Files
benilla-octo/crates/benilla/assets/ui/UIParent.xml
T
SamandClaude Opus 5 959fb8ba08 duels, inspecting other players, and water that ends at the bank
- Duels. Challenge another player from their right-click menu, or with `/duel`, and
  `/forfeit` to give it up. Both popups are there — the challenge you accept or decline, and
  the warning when you leave the field — with the flag countdown between them, and the outcome
  printed in chat when someone is knocked out or flees. Read off the reference client's own
  duel packets and the three globals it keeps client-side, which is why the challenger reads
  "You have requested a duel." even though the server never echoes that back.
- Inspect. Right-click a player and open their paper doll: their nineteen publicly visible
  equipment slots with icon, name, quality and a linkable item, and their body standing in
  the pane, which follows along if you retarget while the window is open. No stack counts and
  no durability — those are not fields another player publishes, which is exactly why the
  reference client's inspect doll has never shown them either.
- Water knows where it stops. Swimming used to trigger in the dry tunnel thirty yards under
  Stormwind's canal, and in mid-air over Blackrock's lava. A liquid is now the grid the map
  file actually stores — one wet flag per cell, and the surface height a bilinear over the
  four corners of the cell you are standing in, the same sample the reference client takes —
  so the water starts at the bank and its surface sits where your eye puts it. Lava is a
  liquid you swim in, an indoor liquid asks the building you are inside, and `/liquid` prints
  every surface claiming your feet and where each one came from.
- Creature parts authored to appear only on death — the voidwalker, the banshee, the ooze,
  the stone elemental, the infernal — were drawing the whole time: material alpha now bakes
  per animation sequence and the unit lane actually evaluates it. The character and inspect
  model panes are lit by the reference widget's own single light instead of blowing out white,
  the rotate arrows spin while you hold them, and the transparent sort ladder had its sign
  backwards, so overhead names draw over water again instead of being painted out by a canal
  behind them. Underneath, the protocol writer's 95-verb drawer and its thousand-line spell
  module split into per-family files — no behaviour change, just a tree you can find things in.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 18:22:05 +07:00

225 lines
13 KiB
XML

<Ui>
<!--
UIParent itself (ref UIParent.xml l.5, quoted): the real, full-screen, invisible root
frame the reference UI hangs everything on. Until now benilla shipped only this file's
Lua (the manage pass below) and no frame - so the Lua global `UIParent` was nil, and
every ref-quoted `SetOwner(UIParent, ...)` / `GameTooltip_SetDefaultAnchor(this,
UIParent)` died before it could place anything (the world tooltip stayed parked on its
load-time anchor - the "tooltip on my character" bug). String anchors ("UIParent" in
SetPoint) had silently fallen back to the screen root, which has the same rect, so only
the *global* was ever missing. No enableMouse: the hit test gates on it (pointer.rs), so
the full-screen plate swallows nothing. The ref's OnLoad/OnEvent (UIParent_OnLoad's
global event routing) is not ours to ship - no consumer yet.
Known seam, stated: the real client PARENTS every FrameXML frame under UIParent (scale/
visibility cascade); benilla's top-level frames still attach to the screen root. Same
rect, so anchors agree - re-parenting is a separate arc if a cascade consumer appears.
-->
<Frame name="UIParent" setAllPoints="true" frameStrata="MEDIUM"/>
<!--
The UIParent bottom-stack position manager - UIPARENT_MANAGED_FRAME_POSITIONS and
UIParent_ManageFramePositions(), transcribed from the extracted 1.12 UIParent.lua
l.1560-1697 (patch-2.MPQ via mpqx, byte-diffed against this install's own chain;
decision 0272). The reference never leaves a bottom-anchored HUD frame on its static
XML anchor: every layout pass re-anchors it to a base offset plus per-bar deltas -
either bottom multibar, the pet/stance bar, the reputation watch bar - fired from those
bars' OnShow/OnHide (ref BonusActionBarFrame.xml:350-355 et al.) and applied once at
startup. The loader's post-load call (ui_script/mod.rs) is our startup seam; the stance
bar's OnShow/OnHide (StanceBar.xml) is the one live re-fire today.
Departures, each named:
- Lua 5.1 dialect (the 1.12 client ran 5.0): pairs() iteration, table.insert for
tinsert, _G[name] = v for setglobal, and the ref's undeclared `hasBottomRight`
declared local (it is never read).
- The ref gates the bottom flags on its interface-option globals
SHOW_MULTI_ACTIONBAR_1/2; benilla's bottom bars are always-on with no options state
(decision 0270), so the flags read the bars' own visibility - identical values, no
parallel global to drift.
- Frame names: our stance bar is BenillaShapeshiftBarFrame (0270), substituted in the
pet-bar visibility check. Rows whose frames don't exist here (GroupLootFrame1,
TutorialFrameParent, FramerateLabel, ChatFrame2, MultiBarBottomLeft - ours is
BenillaMultiBarBottomLeft, statically anchored per 0270, like ShapeshiftBarFrame)
no-op through the ref's own `if ( frame )` guard and self-activate if the frames
ever land under those names.
