Files
benilla-octo/crates/benilla/assets/ui/GameMenuFrame.xml
T
SamandClaude Fable 5 7eca017eb0 the Options window goes era, and settings finally persist
- one era-style Options window: window chrome, category list, search box and its own ESC rung, with the game menu reshaped to match
- settings are real CVars now: GetCVar/SetCVar reach Lua, and your changes persist as a diff in benilla/config.toml
- all local state lives in one visible benilla/ folder beside your Data/ — nothing hides in platform config dirs
- UI text stays crisp at any scale and survives a mid-session resolution change: glyphs measure in the environment they raster in

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 18:54:37 +07:00

369 lines
22 KiB
XML

<Ui>
<!--
The GAME MENU — the frame ESC opens (decision 0674). The last hole in the game shell's
outermost layer: until now ESC's chain ran out of things to close and did nothing, and the
Main Menu micro button was drawn but dead (MicroMenu.xml's SCOPE note).
Ground truth, all quoted rather than re-derived:
· **The frame** — ref `GameMenuFrame.xml` (patch.MPQ, extracted): 195x246, `frameStrata`
DIALOG, the UI-DialogBox backdrop with the 11/12/12/11 insets and 32px tile/edge, the
256x64 UI-DialogBox-Header at TOP +12 with MAIN_MENU centered 14px down it, and the
eight-button ladder — first button CENTER on the frame's TOP at (0,-37), each next one
TOP-to-BOTTOM at (0,-1), and Return to Game hung (0,-16) below Exit Game (the one gap in
the stack, which is what makes the last entry read as separate).
· **The button** — ref `GameMenuButtonTemplate` (UIPanelTemplates.xml l.403-410): a 144x21
`UIPanelButtonTemplate` (the UI-Panel-Button Up/Down/Disabled/Highlight four-state art,
TexCoords 0..0.625 / 0..0.6875) whose label trio is overridden to
GameFontHighlight/GameFontHighlight/GameFontDisable — i.e. the menu's labels are WHITE,
not the gold a normal panel button wears, and grey when disabled.
· **The labels** — GlobalStrings.lua (patch-2.MPQ), verbatim: VIDEOOPTIONS_MENU "Video
Options", SOUNDOPTIONS_MENU "Sound Options", UIOPTIONS_MENU "Interface Options",
KEY_BINDINGS "Key Bindings", MACROS "Macros", LOGOUT "Logout", EXIT_GAME "Exit Game",
RETURN_TO_GAME "Return to Game", MAIN_MENU "Main Menu". Declared as the real globals
(they are addon-visible API, decision 0068) and read back into each button's label in its
OnLoad — the ref's `text="LOGOUT"` attribute IS a global lookup, which this engine's
literal `text=` is not.
· **The sounds** — the ref's own OnClick lines: igMainMenuOption (the five option buttons),
igMainMenuLogout, igMainMenuQuit, igMainMenuContinue. All four kits verified present in
SoundEntries.dbc (patch-2.MPQ) alongside the igMainMenuOpen/Close pair already in use.
· **The two logout dialogs** — ref `StaticPopup.lua` l.564-600 (CAMP + QUIT), transcribed
onto the shared popup engine (UiPanels.xml), whose countdown-text branch already lists
both `which` names. Their driver events are the reference's own (`re/events/event-catalog
.tsv`: 276 PLAYER_CAMPING, 277 PLAYER_QUITING, 278 LOGOUT_CANCEL), fired by
`crate::ui_logout` off `SMSG_LOGOUT_RESPONSE`.
NAMES are the reference's, unprefixed (`GameMenuFrame`, `GameMenuButton*`) — the same call
MicroMenu.xml made for its straight transcriptions, and required here besides: `ToggleGameMenu`
and `GameMenuFrame` are Era API surface an addon addresses by name.
SCOPE / divergences (noted, not bugs):
- **The ladder is the ERA menu's** (director's call on the 0951 review — supersedes 0951
§3's five-button collapse): the Era client's own ESC menu shape, greyed where benilla
has nothing behind the entry yet. Geometry quoted from the era dump @ 1.15.9 (Gethe
wow-ui-source, classic_era, the 0950 pin):
· Blizzard_SharedXML/Classic/Frame/MainMenuFrameTemplates.xml l.18-33 — the menu is a
VerticalLayoutFrame, buttonTemplate MainMenuFrameButtonTemplate, padding
top/bottom/left/right = 32/28/28/28, spacing 0; l.11-16 — the button is a 144x21
UIPanelButtonTemplate with the white/white/grey label trio (the SAME art + trio the
1.12 GameMenuButtonTemplate carries — no era-only art in this menu at all).
· Shared/Frame/MainMenuFrameTemplates.lua l.61-71 — AddSection() puts a 20-unit gap
(the next button's topPadding) between groups; AddCloseButton uses the same 20.
