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benilla-octo/crates/benilla/assets/ui/ScrollTemplates.xml
T
SamandClaude Fable 5 b82cc3dd4f the loading screen warms every shader, and locked chests say LOCKED
- the loading screen now compiles every shader the world can reach: sky, water, spell shards and model variants stop hitching the first time they appear
- a locked chest's cursor carries the LOCKED word like the real client, and the lock verdict never leaks into the sent packet
- enchanting asks before it acts: a bind-on-enchant item gets its confirm popup, and so does replacing an enchant that's already there
- a long gossip menu scrolls like the reference with rows grown to their wrapped text, and music already playing is not restarted when the server re-sends it

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 18:54:16 +07:00

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<Ui>
<!--
benilla's reusable scroll kits — TWO of them, sharing one scrollbar and one pair of arrow
helpers. The **faux-scroll** kit (this header) re-binds a fixed set of rows to a moving data
offset; the **real-scroll** kit (second half of the script block) pans and CLIPS a
variable-height child through the engine's `<ScrollFrame>` (decision 0112) — the one a gossip
menu of wrapped options needs, since its content height isn't known until it is laid out.
Only their OnValueChanged differs, and an instance overrides the template's (the loader
SetScripts every `<Scripts>` block in order, so the instance's handler wins).
The faux kit (decisions 0247/0250/0251): a draggable scroll bar over
the `Slider` primitive (0250) plus the fixed-row "faux scroll" Lua layer — the reference's
`FauxScrollFrame`, which never really scrolls a child: it re-binds a fixed set of row buttons to
a moving data offset. First customer: the class trainer's skill-line list (TrainerFrame.xml).
The quest log's chunk-local faux-scroll upvalue is a later migration onto this.
DESIGN — collapsed from the real client's three-part decomposition (0250: FauxScrollFrame =
ScrollFrame + Slider + Lua). The real `FauxScrollFrameTemplate` routes the scrollbar's value
through its parent `ScrollFrame` (`OnValueChanged → parent:SetVerticalScroll(v)`; the
ScrollFrame's `OnVerticalScroll` then derives `offset = floor(v/itemHeight + 0.5)`). That
ScrollFrame adds exactly one thing over the Slider: a *scroll-range clamp* on the value. We
don't need it — the offset comes straight off the Slider value here — and in benilla it would be
a liability: the clamp reads the scroll child's RESOLVED height, which lags a tick behind the
`SetHeight` the faux update does, so a content resize + scroll in one tick could clamp against a
stale range. So benilla's faux frame is a plain `<Frame>` + a `Slider`: fewer moving parts, no
dependency on within-tick resolved rects, and the identical on-screen result (a smooth,
pixel-granularity thumb whose position maps 1:1 to the scroll offset). See 0251 for the full
rationale + the divergence from 0250's described (real-client) shape.
VALUE MODEL. The scrollbar's value is in PIXELS: `[0, (numItems − numToDisplay) * itemHeight]`,
`valueStep = itemHeight`. The row offset is `floor(value / itemHeight + 0.5)` — sub-pixel
rounding, so the thumb (drawn at the raw value fraction) and the list (drawn at the rounded
offset) never visibly disagree. The frame carries `frame.offset` (the top visible row, 0-based)
and `frame.updateFunc` (the owner's list-repaint, set by the owner's OnLoad).
-->
<Script><![CDATA[
-- Step the bar one row (the slider's valueStep) — the sensible step for an item list (the
-- generic ref scrollbar steps half its height; a discrete row list wants one). Silent by
-- design: the ref plays UChatScrollButton only on the arrow *buttons'* OnClick, never on the
-- wheel (ScrollFrameTemplate_OnMouseWheel is soundless). Both the wheel and the arrows call
-- this, so the click lives on the arrow OnClick, keeping wheel-scroll silent.
function BenillaScrollBar_Step(scrollBar, dir)
local step = scrollBar:GetValueStep()
if step <= 0 then step = 1 end
scrollBar:SetValue(scrollBar:GetValue() + dir * step)
end
-- Grey the up arrow at the top and the down arrow at the bottom (ref
-- ScrollFrame_OnScrollRangeChanged's arrow handling), from the slider's own value/range.
