Files
benilla-octo/crates/benilla-app/assets/ui/WorldMapFrame.xml
T
SamandClaude Fable 5 a0d2fc383b the world map blips are the reference's, and particles go untinted
- the world map speaks the reference's names: WorldMapTooltip is declared (six corpus addons index it; pfUI dies on it at file scope), the blackout frame takes the reference's spelling BlackoutWorld, and the four hand-written party blips become the reference's own unit-blip templates — all 44 blips as instances, each with its published $parentIcon, the name pfUI recolours group blips by class through; the 40 raid ones are declared but not positioned yet, named in the OUT list rather than faked
- the templates addons build their own buttons from are published: ItemButtonTemplate, ContainerFrameItemButtonTemplate and the bag-slot chain — most of the handler scripts were live the whole time (this client executes the reference's own container and paper-doll code off the player's patch chain), so what was missing was mostly declarations, not behaviour — the bank arm stays out and is named as the omission it is; OptionsFrameSliders becomes real, with the three Graphics rows reading it and re-reading on show, so an addon's write to a slider's bounds actually moves the slider; and the template census that had ranked these at "zero demand" learns to see a local bound to a literal — its table went from 3 rows to 7
- the bindings answer in 1.12's own shapes: Button:IsEnabled() answers the NUMBER 1 or 0 (0 is truthy in Lua, so the reference's own == 0 tests got false forever, and three of our files had hand-worked around the divergence rather than fixed it); the constructors' string arguments are four shapes, not one rule — pfUI passes a Button where a template name goes and the reference constructs the FontString and ignores it; SetInventoryItem returns THREE values, the reference's own paper doll destructuring repairCost; UnitIsVisible is object presence and nothing else (57 bytes, one branch, no distance — an out-of-range party member is exists-yes, visible-nil); the tapped pair reads the two dynamic-flags bits, and its repaint wire fires UNIT_FACTION on the tap bit — the half a passing predicate test never sees; UnitIsPartyLeader is two ORed legs covering disjoint failures (a held stranger leading their own party, and an out-of-range member with no object to read a flag from); and the four nameplate verbs take no argument and return zero values
- the ghost's wisps compose onto its body instead of over it — the four emitters drew at full strength over a body at alpha 0.5, and now inherit the instance alpha down the attachment chain the way the reference recomposes it per frame; the residual we had parked ("the wisps should inherit the tint too") is REFUTED at the bytes: a particle batch commits hardcoded white RGB, and even that never reaches the fragment — particles are never tinted, only the alpha crosses, applied to the alpha byte alone — so the shipped shader split was already right and no code changes

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:15:16 +07:00

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<!--
The fullscreen world map — our implementation of the behaviour the 1.12 FrameXML
WorldMapFrame.xml/.lua specifies (decision 0203 phase 2; decision 0221 settled the layout on
the fullscreen sheet — the windowed / 1.14-header direction of 0214/0217/0219 is parked, and
this faithful fullscreen sheet is the baseline we return to). The reference is the SPEC, not
the source of this text: the names are its contract (globals addons call, frame and template
names, art paths, every constant and texcoord) and the code that uses them is ours. The map
is pure FrameXML over the worldmap host API (benilla-ui script/worldmap.rs): detail tiles are
plain textures whose art the Lua swaps per selection (GetMapInfo →
Interface\WorldMap\<name>\<name>1..12), the player blip is positioned from
GetPlayerMapPosition in the same 0..1 map space the reference uses, navigation is
SetMapZoom/-ToCurrentZone/ProcessMapClick.
IN (this file): the FULLSCREEN frame + blackout, the 12-piece parchment chrome, the title,
the 1002×668 detail frame with its 12 tiles + ADD highlight, the discovery-overlay pool
(0222 — the explored sub-areas paint their detail over the base parchment), the click/hover
button layer, the continent/zone dropdowns (over UIDropDownMenu.xml's kit), the zoom-out
button (panel-button shape — our engine ships no UIPanelButtonTemplate), the close X (the
QuestLog/BagFrame hand-drawn shape), the area label pair, and the player arrow (MinimapArrow
art spun by SetRotation(GetPlayerFacing()) — the reference renders an engine arrow model;
0203 flags the stand-in).
OUT (later slices, per 0203): the ping child; the magnifying-glass zoom-out shortcut (redundant
with the button); SetupFullscreenScale (the map renders at its native 1024×768 centered; a scale
pass is a taste knob).
The raid pool moved half-way out of that list and the halves are worth separating. The 40
`WorldMapRaid` frames are now DECLARED, as inherits= instances of WorldMapRaidUnitTemplate
alongside the four party ones, because the published names and their `$parentIcon` children are
what addons index — pfUI's mapcolors walks all 44 and died on the first missing icon. What is
still OUT is POSITIONING them: `GetPlayerMapPosition` answers (0,0) for every `raid` token, and
the reference's second arm (team members in a battleground) needs GetNumBattlefieldPositions and
GetBattlefieldPosition, neither of which we bind. So they exist, hidden, and WorldMapParty_Update
drives the party arm alone.
WorldMapTooltip was in this OUT list — "only unit blips used it" — and is now declared at the
foot of the file. That reason was about the reference's own consumers and never about the
published NAME, which six corpus addons index directly and pfUI dies on at file scope.
Deviations from the reference, deliberate: BlackoutWorld fills via anchors instead of the
GetScreenWidth resize dance (same pixels); OnShow calls WorldMapFrame_Update() directly after
SetMapToCurrentZone (the reference repaints off the synchronous WORLD_MAP_UPDATE; ours fires
next tick — the direct call keeps the open paint flicker-free); ESC/M close via the app key
arm, not OnKeyDown+RunBinding (no binding system).