- MultiBarLeft/MultiBarRight (the vertical bars), PetActionBarFrame,
ReputationWatchBar, MainMenuExpBar, and MainMenuBarMaxLevelBar don't exist yet:
nil-guarded (the ref reads them bare only because it always creates them).
- No IsUserPlaced/IsObjectType/SIMPLE_CHAT legs on the SetPoint: benilla has no
user-placed frames and no simple-chat option, so the ref's guarded SetPoint
collapses to the plain one.
- The ref function's trailing custom positioning (BattlefieldMinimapTab, the
shapeshift-bar texture swap) is out of scope - none of those frames exist.
- The isVar globals (CONTAINER_OFFSET_*, PETACTIONBAR_YPOS, BATTLEFIELD_TAB_OFFSET_Y)
are pre-declared to their base values below - the ref declares them in
ContainerFrame.lua/PetActionBarFrame.lua, which we don't ship - so the ref's
`if ( frame )` guard (getglobal on a var row yields the number) behaves identically.
Nothing consumes them yet; they are set for the day the bag anchors do.
-->
<Script><![CDATA[
-- Declared by the ref's ContainerFrame.lua / PetActionBarFrame.lua / WorldStateFrame.lua
-- (files we don't ship); the manage pass below overwrites them every run.
CONTAINER_OFFSET_X = 0
CONTAINER_OFFSET_Y = 70
BATTLEFIELD_TAB_OFFSET_Y = 210
PETACTIONBAR_YPOS = 97
-- ref UIParent.lua:2 — the model panes' held-button spin rate (half a turn per second),
-- read by every `Model_OnUpdate` transcription (the character window's + inspect's).
ROTATIONS_PER_SECOND = .5
UIPARENT_MANAGED_FRAME_POSITIONS = {}
-- Frames
UIPARENT_MANAGED_FRAME_POSITIONS["MultiBarBottomLeft"] = {baseY = 17, reputation = 9, maxLevel = -5, anchorTo = "ActionButton1", point = "BOTTOMLEFT", rpoint = "TOPLEFT"}
UIPARENT_MANAGED_FRAME_POSITIONS["GroupLootFrame1"] = {baseY = 60, bottomEither = 42, pet = 42, reputation = 9}
UIPARENT_MANAGED_FRAME_POSITIONS["TutorialFrameParent"] = {baseY = 55, bottomEither = 47, pet = 42, reputation = 9}
UIPARENT_MANAGED_FRAME_POSITIONS["FramerateLabel"] = {baseY = 64, bottomEither = 42, pet = 42, reputation = 9}
UIPARENT_MANAGED_FRAME_POSITIONS["CastingBarFrame"] = {baseY = 60, bottomEither = 40, pet = 40, reputation = 9}
UIPARENT_MANAGED_FRAME_POSITIONS["ChatFrame1"] = {baseY = 85, bottomLeft = 17, pet = 17, reputation = 9, maxLevel = -5, anchorTo = "UIParent", point = "BOTTOMLEFT", rpoint = "BOTTOMLEFT", xOffset = 32}
UIPARENT_MANAGED_FRAME_POSITIONS["ChatFrame2"] = {baseY = 85, bottomRight = 17, rightLeft = -88, rightRight = -43, reputation = 9, maxLevel = -5, anchorTo = "UIParent", point = "BOTTOMRIGHT", rpoint = "BOTTOMRIGHT", xOffset = -32}
UIPARENT_MANAGED_FRAME_POSITIONS["ShapeshiftBarFrame"] = {baseY = 0, bottomLeft = 45, reputation = 9, maxLevel = -5, anchorTo = "MainMenuBar", point = "BOTTOMLEFT", rpoint = "TOPLEFT", xOffset = 30}
-- Vars
UIPARENT_MANAGED_FRAME_POSITIONS["CONTAINER_OFFSET_X"] = {baseX = 0, rightLeft = 90, rightRight = 45, isVar = "xAxis"}
UIPARENT_MANAGED_FRAME_POSITIONS["CONTAINER_OFFSET_Y"] = {baseY = 70, bottomEither = 27, bottomRight = 0, reputation = 9, isVar = "yAxis", pet = 23}
UIPARENT_MANAGED_FRAME_POSITIONS["BATTLEFIELD_TAB_OFFSET_Y"] = {baseY = 210, bottomRight = 40, reputation = 9, isVar = "yAxis"}
UIPARENT_MANAGED_FRAME_POSITIONS["PETACTIONBAR_YPOS"] = {baseY = 97, bottomLeft = 43, reputation = 9, maxLevel = -5, isVar = "yAxis"}
function UIParent_ManageFramePositions()
-- Frames that affect offsets in y axis
local yOffsetFrames = {}
-- Frames that affect offsets in x axis
local xOffsetFrames = {}
-- Set up flags. Departure: the bottom flags read the always-on bars' visibility,
-- not the ref's SHOW_MULTI_ACTIONBAR_1/2 option globals (0270 ships no such state).