function BenillaScrollBar_UpdateArrows(scrollBar)
local minV, maxV = scrollBar:GetMinMaxValues()
local val = scrollBar:GetValue()
local up = getglobal(scrollBar:GetName() .. "ScrollUpButton")
local down = getglobal(scrollBar:GetName() .. "ScrollDownButton")
if val <= minV then up:Disable() else up:Enable() end
if val >= maxV then down:Disable() else down:Enable() end
end
-- The scrollbar's OnValueChanged: derive the row offset from the (pixel) value and, only when
-- it actually moved, repaint the owner's list. The change-gate is load-bearing: the owner's
-- repaint calls _Update below, which SetValue()s the thumb back to offset*itemHeight — a value
-- that maps to the SAME offset, so this handler no-ops and the cycle stops after one hop (the
-- Slider's own SetValue change-gate stops the value side, decision 0250).
function BenillaFauxScrollBar_OnValueChanged(scrollBar, value)
local frame = scrollBar:GetParent()
local step = scrollBar:GetValueStep()
if step <= 0 then step = 1 end
local newOffset = floor(value / step + 0.5)
if newOffset ~= frame.offset then
frame.offset = newOffset
if frame.updateFunc then frame.updateFunc() end
end
BenillaScrollBar_UpdateArrows(scrollBar)
end
-- OnLoad: a fresh faux frame is at the top with an empty range (ref ScrollFrame_OnLoad).
function BenillaFauxScrollFrame_OnLoad(frame)
frame.offset = 0
local scrollBar = getglobal(frame:GetName() .. "ScrollBar")
scrollBar:SetMinMaxValues(0, 0)
scrollBar:SetValueStep(1)
scrollBar:SetValue(0)
end
-- The offset getters/setters the owner's list code reads (ref FauxScrollFrame_GetOffset /
-- _SetOffset). _SetOffset syncs the thumb too, so a programmatic reset (top-of-list on open)
-- moves the bar.
function BenillaFauxScrollFrame_GetOffset(frame)
return frame.offset or 0
end
function BenillaFauxScrollFrame_SetOffset(frame, offset)
frame.offset = offset
local scrollBar = getglobal(frame:GetName() .. "ScrollBar")
scrollBar:SetValue(offset * scrollBar:GetValueStep())
end
-- Reconcile the bar to a freshly-sized list (ref FauxScrollFrame_Update): clamp the offset into
-- range, set the pixel range + step, seat the thumb at the current offset, and show the bar only
-- when the list overflows the visible rows. Called by the owner's list-repaint each pass.
function BenillaFauxScrollFrame_Update(frame, numItems, numToDisplay, itemHeight)
local scrollBar = getglobal(frame:GetName() .. "ScrollBar")
local maxOffset = numItems - numToDisplay
if maxOffset < 0 then maxOffset = 0 end
if not frame.offset or frame.offset > maxOffset then frame.offset = maxOffset end
if frame.offset < 0 then frame.offset = 0 end
scrollBar:SetValueStep(itemHeight)
scrollBar:SetMinMaxValues(0, maxOffset * itemHeight)
scrollBar:SetValue(frame.offset * itemHeight)
BenillaScrollBar_UpdateArrows(scrollBar)
if numItems > numToDisplay then
scrollBar:Show()
else
scrollBar:Hide()
end
end
-- A wheel spin over the list → one row (WoW convention: +1 up, −1 down). Called from the
-- owner window's OnMouseWheel (the engine bubbles the spin up the parent chain, so the handler
-- lives on the window, not a child — TrainerFrame.xml's own note).
function BenillaFauxScrollFrame_OnMouseWheel(frame, delta)
local scrollBar = getglobal(frame:GetName() .. "ScrollBar")
BenillaScrollBar_Step(scrollBar, -delta)
end
-- ══════════════════════════ The REAL-scroll kit ══════════════════════════════════════════
--
-- The other half of the file: a true `<ScrollFrame>` (engine mechanism, decision 0112) that
-- pans and CLIPS a variable-height child, as against the faux kit above (fixed rows re-bound
-- to a data offset). Windows whose content height is unknown until it is laid out — a gossip
-- menu of wrapped options, a quest's body text — need this one; a uniform list wants the faux.