-->
<Ui xmlns="http://www.blizzard.com/wow/ui/">
<Script><![CDATA[
NUM_WORLDMAP_DETAIL_TILES = 12;
NUM_WORLDMAP_OVERLAYS = 0;
NUM_WORLDMAP_POIS = 0;
-- ref WorldMapFrame.lua l.509-515 is the spec. Through the PANEL MANAGER, not a bare
-- Show/Hide: the map is registered `area = "full"` (UiPanels.xml), which is what makes it
-- take the screen from the other windows on the way in and — the reason this changed —
-- what stops it opening from behind the game menu, the one window that still could
-- (director-reported, decision 0674).
function ToggleWorldMap()
if ( WorldMapFrame:IsVisible() ) then
HideUIPanel(WorldMapFrame);
else
ShowUIPanel(WorldMapFrame);
end
end
-- Fill the screen: scale the native 1024×768 sheet up until it touches the constraining
-- screen edge — full height on any screen wider than 4:3 (the common case), full width on
-- a narrower one (ref SetupFullscreenScale, deferred at 0203, wired at 0224). The blackout
-- is a SEPARATE unscaled frame behind the sheet, so only the sheet grows.
function SetupFullscreenScale()
local xScale = GetScreenWidth() / 1024;
local yScale = GetScreenHeight() / 768;
local scale = xScale;
if ( yScale < xScale ) then
scale = yScale;
end
WorldMapFrame:SetScale(scale);
end
-- One overlay tile's extent along one axis: how many pixels of art it draws, and how wide
-- the FILE holding them is. Every tile is a full 256 except the last of a row or column,
-- which carries whatever remains of the overlay — and its file is padded up to the next
-- power of two (16 the smallest the art uses), so that tile shows only the leading
-- pixels/file fraction of it. Both axes want the same answer, so they ask the same way.
local function overlayTileExtent(index, count, span)
if ( index < count ) then
return 256, 256;
end
local pixels = mod(span, 256);
if ( pixels == 0 ) then
pixels = 256;
end
local file = 16;
while ( file < pixels ) do
file = file * 2;
end
return pixels, file;
end
-- The repaint (spec: ref WorldMapFrame.lua WorldMapFrame_Update): the tile swap, the
-- discovery-overlay pool, and the zoom-out arming (POI landmarks are still deferred). The
-- "World" fallback is the reference's own hack for the nil GetMapInfo at the world level,
-- kept because our host answers nil at that level for the same reason.
function WorldMapFrame_Update()
local mapFileName = GetMapInfo();
if ( not mapFileName ) then
mapFileName = "World";
end
for i=1, NUM_WORLDMAP_DETAIL_TILES, 1 do
getglobal("WorldMapDetailTile"..i):SetTexture("Interface\\WorldMap\\"..mapFileName.."\\"..mapFileName..i);
end
-- The discovery overlays (spec: ref WorldMapFrame.lua, "Setup the overlays"): the base
-- tiles are the unexplored parchment, and each REVEALED sub-area (GetNumMapOverlays /
-- GetMapOverlayInfo, filtered host-side by the explored bitset) paints its detailed
-- art over them. That art is cut into a grid of 256-px tiles, numbered 1..n across
-- then down, which we lay onto ARTWORK textures pooled on WorldMapDetailFrame — the
-- pool grows on demand, never shrinks, and the tail left over from a busier map is
-- parked hidden below. Offsets are native pixels: the map renders at its native
-- 1024×768 (no WORLDMAP_SX/SY scale, unlike the parked windowed layout), so the
-- overlays share the detail tiles' coordinate space untouched.
local used = 0;
for overlay = 1, GetNumMapOverlays() do
local art, artWidth, artHeight, originX, originY = GetMapOverlayInfo(overlay);
local columns = ceil(artWidth/256);
local rows = ceil(artHeight/256);
local wanted = used + (columns * rows);
if ( wanted > NUM_WORLDMAP_OVERLAYS ) then
for slot = NUM_WORLDMAP_OVERLAYS + 1, wanted do
WorldMapDetailFrame:CreateTexture("WorldMapOverlay"..slot, "ARTWORK");
end
NUM_WORLDMAP_OVERLAYS = wanted;
end
-- Tile n of the overlay is file <art>n, and its place in the grid follows from n.
for tile = 1, columns * rows do
local column = mod(tile - 1, columns) + 1;
local row = ceil(tile / columns);
local wide, fileWide = overlayTileExtent(column, columns, artWidth);
local tall, fileTall = overlayTileExtent(row, rows, artHeight);
used = used + 1;
local texture = getglobal("WorldMapOverlay"..used);
texture:SetWidth(wide);
texture:SetHeight(tall);
texture:SetTexCoord(0, wide/fileWide, 0, tall/fileTall);
texture:ClearAllPoints();
texture:SetPoint("TOPLEFT", originX + (256 * (column - 1)), -(originY + (256 * (row - 1))));
texture:SetTexture(art..tile);
texture:Show();
end
end
for slot = used + 1, NUM_WORLDMAP_OVERLAYS do
getglobal("WorldMapOverlay"..slot):Hide();
end
-- The POI icons (spec: ref WorldMapFrame.lua's landmark pass). One frame per landmark
-- the host reports for the displayed map, grown on demand from WorldMapPOITemplate and
-- never shrunk — the tail from a busier map is parked hidden, like the overlay pool
-- above. The host reports the AreaPOI.dbc rows the displayed level admits (town and
-- city icons, a capital's "Under Attack" marker, the Eastern Plaguelands towers),
-- then the guard-directions marker (SMSG_GOSSIP_POI) last.
local numPOIs = GetNumMapLandmarks();
if ( numPOIs > NUM_WORLDMAP_POIS ) then
for slot = NUM_WORLDMAP_POIS + 1, numPOIs do
CreateFrame("Button", "WorldMapFramePOI"..slot, WorldMapButton, "WorldMapPOITemplate");
end
NUM_WORLDMAP_POIS = numPOIs;
end
for slot = 1, NUM_WORLDMAP_POIS do
local poi = getglobal("WorldMapFramePOI"..slot);
if ( slot > numPOIs ) then
poi:Hide();
else
local name, description, textureIndex, x, y = GetMapLandmarkInfo(slot);
WorldMapPOI_SetTexture(poi, textureIndex);
poi.name = name;
poi.description = description;
poi:ClearAllPoints();
poi:SetPoint("CENTER", "WorldMapDetailFrame", "TOPLEFT",
x * WorldMapDetailFrame:GetWidth(), -y * WorldMapDetailFrame:GetHeight());
poi:Show();
end
end
if ( GetCurrentMapContinent() == 0 ) then
WorldMapZoomOutButton:Disable();
else
WorldMapZoomOutButton:Enable();
end
end
-- Point a POI frame's texture at its cell of Interface\Minimap\POIIcons — an 8x8 grid of
-- icons indexed across then down, the same atlas and the same indexing the minimap's
-- landmark blips use (the corpse marker below hardcodes its own cell of it).
function WorldMapPOI_SetTexture(poi, textureIndex)
local column = mod(textureIndex, 8);
local row = floor(textureIndex / 8);
getglobal(poi:GetName().."Texture"):SetTexCoord(
column * 0.125, (column + 1) * 0.125, row * 0.125, (row + 1) * 0.125);
end
-- Every marker on the sheet — the corpse, a POI — names itself in the shared GameTooltip,
-- and every one of them wants the plate opening AWAY from the edge it sits nearest, so the
-- side pick lives here once instead of in each OnEnter. `subtitle` is the second line the
-- landmarks that carry a live status use; the rest pass nothing.