· Shared/GameMenuFrame.lua l.62-162 — the Era ladder: Options · [gap] · AddOns, Edit
Mode, Support, Macros · [gap] · Logout, Exit Game · [gap] · Return to Game. (Store /
Rewards / What's New / Ratings are structurally off in Era — store disabled, no
account store, IsStandard() false, koKR only.)
· The layout math those constants produce, precomputed here (this engine has no layout
frames): width 28+144+28 = 200; button tops 32/73/94/115/136/177/198/239; height
239+21+28 = 288. Anchored as a TOPLEFT chain so the gaps read in the XML.
· The header — Classic/Dialog/DialogTemplates.xml l.11-43 (ClassicDialogHeaderTemplate):
the same 256x64 UI-DialogBox-Header art, text = MAINMENU_BUTTON, swapped to
GameFontNormalMed1 (13px) by MainMenuFrameMixin:OnLoad. Both header idioms (1.12's
TOP+12 texture / era's 39-tall frame with the art centered) seat the art within half
a unit of each other; the 1.12 transcription is kept, the font and string are era's.
- **AddOns / Edit Mode / Support / Macros ship DISABLED** — nothing behind them yet
(`GameMenuButton_Pending`): the template's own `-Disabled` art + grey label, exactly
how the era menu greys a dead entry (SetEnabled(false) → DisabledFont). Each goes live
by deleting one `GameMenuButton_Pending` call and writing its OnClick.
- The Options label stays a literal "Options": 1.12 GlobalStrings has no era
GAMEMENU_OPTIONS (checked; its OPTIONS_MENU is "Options Menu", a different string).
- The ref frame is `toplevel="true" movable="true" parent="UIParent"`. Dropped: this engine has
no cross-file `parent=` attachment (SkillFrame.xml's header comment), no frame-level raise,
and `movable` is inert in the ref too (GameMenuFrame defines no drag scripts, so it never
actually moves). `frameStrata="DIALOG"` is what puts it over the world UI, and that is kept.
-->
<Script><![CDATA[
-- The reference GlobalStrings (patch-2.MPQ Interface\FrameXML\GlobalStrings.lua), quoted
-- verbatim. `X = X or "..."` so a later real strings table wins, the MicroMenu.xml idiom.
MAIN_MENU = MAIN_MENU or "Main Menu"
ADDONS = ADDONS or "AddOns"
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"
CAMP_TIMER = CAMP_TIMER or "%d %s until logout"
QUIT_TIMER = QUIT_TIMER or "%d %s until exit"
QUIT_NOW = QUIT_NOW or "Exit now"
CANCEL = CANCEL or "Cancel"
-- One label setter for a button with nothing behind it yet (only Macros, since 0950 made
-- Options live): set the ref's text, then disable (grey label + the template's -Disabled
-- art). Making it live is deleting the call and writing its ref OnClick.
function GameMenuButton_Pending(button, text)
button:SetText(text)
button:Disable()
end
-- ── The two logout dialogs (ref StaticPopup.lua l.564-600) ──────────────────────────────
-- Both are countdown dialogs: their `text` is a format string the popup engine's per-tick
-- branch fills with the remaining time (StaticPopup_OnUpdate's which-list already names CAMP
-- and QUIT), so they open blank and count down. `timeout = 20` matches the server's own
-- logout timer (vmangos `WorldSession::LogoutRequest` → 20 s), which is what the countdown
-- is displaying — the client is not the authority here, it is narrating the server's clock.
--
-- The asymmetry between them is the reference's: CAMP offers only Cancel (the commented-out
-- CAMP_NOW/ForceLogout button is dead in 1.12 — "uncomment once forced logouts are completely
-- implemented"), while QUIT offers Exit now + Cancel, because a force-quit needs no server
-- round trip. Closing either one EARLY (button, ESC, or an override) cancels the logout;
-- letting it run out does not — the engine zeroes `timeleft` before hiding, which is exactly
-- what the ref's `if this.timeleft > 0` guard reads.