--
-- SHAPE, from the reference `UIPanelScrollFrameTemplate` (Interface\FrameXML\
-- UIPanelTemplates.xml l.166-211, extracted via mpqx): the scrollbar is a SLIDER that rides
-- its ScrollFrame as a child, so `bar:GetParent()` IS the frame it scrolls — no name
-- derivation, and `$parentBar` gives SyncBar its handle. The ref's OnVerticalScroll drives
-- the bar's value and greys the two arrows at the ends; ours does the same through the
-- shared arrow helper above.
BENILLA_SCROLL_STEP = 20 -- px per arrow click / wheel notch
BENILLA_SCROLL_PAD = 20 -- breathing room under the last element in the child
-- The bar moved (drag, arrow, or SyncBar): pan the frame it rides. The loop this could form
-- (bar → scroll → OnVerticalScroll → SyncBar → bar) dead-ends in one hop — SyncBar writes the
-- value the bar already holds, and the Slider's SetValue change-gate (decision 0250) drops it.
function BenillaScrollBar_OnValueChanged(bar, value)
bar:GetParent():SetVerticalScroll(value)
BenillaScrollBar_UpdateArrows(bar)
end
-- Reconcile a ScrollFrame's bar to its live range (ref ScrollFrame_OnScrollRangeChanged):
-- the bar spans [0, range] in pixels, seats at the current scroll, and hides entirely when
-- the content fits. Wired to both OnScrollRangeChanged and OnVerticalScroll by the owner.
function BenillaScroll_SyncBar(sf)
local bar = getglobal(sf:GetName() .. "Bar")
if not bar then return end
local range = sf:GetVerticalScrollRange()
bar:SetValueStep(BENILLA_SCROLL_STEP)
bar:SetMinMaxValues(0, range)
bar:SetValue(sf:GetVerticalScroll())
BenillaScrollBar_UpdateArrows(bar)
if range > 0 then bar:Show() else bar:Hide() end
end
-- Pan by `delta` px; the engine clamps to [0, range].
function BenillaScroll_Step(sf, delta)
sf:SetVerticalScroll(sf:GetVerticalScroll() + delta)
BenillaScroll_SyncBar(sf)
end
-- WoW wheel convention: +1 per notch up, -1 down — up lifts the content.
function BenillaScroll_OnMouseWheel(sf, delta)
BenillaScroll_Step(sf, -delta * BENILLA_SCROLL_STEP)
end
-- A widget's resolved bottom edge for the content sum — nil when it isn't contributing
-- (hidden frame / blank FontString / not yet resolved this frame).
function BenillaScroll_WidgetBottom(w)
if not w then return nil end
if w.IsShown then
if not w:IsShown() then return nil end
elseif w.GetText then
local t = w:GetText()
if not t or t == "" then return nil end
end
return w:GetBottom()
end
-- Size a scroll child to its MEASURED content — the resolved bottom of the lowest visible
-- widget, plus padding — instead of a fixed budget, and tell the frame (which fires
-- OnScrollRangeChanged → the owner's SyncBar). Frame-late by nature: rects resolve after Lua
-- runs, so owners re-run this from an OnUpdate until it stops changing. Returns true when it
-- actually resized (only a real change writes: SetHeight invalidates layout, and an
-- every-frame write would fight the resolver).
function BenillaScroll_ResizeChild(scrollName, widgets)
local sf = getglobal(scrollName)
local child = getglobal(scrollName .. "Child")
local top = child:GetTop()
if not top then return false end
local bottom = nil
for i = 1, table.getn(widgets) do
local b = BenillaScroll_WidgetBottom(getglobal(widgets[i]))
if b and (not bottom or b < bottom) then bottom = b end
end
local height = 1
if bottom then height = (top - bottom) + BENILLA_SCROLL_PAD end
if height < 1 then height = 1 end
if math.abs(child:GetHeight() - height) < 1 then return false end
child:SetHeight(height)
sf:UpdateScrollChildRect()
return true
end
]]></Script>
<!--
The scroll bar: a `Slider` (0250) 16px wide, its up/down step buttons pinned above/below the
track, and the knob thumb. The value is in pixels (see the header); the thumb draws at the
value fraction along the track (engine-side, decision 0250 §4), draggable (§5). The step-button
+ knob art is the stock 1.12 scrollbar kit, each texture cropped to its centred 16px (the
`0.25..0.75` TexCoords the ref's `UIPanelScrollBarButton` applies).