-- The party blips (ref WorldMapFrame.lua:391-403's party arm, report B320): the same
-- (0,0)-means-hide law as the player and the corpse, one frame per slot.
--
-- It rides the per-frame pass beside those two rather than WorldMapFrame_Update, where the
-- reference keeps it: a member's position moves continuously and the map has no event that
-- fires when it does, so placing it on the repaint alone would freeze every blip between
-- roster changes. Its own function so the live pass and the tests enter it identically.
--
-- The reference's RAID arm is not taken — see the blip frames' note.
function WorldMapParty_Update()
for i = 1, 4 do
local blip = getglobal("WorldMapParty" .. i)
local px, py = GetPlayerMapPosition("party" .. i)
if ( px == 0 and py == 0 ) then
blip:Hide()
else
px = px * WorldMapDetailFrame:GetWidth()
py = -py * WorldMapDetailFrame:GetHeight()
blip:SetPoint("CENTER", "WorldMapDetailFrame", "TOPLEFT", px, py)
blip:Show()
end
end
end
-- Ref WorldMapUnit_OnEnter (WorldMapFrame.lua l.457-499) transcribed. Three things it does
-- that the one-line version it replaces did not: it takes NO argument and reads `this` (the
-- reference's calling convention, and now ours, because the name is the reference's and an
-- addon may call it); it drives WorldMapTooltip, which is what the blip templates' OnLeave
-- hides; and it stacks the name of EVERY blip under the cursor rather than one, because
-- blips overlap whenever a group stands together.
--
-- No `or UNKNOWN` fallback, deliberately: a blip is only reached here when it is VISIBLE,
-- and it is only visible when GetPlayerMapPosition answered real coordinates for its unit,
-- so UnitName cannot be nil without a contract already being broken. A guard there would
-- turn that into a silently wrong tooltip instead of a raise (1203).
--
-- `unitButton.name` is the battleground-team label the reference sets for someone on your
-- team but in neither your party nor your raid; our positioning pass never sets it (no
-- GetBattlefieldPosition binding), so that branch is dead here and kept because it is the
-- reference's own fallback order.
function WorldMapUnit_OnEnter()
local x = this:GetCenter()
local parentX = this:GetParent():GetCenter()
if ( x > parentX ) then
WorldMapTooltip:SetOwner(this, "ANCHOR_LEFT")
else
WorldMapTooltip:SetOwner(this, "ANCHOR_RIGHT")
end
local unitButton
local newLineString = ""
local tooltipText = ""
if ( MouseIsOver(WorldMapPlayer) ) then
tooltipText = UnitName(WorldMapPlayer.unit)
newLineString = "\n"
end
for i = 1, MAX_PARTY_MEMBERS do
unitButton = getglobal("WorldMapParty" .. i)
if ( unitButton:IsVisible() and MouseIsOver(unitButton) ) then
tooltipText = tooltipText .. newLineString .. UnitName(unitButton.unit)
newLineString = "\n"
end
end
for i = 1, MAX_RAID_MEMBERS do
unitButton = getglobal("WorldMapRaid" .. i)
if ( unitButton:IsVisible() and MouseIsOver(unitButton) ) then
if ( unitButton.name ) then
tooltipText = tooltipText .. newLineString .. unitButton.name
else
tooltipText = tooltipText .. newLineString .. UnitName(unitButton.unit)
end
newLineString = "\n"
end
end
WorldMapTooltip:SetText(tooltipText)
WorldMapTooltip:Show()
end
function WorldMapMarker_ShowTooltip(marker, title, subtitle)
local markerX = marker:GetCenter();
local sheetX = marker:GetParent():GetCenter();
if ( markerX > sheetX ) then
GameTooltip:SetOwner(marker, "ANCHOR_LEFT");
else
GameTooltip:SetOwner(marker, "ANCHOR_RIGHT");
end
GameTooltip:SetText(title);
if ( subtitle and subtitle ~= "" ) then
GameTooltip:AddLine(subtitle, 1, 1, 1);
end
GameTooltip:Show();
end
-- The reference's rule: zone view → its continent; continent view → the world.
function WorldMapZoomOutButton_OnClick()
if ( GetCurrentMapZone() ~= 0 ) then
SetMapZoom(GetCurrentMapContinent());
else
SetMapZoom(0);
end
end
-- ── The continent/zone dropdowns (the reference's wiring; its `arg.n` vararg walk is
-- written here as select("#", ...), the 5.1-native spelling and this tree's house style
-- for it). ────────────────────────────────────────────────────────────────────────────
function WorldMapContinentsDropDown_OnLoad()
UIDropDownMenu_Initialize(this, WorldMapContinentsDropDown_Initialize);
UIDropDownMenu_SetWidth(130);
end
function WorldMapContinentsDropDown_Initialize()
WorldMapFrame_LoadContinents(GetMapContinents());
end
function WorldMapFrame_LoadContinents(...)
local info;
for i=1, select("#", ...), 1 do
info = {};
info.text = select(i, ...);
info.func = WorldMapContinentButton_OnClick;
UIDropDownMenu_AddButton(info);
end
end
function WorldMapZoneDropDown_OnLoad()
UIDropDownMenu_Initialize(this, WorldMapZoneDropDown_Initialize);
UIDropDownMenu_SetWidth(130);
end
function WorldMapZoneDropDown_Initialize()
WorldMapFrame_LoadZones(GetMapZones(GetCurrentMapContinent()));
end
function WorldMapFrame_LoadZones(...)