local bottomLeftShown = BenillaMultiBarBottomLeft and BenillaMultiBarBottomLeft:IsShown()
local bottomRightShown = BenillaMultiBarBottomRight and BenillaMultiBarBottomRight:IsShown()
if ( bottomLeftShown or bottomRightShown ) then
table.insert(yOffsetFrames, "bottomEither")
end
if ( bottomRightShown ) then
table.insert(yOffsetFrames, "bottomRight")
end
if ( bottomLeftShown ) then
table.insert(yOffsetFrames, "bottomLeft")
end
if ( MultiBarLeft and MultiBarLeft:IsShown() ) then
table.insert(xOffsetFrames, "rightLeft")
elseif ( MultiBarRight and MultiBarRight:IsShown() ) then
table.insert(xOffsetFrames, "rightRight")
end
if ( ( PetActionBarFrame and PetActionBarFrame:IsShown() ) or ( BenillaShapeshiftBarFrame and BenillaShapeshiftBarFrame:IsShown() ) ) then
table.insert(yOffsetFrames, "pet")
end
if ( ReputationWatchBar and MainMenuExpBar and ReputationWatchBar:IsShown() and MainMenuExpBar:IsShown() ) then
table.insert(yOffsetFrames, "reputation")
end
if ( MainMenuBarMaxLevelBar and MainMenuBarMaxLevelBar:IsShown() ) then
table.insert(yOffsetFrames, "maxLevel")
end
-- Iterate through frames and set anchors according to the flags set
local frame, xOffset, yOffset, anchorTo, point, rpoint
for index, value in pairs(UIPARENT_MANAGED_FRAME_POSITIONS) do
frame = getglobal(index)
if ( frame ) then
-- Always start with base as the base offset or default to zero if no "none" specified
xOffset = 0
if ( value["baseX"] ) then
xOffset = value["baseX"]
elseif ( value["xOffset"] ) then
xOffset = value["xOffset"]
end
yOffset = 0
if ( value["baseY"] ) then
yOffset = value["baseY"]
end
-- Iterate through frames that affect y offsets
local hasBottomLeft, hasPetBar, hasBottomRight
for flag, flagValue in pairs(yOffsetFrames) do
if ( value[flagValue] ) then
if ( flagValue == "bottomLeft" ) then
hasBottomLeft = 1
elseif ( flagValue == "pet" ) then
hasPetBar = 1
elseif ( flagValue == "bottomRight" ) then
hasBottomRight = 1
end
yOffset = yOffset + value[flagValue]
end
end
if ( hasBottomLeft and hasPetBar ) then
yOffset = yOffset + 23
end
-- Iterate through frames that affect x offsets
for flag, flagValue in pairs(xOffsetFrames) do
if ( value[flagValue] ) then
xOffset = xOffset + value[flagValue]
end
end
-- Set up anchoring info
anchorTo = value["anchorTo"]
point = value["point"]
rpoint = value["rpoint"]
if ( not anchorTo ) then
anchorTo = "UIParent"
end
if ( not point ) then
point = "BOTTOM"
end
if ( not rpoint ) then
rpoint = "BOTTOM"
end
-- Anchor frame
if ( value["isVar"] ) then
if ( value["isVar"] == "xAxis" ) then
_G[index] = xOffset
else
_G[index] = yOffset
end
else
frame:SetPoint(point, anchorTo, rpoint, xOffset, yOffset)
end
end
end
-- The under-minimap right stack (ref l.1740-1770): anchorY walks down capture bars →
-- quest timer → durability → quest watch, each shown frame pushing the next one down
-- by its own height. benilla ships the durability + quest-watch arms (below); the two
-- feeders above them (capture bars, quest timer) don't exist yet, so anchorY starts at
-- the ref's initial 0. The reference never leaves DurabilityFrame on its static XML
-- anchor (whose +40 hangs the side glyphs off-screen — director-caught): every pass
-- seats it at -CONTAINER_OFFSET_X, minus 20 more when a showSeparate glyph
-- (shield/off-weapon/ranged) extends the art to the right — then drops the quest
-- tracker to the running anchorY so the two never collide at the same corner.
local anchorY = 0
if ( DurabilityFrame ) then
local durabilityOffset = 0
if ( DurabilityShield:IsShown() or DurabilityOffWeapon:IsShown() or DurabilityRanged:IsShown() ) then
durabilityOffset = 20
end
DurabilityFrame:SetPoint("TOPRIGHT", "MinimapCluster", "BOTTOMRIGHT", -CONTAINER_OFFSET_X-durabilityOffset, anchorY)
if ( DurabilityFrame:IsShown() ) then
anchorY = anchorY - DurabilityFrame:GetHeight()
end
end
-- QuestWatchFrame is last in the ref's walk (l.1770), seated at the running anchorY so
-- it drops below the durability guy when he shows instead of overlapping him (both
-- anchor this same MinimapCluster corner — director-caught). benilla's tracker is
-- BenillaQuestWatchFrame; nil-guarded because the durability-only test harness (and
-- any config without a quest log) ships no such frame.
if ( BenillaQuestWatchFrame ) then
BenillaQuestWatchFrame:SetPoint("TOPRIGHT", "MinimapCluster", "BOTTOMRIGHT", -CONTAINER_OFFSET_X, anchorY)
end
end
]]></Script>
</Ui>