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/// `OnUpdateModel` before it builds the scene; and the scene's animate runs the completion
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/// callback (`0x76cdc0`) when the armed sequence has run its length — `OnAnimFinished`, on
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/// natural completion only (mode 0), once per arm, for a looping sequence's first pass as
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/// much as for a clamped one's end (the flag test sits after the enqueue — wow-re
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/// `modelframe-texanim-and-sequence-law.md`, Q4). A hidden pane gets none of the three: its
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/// clock stands still and it completes nothing, which is what makes the minimap ping "resume
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/// where the last one stopped".
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///
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/// The completion is read AFTER `OnUpdateModel` because the handler may re-arm (the cooldown
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/// flips to its flash there), and a fresh arm has nothing to complete.
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fn tick_model_panes(&mut self, elapsed: f32) {
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let dt_ms = (elapsed * 1000.0).trunc().max(0.0) as u64;
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let update_ids: Vec<u32> = {
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let mut model = self.model_mut();
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let ticked: Vec<FrameHandle> = model.arena.ticked_kinds().to_vec();
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for h in ticked {
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let Some(f) = model.arena.frame_mut(h) else {
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continue;
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};
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if !f.effective_visible {
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continue;
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}
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if let crate::widget::KindState::Model(m) = &mut f.kind_state {
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m.clock_ms += dt_ms;
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}
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}
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// The handler population, maintained by `SetScript` like `on_update_frames`; a
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// destroyed frame's handle compacts out on its first miss.
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if model
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.on_update_model_frames
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.iter()
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.any(|&h| model.arena.frame(h).is_none())
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{
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let arena = &model.arena;
|
|
let live: Vec<FrameHandle> = model
|
|
.on_update_model_frames
|
|
.iter()
|
|
.copied()
|
|
.filter(|&h| arena.frame(h).is_some())
|
|
.collect();
|
|
model.on_update_model_frames = live;
|
|
}
|
|
// Visible MODEL panes WITH A MODEL INSTALLED: the handler is `CSimpleModel::LoadXML`'s
|
|
// (`+0x3cc`) and the paint that fires it (`76d1bc`) is reached only past the
|
|
// `[widget+0x318] ≠ 0` gate at `76d24c` — a file set, resident or still streaming;
|
|
// a pane with no file paints nothing and fires nothing (wow-re
|
|
// `modelframe-texanim-and-sequence-law.md`, Q4). A script of that name on any
|
|
// other kind is inert, as it is in the reference.
|
|
let frames: Vec<FrameHandle> = model
|
|
.on_update_model_frames
|
|
.iter()
|
|
.copied()
|
|
.filter(|&h| {
|
|
model.arena.frame(h).is_some_and(|f| {
|
|
f.effective_visible
|
|
&& matches!(&f.kind_state, crate::widget::KindState::Model(m) if m.path.is_some())
|
|
})
|
|
})
|
|
.collect();
|
|
let mut ids: Vec<u32> = frames.into_iter().map(|h| model.frame_id(h)).collect();
|
|
ids.sort_unstable(); // creation order — the OnUpdate sweep's own law
|
|
ids
|
|
};
|
|
for id in update_ids {
|
|
if let Err(e) = event::fire_widget_handler(&self.lua, id, "OnUpdateModel", Vec::new()) {
|
|
self.push_error(e);
|
|
}
|
|
}
|
|
let finished_ids: Vec<u32> = {
|
|
let mut model = self.model_mut();
|
|
let ticked: Vec<FrameHandle> = model.arena.ticked_kinds().to_vec();
|
|
let mut due: Vec<FrameHandle> = Vec::new();
|
|
for h in ticked {
|
|
let Some(f) = model.arena.frame(h) else {
|
|
continue;
|
|
};
|
|
if !f.effective_visible {
|
|
continue;
|
|
}
|
|
let crate::widget::KindState::Model(m) = &f.kind_state else {
|
|
continue;
|
|
};
|
|
let Some(path) = m.path.as_deref() else {
|
|
continue;
|
|
};
|
|
let Some(facts) = model.model_facts.get(&crate::widget::model_key(path)) else {
|
|
continue;
|
|
};
|
|
if m.completion_due(facts) {
|
|
due.push(h);
|
|
}
|
|
}
|
|
let mut ids = Vec::with_capacity(due.len());
|
|
for h in due {
|
|
if let Some(crate::widget::KindState::Model(m)) =
|
|
model.arena.frame_mut(h).map(|f| &mut f.kind_state)
|
|
{
|
|
if let Some(a) = &mut m.armed {
|
|
a.finished = true;
|
|
}
|
|
}
|
|
ids.push(model.frame_id(h));
|
|
}
|
|
ids.sort_unstable();
|
|
ids
|
|
};
|
|
for id in finished_ids {
|
|
if let Err(e) = event::fire_widget_handler(&self.lua, id, "OnAnimFinished", Vec::new())
|
|
{
|
|
self.push_error(e);
|
|
}
|
|
}
|
|
}
|
|
}
|