local info;
for i=1, select("#", ...), 1 do
info = {};
info.text = select(i, ...);
info.func = WorldMapZoneButton_OnClick;
UIDropDownMenu_AddButton(info);
end
end
function WorldMapContinentButton_OnClick()
UIDropDownMenu_SetSelectedID(WorldMapContinentDropDown, this:GetID());
SetMapZoom(this:GetID());
end
function WorldMapZoneButton_OnClick()
UIDropDownMenu_SetSelectedID(WorldMapZoneDropDown, this:GetID());
SetMapZoom(GetCurrentMapContinent(), this:GetID());
end
function WorldMap_UpdateZoneDropDownText()
if ( GetCurrentMapZone() == 0 ) then
UIDropDownMenu_ClearAll(WorldMapZoneDropDown);
else
UIDropDownMenu_SetSelectedID(WorldMapZoneDropDown, GetCurrentMapZone());
end
end
function WorldMap_UpdateContinentDropDownText()
if ( GetCurrentMapContinent() == 0 ) then
UIDropDownMenu_ClearAll(WorldMapContinentDropDown);
else
UIDropDownMenu_SetSelectedID(WorldMapContinentDropDown, GetCurrentMapContinent());
end
end
-- Where the cursor sits inside a map-sized frame, as a fraction of it measured from the
-- TOPLEFT: (0,0) the top-left corner of the map art, (1,1) the bottom-right. Both sides of
-- the host's map API — the click (ProcessMapClick) and the hover (UpdateMapHighlight) —
-- take a position in exactly that space, and the cursor arrives in screen pixels with the
-- y axis pointing the other way, so this is the one conversion between them: undo the
-- frame's effective scale, then measure from its edges, which a frame gives up as its
-- center and its size (each edge being half the size away from the center).
local function cursorMapPosition(frame)
local cursorX, cursorY = GetCursorPosition();
local scale = frame:GetEffectiveScale();
local midX, midY = frame:GetCenter();
local frameWidth = frame:GetWidth();
local frameHeight = frame:GetHeight();
local fromLeft = (cursorX / scale) - (midX - (frameWidth/2));
local fromTop = (midY + (frameHeight/2)) - (cursorY / scale);
return fromLeft / frameWidth, fromTop / frameHeight;
end
-- Left click drills into whatever the host finds at that map position; every other button
-- is the zoom-out shortcut (ref WorldMapButton_OnClick — ours takes no button argument,
-- since nothing but the map button itself routes here).
function WorldMapButton_OnClick(mouseButton)
CloseDropDownMenus();
if ( mouseButton == "LeftButton" ) then
ProcessMapClick(cursorMapPosition(WorldMapButton));
else
WorldMapZoomOutButton_OnClick();
end
end
-- The per-frame hover pass (spec: ref WorldMapButton_OnUpdate), reduced to the area
-- highlight + the player blip (raid/flags/ping are still deferred; the party blips
-- landed with B320 and ride WorldMapFrame_Update, not this pass).
-- UpdateMapHighlight is a stub until the area-bitmap source lands (wow-re dispatch) — a
-- nil area/art takes the hide paths.
function WorldMapButton_OnUpdate(elapsed)
local width = this:GetWidth();
local height = this:GetHeight();
local area, art, cropX, cropY, sizeX, sizeY, atX, atY =
UpdateMapHighlight(cursorMapPosition(this));
WorldMapFrameAreaLabel:SetText(area or "");
if ( art ) then
-- The sub-area under the cursor lights up: <zone>Highlight holds one shape per
-- sub-area, of which crop names the fraction actually used (the file is padded to
-- a power of two), while size and at are the shape's extent and top-left corner as
-- fractions of the map — so both scale by the button's pixel size. Nothing to draw
-- for a degenerate shape, but the art is still swapped in for the next frame.
WorldMapHighlight:SetTexCoord(0, cropX, 0, cropY);
WorldMapHighlight:SetTexture("Interface\\WorldMap\\"..art.."\\"..art.."Highlight");
local drawWidth = sizeX * width;
local drawHeight = sizeY * height;
if ( drawWidth > 0 and drawHeight > 0 ) then
WorldMapHighlight:SetWidth(drawWidth);
WorldMapHighlight:SetHeight(drawHeight);
WorldMapHighlight:SetPoint("TOPLEFT", "WorldMapDetailFrame", "TOPLEFT", atX * width, -atY * height);
WorldMapHighlight:Show();
end
else
WorldMapHighlight:Hide();
end
-- The player blip: the reference's engine arrow, as our rotating texture stand-in.
WorldMapPlayerIcon:SetRotation(GetPlayerFacing());
local playerX, playerY = GetPlayerMapPosition("player");
if ( playerX == 0 and playerY == 0 ) then
WorldMapPlayer:Hide();
else
playerX = playerX * WorldMapDetailFrame:GetWidth();
playerY = -playerY * WorldMapDetailFrame:GetHeight();
WorldMapPlayer:SetPoint("CENTER", "WorldMapDetailFrame", "TOPLEFT", playerX, playerY);
WorldMapPlayer:Show();
end
WorldMapParty_Update()
-- Position corpse (ref WorldMapFrame.lua:443-452 — the law is that (0,0) means hide).
local corpseX, corpseY = GetCorpseMapPosition();
if ( corpseX == 0 and corpseY == 0 ) then
WorldMapCorpse:Hide();
else
corpseX = corpseX * WorldMapDetailFrame:GetWidth();
corpseY = -corpseY * WorldMapDetailFrame:GetHeight();
WorldMapCorpse:SetPoint("CENTER", "WorldMapDetailFrame", "TOPLEFT", corpseX, corpseY);
WorldMapCorpse:Show();
end
end
]]></Script>
<!-- The fullscreen blackout — a separate, UNSCALED frame behind the map sheet (0224). The map
itself (WorldMapFrame) is now the native 1024×768 sheet that SetupFullscreenScale grows to
fill the screen; the blackout stays screen-sized so the world never shows through the
margins, and eats clicks so nothing leaks to the world behind it. -->
<!-- BlackoutWorld — **the reference's name**, which this frame did not carry until now.