StaticPopupDialogs["CAMP"] = {
text = CAMP_TIMER,
button1 = CANCEL,
OnAccept = function()
CancelLogout()
end,
OnHide = function()
if this.timeleft > 0 then
CancelLogout()
end
end,
timeout = 20,
whileDead = 1,
hideOnEscape = 1,
}
StaticPopupDialogs["QUIT"] = {
text = QUIT_TIMER,
button1 = QUIT_NOW,
button2 = CANCEL,
OnAccept = function()
ForceQuit()
this.timeleft = 0
end,
OnHide = function()
if this.timeleft > 0 then
CancelLogout()
end
end,
timeout = 20,
whileDead = 1,
hideOnEscape = 1,
}
-- The camp/quit event driver. The ref handles these three in UIParent's own OnEvent
-- (UIParent.lua l.304-315); benilla has no UIParent frame, so this is a dedicated hidden
-- listener — the BenillaDeleteItemConfirmDriver shape.
function BenillaLogoutDriver_OnEvent()
if event == "PLAYER_CAMPING" then
StaticPopup_Show("CAMP")
elseif event == "PLAYER_QUITING" then
StaticPopup_Show("QUIT")
elseif event == "LOGOUT_CANCEL" then
StaticPopup_Hide("CAMP")
StaticPopup_Hide("QUIT")
end
end
]]></Script>
<!-- The era header text size (Classic/Dialog/DialogTemplates.xml + the OnLoad font swap):
GameFontNormalMed1 = SystemFont_Med2 = FRIZQT 13, gold, the MasterFont shadow. Era's
name, declared here beside its one consumer (the 0951 residue convention: Fonts.xml
stays the complete 1.12 set). -->
<Font name="GameFontNormalMed1" inherits="GameFontNormal" virtual="true">
<FontHeight><AbsValue val="13"/></FontHeight>
</Font>
<!-- Era MainMenuFrameButtonTemplate (Classic/Frame/MainMenuFrameTemplates.xml l.11-16) =
UIPanelButtonTemplate at 144x21 with a white/white/grey label trio — byte-for-byte the
1.12 GameMenuButtonTemplate (UIPanelTemplates.xml l.403-410): same art, same trio, same
size. UIPanelButtonTemplate itself is not transcribed as a shared virtual (no other
benilla file inherits it — each open-codes the same four-state art, e.g. QuestFrame.xml
l.753); its textures are inlined here with the ref TexCoords. -->
<Button name="GameMenuButtonTemplate" virtual="true">
<Size><AbsDimension x="144" y="21"/></Size>
<ButtonText name="$parentText"/>
<NormalTexture file="Interface\Buttons\UI-Panel-Button-Up"><TexCoords left="0" right="0.625" top="0" bottom="0.6875"/></NormalTexture>
<PushedTexture file="Interface\Buttons\UI-Panel-Button-Down"><TexCoords left="0" right="0.625" top="0" bottom="0.6875"/></PushedTexture>
<DisabledTexture file="Interface\Buttons\UI-Panel-Button-Disabled"><TexCoords left="0" right="0.625" top="0" bottom="0.6875"/></DisabledTexture>
<HighlightTexture file="Interface\Buttons\UI-Panel-Button-Highlight" alphaMode="ADD"><TexCoords left="0" right="0.625" top="0" bottom="0.6875"/></HighlightTexture>
<NormalFont inherits="GameFontHighlight"/>
<HighlightFont inherits="GameFontHighlight"/>
<DisabledFont inherits="GameFontDisable"/>
</Button>
<Frame name="GameMenuFrame" frameStrata="DIALOG" enableMouse="true" hidden="true">
<!-- The era layout engine's own numbers (header SCOPE note): 28+144+28 wide, 32-top /
28-bottom padding around eight 21-unit rungs with three 20-unit section gaps. -->
<Size><AbsDimension x="200" y="288"/></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>
<!-- Era swaps the header text to 13px (MainMenuFrameMixin:OnLoad →
SetHeaderFont(GameFontNormalMed1)); the seat is the 1.12 one (within half a
unit of era's — header SCOPE note). -->
<FontString name="GameMenuFrameTitle" inherits="GameFontNormalMed1">
<Anchors>
<Anchor point="TOP" relativeTo="GameMenuFrameHeader"><Offset><AbsDimension x="0" y="-14"/></Offset></Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Frames>
<!-- The era ladder (header SCOPE note): Options · gap · AddOns, Edit Mode, Support,
Macros · gap · Logout, Exit Game · gap · Return to Game. A TOPLEFT chain at the
era layout engine's numbers — x 28, first top -32, 0 between group members, -20
at each section break. Live entries wire the era OnClick intent; pending ones
grey out through GameMenuButton_Pending until something exists behind them. -->
<!-- Options — live: the era GameMenuFrame.lua l.88 entry (ShowUIPanel(SettingsPanel)
there, OptionsFrame here) plus an explicit HideUIPanel first. The ref leans on
the center-replacement rule for the swap (ShowUIPanel l.697-702: native-center
frames replace each other); hiding the menu explicitly says the same thing
without relying on the eviction path. -->
<Button name="GameMenuButtonOptions" inherits="GameMenuButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT"><Offset><AbsDimension x="28" y="-32"/></Offset></Anchor>
</Anchors>
<Scripts>
<OnLoad>self:SetText("Options")</OnLoad>
<OnClick>
PlaySound("igMainMenuOption")
HideUIPanel(GameMenuFrame)
ShowUIPanel(OptionsFrame)
</OnClick>
</Scripts>
</Button>
<!-- The middle section, all pending (header SCOPE note).