-->
<Slider name="BenillaScrollBarTemplate" virtual="true">
<Size><AbsDimension x="16" y="0"/></Size>
<Frames>
<Button name="$parentScrollUpButton">
<Size><AbsDimension x="16" y="16"/></Size>
<Anchors><Anchor point="BOTTOM" relativePoint="TOP"/></Anchors>
<NormalTexture file="Interface\Buttons\UI-ScrollBar-ScrollUpButton-Up"><TexCoords left="0.25" right="0.75" top="0.25" bottom="0.75"/></NormalTexture>
<PushedTexture file="Interface\Buttons\UI-ScrollBar-ScrollUpButton-Down"><TexCoords left="0.25" right="0.75" top="0.25" bottom="0.75"/></PushedTexture>
<DisabledTexture file="Interface\Buttons\UI-ScrollBar-ScrollUpButton-Disabled"><TexCoords left="0.25" right="0.75" top="0.25" bottom="0.75"/></DisabledTexture>
<HighlightTexture file="Interface\Buttons\UI-ScrollBar-ScrollUpButton-Highlight" alphaMode="ADD"><TexCoords left="0.25" right="0.75" top="0.25" bottom="0.75"/></HighlightTexture>
<Scripts><OnClick>BenillaScrollBar_Step(this:GetParent(), -1); PlaySound("UChatScrollButton")</OnClick></Scripts>
</Button>
<Button name="$parentScrollDownButton">
<Size><AbsDimension x="16" y="16"/></Size>
<Anchors><Anchor point="TOP" relativePoint="BOTTOM"/></Anchors>
<NormalTexture file="Interface\Buttons\UI-ScrollBar-ScrollDownButton-Up"><TexCoords left="0.25" right="0.75" top="0.25" bottom="0.75"/></NormalTexture>
<PushedTexture file="Interface\Buttons\UI-ScrollBar-ScrollDownButton-Down"><TexCoords left="0.25" right="0.75" top="0.25" bottom="0.75"/></PushedTexture>
<DisabledTexture file="Interface\Buttons\UI-ScrollBar-ScrollDownButton-Disabled"><TexCoords left="0.25" right="0.75" top="0.25" bottom="0.75"/></DisabledTexture>
<HighlightTexture file="Interface\Buttons\UI-ScrollBar-ScrollDownButton-Highlight" alphaMode="ADD"><TexCoords left="0.25" right="0.75" top="0.25" bottom="0.75"/></HighlightTexture>
<Scripts><OnClick>BenillaScrollBar_Step(this:GetParent(), 1); PlaySound("UChatScrollButton")</OnClick></Scripts>
</Button>
</Frames>
<Scripts>
<OnValueChanged>BenillaFauxScrollBar_OnValueChanged(self, arg1)</OnValueChanged>
</Scripts>
<ThumbTexture name="$parentThumbTexture" file="Interface\Buttons\UI-ScrollBar-Knob">
<Size><AbsDimension x="16" y="16"/></Size>
<TexCoords left="0.25" right="0.75" top="0.25" bottom="0.75"/>
</ThumbTexture>
</Slider>
<!--
The faux-scroll container: a plain `<Frame>` carrying the offset state + a right-hand scroll bar
(inset 16px top/bottom so the arrow buttons sit inside the track span — the ref
UIPanelScrollFrameTemplate's scrollbar anchors). An owner instantiates this and, in its own
OnLoad, sets `frame.updateFunc` to its list-repaint.
-->
<Frame name="BenillaFauxScrollFrameTemplate" virtual="true">
<Frames>
<Slider name="$parentScrollBar" inherits="BenillaScrollBarTemplate">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="TOPRIGHT"><Offset><AbsDimension x="6" y="-16"/></Offset></Anchor>
<Anchor point="BOTTOMLEFT" relativePoint="BOTTOMRIGHT"><Offset><AbsDimension x="6" y="16"/></Offset></Anchor>
</Anchors>
</Slider>
</Frames>
<Scripts>
<OnLoad>BenillaFauxScrollFrame_OnLoad(self)</OnLoad>
</Scripts>
</Frame>
</Ui>