The reference declares it as a `<Texture>` in WorldMapFrame's own BACKGROUND layer
(WorldMapFrame.xml l.8: 1024x768, BOTTOMLEFT, solid black); ours is a separate
mouse-enabled fullscreen Frame, which is the deliberate deviation the header records —
it blacks the world out AND eats the clicks the reference's fullscreen map frame would
have taken. That structural choice stands.
What was wrong was the NAME. `WorldMapBlackout` was ours; `BlackoutWorld` is the published
global, and four corpus addons index it directly — pfUI calls `BlackoutWorld:Hide()` at
`modules/map.lua:109` and died there. This file's own header has been calling it
"BlackoutWorld" in prose the whole time while the code said otherwise.
**The kind still differs and is not papered over**: `GetObjectType()` answers "Frame"
here and "Texture" in the reference. Every corpus caller only Shows/Hides it, which both
kinds answer identically; an addon that asked its type would see the deviation, and that
is the honest cost of the structural choice above. -->
<Frame name="BlackoutWorld" frameStrata="FULLSCREEN" hidden="true" enableMouse="true" parent="UIParent">
<Anchors>
<Anchor point="TOPLEFT"/>
<Anchor point="BOTTOMRIGHT"/>
</Anchors>
<Layers>
<Layer level="BACKGROUND">
<Texture setAllPoints="true"><Color r="0.0" g="0.0" b="0.0"/></Texture>
</Layer>
</Layers>
</Frame>
<!-- One POI icon on the map (spec: ref WorldMapPOITemplate, WorldMapFrameTemplates.xml): a
16x16 cell of Interface\Minimap\POIIcons picked by the landmark's own textureIndex, with a
name/description tooltip. Grown on demand by WorldMapFrame_Update into WorldMapButton. -->
<Button name="WorldMapPOITemplate" virtual="true" enableMouse="true">
<Size><AbsDimension x="16" y="16"/></Size>
<Layers>
<Layer level="ARTWORK">
<Texture name="$parentTexture" file="Interface\Minimap\POIIcons" setAllPoints="true"/>
</Layer>
</Layers>
<Scripts>
<OnEnter>
WorldMapMarker_ShowTooltip(this, this.name, this.description);
</OnEnter>
<OnLeave>
GameTooltip:Hide();
</OnLeave>
</Scripts>
</Button>
<!--
**No `parent=`, deliberately, and the reference is the same.** `WorldMapFrame` is an
`area = "full"` panel, so showing it runs `SetFullScreenFrame` — which hides `UIParent`.
A world map parented to `UIParent` is therefore hidden by the very call that shows it:
`Show()` sets its own shown flag and the cascade keeps `IsVisible()` false.
benilla carried `parent="UIParent"` here (the reference does not) and got away with it for
as long as `SetFullScreenFrame` had its `UIParent:Hide()` line dropped. Decision 1734
restored that line, and this was the frame it broke. `CinematicFrame` is unparented for
exactly the same reason — every `full` panel must be.
-->
<Frame name="WorldMapFrame" enableKeyboard="true" frameStrata="FULLSCREEN_DIALOG" hidden="true" enableMouse="true">
<Size><AbsDimension x="1024" y="768"/></Size>
<Anchors>
<Anchor point="CENTER"/>
</Anchors>
<Layers>
<Layer level="ARTWORK">
<Texture file="Interface\WorldMap\UI-WorldMap-Top1">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="CENTER"><Offset><AbsDimension x="-512" y="384"/></Offset></Anchor></Anchors>
</Texture>
<Texture file="Interface\WorldMap\UI-WorldMap-Top2">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="CENTER"><Offset><AbsDimension x="-256" y="384"/></Offset></Anchor></Anchors>
</Texture>
<Texture file="Interface\WorldMap\UI-WorldMap-Top3">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="CENTER"><Offset><AbsDimension x="0" y="384"/></Offset></Anchor></Anchors>
</Texture>
<Texture file="Interface\WorldMap\UI-WorldMap-Top4">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="CENTER"><Offset><AbsDimension x="256" y="384"/></Offset></Anchor></Anchors>
</Texture>
<Texture file="Interface\WorldMap\UI-WorldMap-Middle1">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="CENTER"><Offset><AbsDimension x="-512" y="128"/></Offset></Anchor></Anchors>
</Texture>
<Texture file="Interface\WorldMap\UI-WorldMap-Middle2">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="CENTER"><Offset><AbsDimension x="-256" y="128"/></Offset></Anchor></Anchors>
</Texture>
<Texture file="Interface\WorldMap\UI-WorldMap-Middle3">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="CENTER"><Offset><AbsDimension x="0" y="128"/></Offset></Anchor></Anchors>
</Texture>
<Texture file="Interface\WorldMap\UI-WorldMap-Middle4">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="CENTER"><Offset><AbsDimension x="256" y="128"/></Offset></Anchor></Anchors>
</Texture>
<Texture file="Interface\WorldMap\UI-WorldMap-Bottom1">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="CENTER"><Offset><AbsDimension x="-512" y="-128"/></Offset></Anchor></Anchors>
</Texture>
<Texture file="Interface\WorldMap\UI-WorldMap-Bottom2">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="CENTER"><Offset><AbsDimension x="-256" y="-128"/></Offset></Anchor></Anchors>
</Texture>
<Texture file="Interface\WorldMap\UI-WorldMap-Bottom3">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="CENTER"><Offset><AbsDimension x="0" y="-128"/></Offset></Anchor></Anchors>
</Texture>
<Texture file="Interface\WorldMap\UI-WorldMap-Bottom4">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativePoint="CENTER"><Offset><AbsDimension x="256" y="-128"/></Offset></Anchor></Anchors>
</Texture>
<FontString inherits="GameFontNormal" text="World Map">
<Anchors><Anchor point="CENTER"><Offset><AbsDimension x="0" y="372"/></Offset></Anchor></Anchors>
</FontString>
</Layer>
</Layers>
<Frames>
<Frame name="WorldMapPositioningGuide">
<Size><AbsDimension x="1024" y="768"/></Size>
<Anchors><Anchor point="CENTER"/></Anchors>
</Frame>
<!-- ref: the continent picker (id 1) at the top row's left, the zone picker (id 2)