AddOns: the era addon-list dialog — nothing to list yet.
Edit Mode: the era HUD editor — no edit mode exists.
Support: opens the external help site in era — no browser seam.
Macros: ref OnClick when live: PlaySound("igMainMenuOption");
HideUIPanel(GameMenuFrame); ShowMacroFrame() -->
<Button name="GameMenuButtonAddOns" inherits="GameMenuButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GameMenuButtonOptions" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="-20"/></Offset></Anchor>
</Anchors>
<Scripts><OnLoad>GameMenuButton_Pending(self, ADDONS)</OnLoad></Scripts>
</Button>
<Button name="GameMenuButtonEditMode" inherits="GameMenuButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GameMenuButtonAddOns" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="0"/></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">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GameMenuButtonSupport" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="0"/></Offset></Anchor>
</Anchors>
<Scripts><OnLoad>GameMenuButton_Pending(self, MACROS)</OnLoad></Scripts>
</Button>
<!-- The three that are live. The ref's OnShow on both Logout and Quit disables the
button while either logout dialog is already up (you cannot re-arm a running
countdown); it runs on the menu's own show, which is when a re-opened menu has to
re-read that state. -->
<Button name="GameMenuButtonLogout" inherits="GameMenuButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GameMenuButtonMacros" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="-20"/></Offset></Anchor>
</Anchors>
<Scripts>
<OnLoad>self:SetText(LOGOUT)</OnLoad>
<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">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GameMenuButtonLogout" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="0"/></Offset></Anchor>
</Anchors>
<Scripts>
<OnLoad>self:SetText(EXIT_GAME)</OnLoad>
<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">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GameMenuButtonQuit" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="-20"/></Offset></Anchor>
</Anchors>
<Scripts>
<OnLoad>self:SetText(RETURN_TO_GAME)</OnLoad>
<OnClick>
PlaySound("igMainMenuContinue")
HideUIPanel(GameMenuFrame)
</OnClick>
</Scripts>
</Button>
</Frames>
<!-- ref GameMenuFrame OnShow/OnHide, verbatim: the micro row's Main Menu button pushes in
while the menu is up, and the bag bar greys out under it (you cannot open bags from
behind the menu — ShowUIPanel's center gate would refuse the window anyway, so the
greying is the visible half of a rule the panel manager already enforces). Guarded, the
UiPanels.xml `CloseMenus and CloseMenus()` posture: a headless test loads this file
without the action bar behind it. -->
<Scripts>
<OnLoad>GameMenuFrameTitle:SetText(MAIN_MENU)</OnLoad>
<OnShow>
-- The shared era-window scale first (ERA_WINDOW_SCALE, OptionsFrame.xml — loaded
-- before this file): the era menu has no scale of its own (GameMenuFrame.xml +
-- MainMenuFrameTemplates, grepped clean), it draws at UIParent's px-per-unit —
-- the SAME density as the era options window, whose checkFit caps at 1. The knob
-- is our stand-in for that UIParent scale; without it the menu drew 28% larger
-- relative to the options window than the era pair ("esc menu scale too big" —
-- director, 2026-08-04). `or 1` guards a load-order regression only. NOTE: this
-- lives INSIDE the existing OnShow — a second Scripts/OnShow block on the same
-- frame would silently REPLACE this one (SetScript semantics: last wins).
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>
<!-- The camp/quit event listener (the ref's UIParent OnEvent arms — script block above). -->
<Frame name="BenillaLogoutDriver" hidden="true">
<Size><AbsDimension x="1" y="1"/></Size>
<Anchors><Anchor point="TOPLEFT"/></Anchors>
<Scripts>
<OnLoad>
self:RegisterEvent("PLAYER_CAMPING")
self:RegisterEvent("PLAYER_QUITING")
self:RegisterEvent("LOGOUT_CANCEL")
</OnLoad>
<OnEvent>BenillaLogoutDriver_OnEvent()</OnEvent>
</Scripts>
</Frame>
</Ui>