chained to its right, the zoom-out button closing the row. OnLoad instead of the
ref's OnShow (our engine fires OnShow only on the frame itself, not children of
a shown parent; OnLoad + the WORLD_MAP_UPDATE re-init below cover every open). -->
<Frame name="WorldMapContinentDropDown" inherits="UIDropDownMenuTemplate" id="1">
<Anchors>
<Anchor point="TOP" relativePoint="TOP" relativeTo="WorldMapPositioningGuide">
<Offset><AbsDimension x="-80" y="-35"/></Offset>
</Anchor>
</Anchors>
<Layers>
<Layer level="OVERLAY">
<FontString inherits="GameFontNormalSmall" text="Continent">
<Anchors>
<Anchor point="TOPLEFT"><Offset><AbsDimension x="20" y="10"/></Offset></Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnLoad>
WorldMapContinentsDropDown_OnLoad();
</OnLoad>
</Scripts>
</Frame>
<Frame name="WorldMapZoneDropDown" inherits="UIDropDownMenuTemplate" id="2">
<Anchors>
<Anchor point="LEFT" relativeTo="WorldMapContinentDropDown" relativePoint="RIGHT">
<Offset><AbsDimension x="-33" y="0"/></Offset>
</Anchor>
</Anchors>
<Layers>
<Layer level="OVERLAY">
<FontString inherits="GameFontNormalSmall" text="Zone">
<Anchors>
<Anchor point="TOPLEFT"><Offset><AbsDimension x="20" y="10"/></Offset></Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnLoad>
WorldMapZoneDropDown_OnLoad();
this:RegisterEvent("WORLD_MAP_UPDATE");
</OnLoad>
<OnEvent>
if ( this:IsVisible() ) then
WorldMapContinentsDropDown_OnLoad();
WorldMap_UpdateContinentDropDownText();
WorldMapZoneDropDown_OnLoad();
WorldMap_UpdateZoneDropDownText();
end
</OnEvent>
</Scripts>
</Frame>
<Button name="WorldMapZoomOutButton" text="Zoom Out">
<Size><AbsDimension x="110" y="22"/></Size>
<Anchors>
<Anchor point="LEFT" relativeTo="WorldMapZoneDropDown" relativePoint="RIGHT">
<Offset><AbsDimension x="-10" y="3"/></Offset>
</Anchor>
</Anchors>
<NormalFont inherits="GameFontNormal"/>
<HighlightFont inherits="GameFontHighlight"/>
<DisabledFont inherits="GameFontDisable"/>
<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>
<Scripts>
<OnClick>WorldMapZoomOutButton_OnClick();</OnClick>
</Scripts>
</Button>
<Button name="WorldMapFrameCloseButton">
<Size><AbsDimension x="32" y="32"/></Size>
<Anchors>
<Anchor point="TOPRIGHT" relativePoint="TOP" relativeTo="WorldMapPositioningGuide">
<Offset><AbsDimension x="516" y="4"/></Offset>
</Anchor>
</Anchors>
<NormalTexture file="Interface\Buttons\UI-Panel-MinimizeButton-Up"/>
<PushedTexture file="Interface\Buttons\UI-Panel-MinimizeButton-Down"/>
<HighlightTexture file="Interface\Buttons\UI-Panel-MinimizeButton-Highlight" alphaMode="ADD"/>
<Scripts>
<OnClick>HideUIPanel(WorldMapFrame);</OnClick>
</Scripts>
</Button>
<Frame name="WorldMapDetailFrame">
<Size><AbsDimension x="1002" y="668"/></Size>
<Anchors>
<Anchor point="TOPLEFT" relativePoint="TOP" relativeTo="WorldMapPositioningGuide">
<Offset><AbsDimension x="-502" y="-69"/></Offset>
</Anchor>
</Anchors>
<Layers>
<Layer level="BACKGROUND">
<Texture name="WorldMapDetailTile1">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT"/></Anchors>
</Texture>
<Texture name="WorldMapDetailTile2">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativeTo="WorldMapDetailTile1" relativePoint="TOPRIGHT"/></Anchors>
</Texture>
<Texture name="WorldMapDetailTile3">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativeTo="WorldMapDetailTile2" relativePoint="TOPRIGHT"/></Anchors>
</Texture>
<Texture name="WorldMapDetailTile4">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativeTo="WorldMapDetailTile3" relativePoint="TOPRIGHT"/></Anchors>
</Texture>
<Texture name="WorldMapDetailTile5">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativeTo="WorldMapDetailTile1" relativePoint="BOTTOMLEFT"/></Anchors>
</Texture>
<Texture name="WorldMapDetailTile6">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativeTo="WorldMapDetailTile5" relativePoint="TOPRIGHT"/></Anchors>
</Texture>
<Texture name="WorldMapDetailTile7">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativeTo="WorldMapDetailTile6" relativePoint="TOPRIGHT"/></Anchors>
</Texture>
<Texture name="WorldMapDetailTile8">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativeTo="WorldMapDetailTile7" relativePoint="TOPRIGHT"/></Anchors>
</Texture>
<Texture name="WorldMapDetailTile9">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativeTo="WorldMapDetailTile5" relativePoint="BOTTOMLEFT"/></Anchors>
</Texture>
<Texture name="WorldMapDetailTile10">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativeTo="WorldMapDetailTile9" relativePoint="TOPRIGHT"/></Anchors>
</Texture>
<Texture name="WorldMapDetailTile11">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativeTo="WorldMapDetailTile10" relativePoint="TOPRIGHT"/></Anchors>
</Texture>
<Texture name="WorldMapDetailTile12">
<Size><AbsDimension x="256" y="256"/></Size>
<Anchors><Anchor point="TOPLEFT" relativeTo="WorldMapDetailTile11" relativePoint="TOPRIGHT"/></Anchors>
</Texture>
</Layer>
<Layer level="ARTWORK">
<Texture name="WorldMapHighlight" alphaMode="ADD" hidden="true">
<Size><AbsDimension x="128" y="128"/></Size>
<Anchors><Anchor point="TOPLEFT"/></Anchors>
</Texture>
</Layer>
</Layers>
</Frame>
<Button name="WorldMapButton" enableMouse="true">
<Size><AbsDimension x="1002" y="668"/></Size>
<Anchors><Anchor point="TOPLEFT" relativeTo="WorldMapDetailFrame"/></Anchors>
<Frames>
<Frame name="WorldMapPlayer" id="0">
<Size><AbsDimension x="32" y="32"/></Size>
<Anchors><Anchor point="CENTER"/></Anchors>
<Layers>
<Layer level="OVERLAY">
<Texture name="WorldMapPlayerIcon" file="Interface\Minimap\MinimapArrow" setAllPoints="true"/>
</Layer>
</Layers>
<!-- Ref WorldMapFrame.xml l.473-484. The OnLoad is load-bearing and not
decoration: WorldMapUnit_OnEnter reads `WorldMapPlayer.unit` when the
cursor is over the arrow, and this is the only place it is ever set.
The hover pair is transcribed with it and is LIVE, which is the
opposite of what an earlier draft of this comment claimed. Neither the
reference's frame nor ours carries enableMouse, but a declared OnEnter
AUTO-ENABLES the mouse (wow-re ui/scratch/scripts-auto-enable.md §1,
VERIFIED: a handler reaches the same enable primitive 0x76af00(2,-1)
as the attribute). So the arrow takes the mouse and names the player on
hover, exactly as the reference's does — and frame_flag_gate's KNOWN
entry for this frame, which existed only because we had the flag-gap
without the handler, went stale the moment this landed. -->
<Scripts>
<OnLoad>
this.unit = "player";
this:SetFrameLevel(this:GetFrameLevel() + 1);
</OnLoad>
<OnEnter>WorldMapUnit_OnEnter()</OnEnter>
<OnLeave>WorldMapTooltip:Hide()</OnLeave>
</Scripts>
</Frame>
<!-- The corpse marker (decision 0308 §5) — ref WorldMapCorpseTemplate
(WorldMapFrameTemplates.xml l.55-88) inlined: 16x16, the POIIcons skull
cell (0.875-1.0 / 0-0.125), hover names it CORPSE_RED. The ref anchors its
tooltip to a WorldMapTooltip; ours rides the shared GameTooltip through
the side-pick every marker on the sheet shares. That parenthetical used to
read "this map ships no separate tooltip" and is no longer true —
WorldMapTooltip is declared below. The UNIT blips moved onto it with
WorldMapUnit_OnEnter; the sheet MARKERS (this one, the POIs) deliberately
did not, because they share WorldMapMarker_ShowTooltip and moving one
moves all of them. That is a deviation left standing, not an oversight. -->
<Frame name="WorldMapCorpse" hidden="true" enableMouse="true">
<Size><AbsDimension x="16" y="16"/></Size>
<Anchors><Anchor point="CENTER"/></Anchors>
<Layers>
<Layer level="ARTWORK">
<Texture file="Interface\Minimap\POIIcons" setAllPoints="true">
<TexCoords left="0.875" right="1.0" top="0" bottom="0.125"/>
</Texture>
</Layer>
</Layers>
<Scripts>
<OnEnter>
WorldMapMarker_ShowTooltip(this, "|cffff2020Corpse|r")
</OnEnter>
<OnLeave>
GameTooltip:Hide()
</OnLeave>
</Scripts>
</Frame>
<!-- The group blips — ref WorldMapFrame.xml l.486-529, which declares all 44 of them as
inherits= instances of WorldMapUnitTemplate / WorldMapRaidUnitTemplate. Ours now does the
same; they used to be four hand-written Frames carrying an ANONYMOUS texture, which cost
the `$parentIcon` name every addon recolouring a blip reaches for (see
WorldMapFrameTemplates.xml's header for the pfUI raise that found it).
The RAID forty are declared here and positioned NOWHERE: WorldMapParty_Update below drives
the party arm only, because `GetPlayerMapPosition` answers (0,0) for every `raid` token and
the reference's battleground arm needs GetNumBattlefieldPositions / GetBattlefieldPosition,
which we do not bind. Declared-and-hidden is what the reference does with them out of a
raid anyway; the difference is that ours stay that way. Named in the OUT list. -->
<Frame name="WorldMapParty1" inherits="WorldMapUnitTemplate" id="1"/>
<Frame name="WorldMapParty2" inherits="WorldMapUnitTemplate" id="2"/>
<Frame name="WorldMapParty3" inherits="WorldMapUnitTemplate" id="3"/>
<Frame name="WorldMapParty4" inherits="WorldMapUnitTemplate" id="4"/>
<Frame name="WorldMapRaid1" inherits="WorldMapRaidUnitTemplate" id="1"/>
<Frame name="WorldMapRaid2" inherits="WorldMapRaidUnitTemplate" id="2"/>
<Frame name="WorldMapRaid3" inherits="WorldMapRaidUnitTemplate" id="3"/>
<Frame name="WorldMapRaid4" inherits="WorldMapRaidUnitTemplate" id="4"/>
<Frame name="WorldMapRaid5" inherits="WorldMapRaidUnitTemplate" id="5"/>
<Frame name="WorldMapRaid6" inherits="WorldMapRaidUnitTemplate" id="6"/>
<Frame name="WorldMapRaid7" inherits="WorldMapRaidUnitTemplate" id="7"/>
<Frame name="WorldMapRaid8" inherits="WorldMapRaidUnitTemplate" id="8"/>
<Frame name="WorldMapRaid9" inherits="WorldMapRaidUnitTemplate" id="9"/>
<Frame name="WorldMapRaid10" inherits="WorldMapRaidUnitTemplate" id="10"/>
<Frame name="WorldMapRaid11" inherits="WorldMapRaidUnitTemplate" id="11"/>
<Frame name="WorldMapRaid12" inherits="WorldMapRaidUnitTemplate" id="12"/>
<Frame name="WorldMapRaid13" inherits="WorldMapRaidUnitTemplate" id="13"/>
<Frame name="WorldMapRaid14" inherits="WorldMapRaidUnitTemplate" id="14"/>
<Frame name="WorldMapRaid15" inherits="WorldMapRaidUnitTemplate" id="15"/>
<Frame name="WorldMapRaid16" inherits="WorldMapRaidUnitTemplate" id="16"/>
<Frame name="WorldMapRaid17" inherits="WorldMapRaidUnitTemplate" id="17"/>
<Frame name="WorldMapRaid18" inherits="WorldMapRaidUnitTemplate" id="18"/>
<Frame name="WorldMapRaid19" inherits="WorldMapRaidUnitTemplate" id="19"/>
<Frame name="WorldMapRaid20" inherits="WorldMapRaidUnitTemplate" id="20"/>
<Frame name="WorldMapRaid21" inherits="WorldMapRaidUnitTemplate" id="21"/>
<Frame name="WorldMapRaid22" inherits="WorldMapRaidUnitTemplate" id="22"/>
<Frame name="WorldMapRaid23" inherits="WorldMapRaidUnitTemplate" id="23"/>
<Frame name="WorldMapRaid24" inherits="WorldMapRaidUnitTemplate" id="24"/>
<Frame name="WorldMapRaid25" inherits="WorldMapRaidUnitTemplate" id="25"/>
<Frame name="WorldMapRaid26" inherits="WorldMapRaidUnitTemplate" id="26"/>
<Frame name="WorldMapRaid27" inherits="WorldMapRaidUnitTemplate" id="27"/>
<Frame name="WorldMapRaid28" inherits="WorldMapRaidUnitTemplate" id="28"/>
<Frame name="WorldMapRaid29" inherits="WorldMapRaidUnitTemplate" id="29"/>
<Frame name="WorldMapRaid30" inherits="WorldMapRaidUnitTemplate" id="30"/>
<Frame name="WorldMapRaid31" inherits="WorldMapRaidUnitTemplate" id="31"/>
<Frame name="WorldMapRaid32" inherits="WorldMapRaidUnitTemplate" id="32"/>
<Frame name="WorldMapRaid33" inherits="WorldMapRaidUnitTemplate" id="33"/>
<Frame name="WorldMapRaid34" inherits="WorldMapRaidUnitTemplate" id="34"/>
<Frame name="WorldMapRaid35" inherits="WorldMapRaidUnitTemplate" id="35"/>
<Frame name="WorldMapRaid36" inherits="WorldMapRaidUnitTemplate" id="36"/>
<Frame name="WorldMapRaid37" inherits="WorldMapRaidUnitTemplate" id="37"/>
<Frame name="WorldMapRaid38" inherits="WorldMapRaidUnitTemplate" id="38"/>
<Frame name="WorldMapRaid39" inherits="WorldMapRaidUnitTemplate" id="39"/>
<Frame name="WorldMapRaid40" inherits="WorldMapRaidUnitTemplate" id="40"/>
<Frame name="WorldMapFrameAreaFrame">
<Size><AbsDimension x="400" y="128"/></Size>
<Anchors><Anchor point="TOP"><Offset><AbsDimension x="0" y="-10"/></Offset></Anchor></Anchors>
<Layers>
<Layer level="OVERLAY">
<FontString name="WorldMapFrameAreaLabel" inherits="WorldMapTextFont">
<Anchors><Anchor point="TOP"><Offset><AbsDimension x="20" y="-20"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="WorldMapFrameAreaDescription" inherits="SubZoneTextFont">
<Anchors><Anchor point="TOP" relativeTo="WorldMapFrameAreaLabel" relativePoint="BOTTOM"/></Anchors>
</FontString>
</Layer>
</Layers>
</Frame>
</Frames>
<Scripts>
<OnLoad>
this:RegisterForClicks("LeftButtonUp", "RightButtonUp");
</OnLoad>
<OnClick>
WorldMapButton_OnClick(arg1);
</OnClick>
<OnUpdate>
WorldMapButton_OnUpdate(arg1);
</OnUpdate>
</Scripts>
</Button>
</Frames>
<Scripts>
<OnLoad>
this:RegisterEvent("WORLD_MAP_UPDATE");
-- The hover area label inherits WorldMapTextFont (nominal 102). 33 was the
-- director's taste call (0235) — which the one-to-one raster cap (the fold-back
-- record; wow-re fontstring-overflow.md) now clamps to the byte law's 32, one
-- unit under that call and closer to it than the 36 the atlas snap used to
-- deliver. The real client draws this SetFont(33) at 32 too. Still a taste dial:
-- any value ≤ 32 is honored exactly.
WorldMapFrameAreaLabel:SetFont("Fonts\\FRIZQT__.TTF", 33);
WorldMapFrame_Update();
</OnLoad>
<!-- UpdateMicroButtons leads both, as in the ref (WorldMapFrame.xml l.599/606) — live
since the micro-menu slice (MicroMenu.xml). -->
<OnShow>
BlackoutWorld:Show();
SetupFullscreenScale();
SetMapToCurrentZone();
WorldMapFrame_Update();
if UpdateMicroButtons then UpdateMicroButtons() end;
PlaySound("igQuestLogOpen");
CloseDropDownMenus();
</OnShow>
<OnHide>
BlackoutWorld:Hide();
if UpdateMicroButtons then UpdateMicroButtons() end;
PlaySound("igQuestLogClose");
</OnHide>
<OnEvent>
if ( WorldMapFrame:IsVisible() ) then
WorldMapFrame_Update();
end
</OnEvent>
</Scripts>
</Frame>
<!-- WorldMapTooltip (ref WorldMapFrame.xml l.636, verbatim attributes).
**This file's header listed it OUT, and the reason has expired.** The note said "only unit
blips used it" — true of the REFERENCE's own consumers, and never the question. The name is
a published global that addons index directly, and six in the corpus do: !Questie,
Cartographer, CT_MapMod, Gatherer, pfQuest and pfUI. Three of those are on the failing
roster, and for pfUI it is a load-time blocker — `modules/map.lua:13` indexes it at file
scope, so the addon dies there whatever the map is drawing.
Declared, not driven: this is the widget under its reference name and geometry, so an
addon that seats its own lines in it works. Our OWN map still routes its hovers through
the shared GameTooltip (the two notes at l.666/l.692 say so and stay true) — adopting the
reference's separate-tooltip routing is a different change, and doing half of it silently
would be worse than either. -->
<GameTooltip name="WorldMapTooltip" frameStrata="TOOLTIP" hidden="true" parent="WorldMapFrame" inherits="GameTooltipTemplate"/>
</Ui>