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benilla-octo/crates/benilla-app/assets/ui/benilla.toc
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Sam SungandClaude Opus 5.5 f98c1a5396 Comments in benilla-app, the glue screens, harness, settings and the rest: one line of fact each, no history, no record numbers (#365)
Part of #41: the last of five `benilla-app` pieces. This one is everything the others did not cover: the addon harness, the settings registry, the glue screens (login, realm list, character select and create), key bindings, the minimap, nameplates, the loading screen, transports, the performance instruments, the smaller modules, the integration tests, and the UI asset files (`OptionsFrame.xml`, `benilla.toc` and the rest). Their comments are rewritten to the rule in `docs/METHOD.md`, which is what the code does and the reference fact behind it, in a line. 27,351 comment lines become 11,010.

Fixes #33. Fixes #103.

- **The mechanical strip.** The citations that were only a private record number go first, and each edit is shown to be a pure removal.
- **Wrong facts corrected.** The rewrite corrects the comments that stated wrong facts. Among them:
  - The weapon trail's emissive is 0 (`0x70ca30`): the trail is a type-5 render record, so its ambient-only light term is exact.
  - The camera-style dropdown writes "1", "2", "0" (`UIOptionsFrame.lua:525,536,547`); several register-site addresses in the settings table are corrected.
  - The graphics settings are held until `RestartGx`, as in 1.12; `Fonts.xml`'s early load no longer carries a false reason.
  - vmangos sends a player-name invalidation after a rename (`CharacterHandler.cpp:839`), and the cinematic camera's announce packet has an empty handler there (`MiscHandler.cpp:919`).
  - Stock FrameXML and GlueXML line citations are checked against the stock 1.12 files, and vmangos line citations against the pinned revision.
- **Deviation labels.** "Deviation:" now marks only a choice with its recorded reason. Declining to copy a reference defect is stated plainly, and so is an unbuilt behaviour or an untraced one.
- **Verification.** Every file strips to identical code, apart from test literals in `login/`, `death/` and `ui_script/death_tests.rs` that now use placeholder account and character names, and `cargo fmt --check` is clean. Six second readers compared every file old against new, restored the facts the rewrite had dropped, and checked each new citation against the code, the stock files, vmangos and the reference.

A second commit corrects one comment in `benilla-ui` (`unit_is_grey`: the reference's exclusion is players only). A third lowers `ui_script_wall`'s ceiling from 45 to 40: five gameplay files named `UiScript` only in comments the rewrite removed, and the ratchet asks for the number to follow.

Behaviour differences the rewrite surfaced are filed as their own issues (#339 to #353 among them). String literals are untouched; they are #92.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 00:27:56 +07:00

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# The built-in interface, in load order: a bare filename is ours, from `assets/ui`; a path is
# the reference's own file, off the player's patch chain. Entry 0, Fonts.xml, loads alone into
# every boot VM, from Startup on; the rest loads on entering the world, then third-party addons.
# The font objects thus exist before the login screen; the reference loads Fonts.xml with the
# rest of FrameXML.
# `inherits=`, `parent=` and a named `relativeTo=` resolve only against names declared above; a
# missing one only warns (the template is skipped, the parent falls back to the enclosing frame).
# A later Lua global or template replaces an earlier one; a named frame publishes its global
# only while the name is free.
# A stock `.xml` that does not `<Script file=>` its own `.lua` needs both rows, `.lua` first.
# LoadOnDemand addons have no row, as in the reference; they load off the chain on first use.
## Interface: 11200
## Title: benilla
Interface\FrameXML\Fonts.xml
# Second, not first as in the reference, because entry 0 must be Fonts.xml.
Interface\FrameXML\GlobalStrings.lua
# `Localize()` runs at load and overwrites GlobalStrings keys, so this follows them.
Interface\FrameXML\Localization.xml
# `GetText` is a Lua global, not an engine binding: the client's `0x703bf0` calls it.
Interface\FrameXML\LocaleProperties.lua
Interface\FrameXML\BasicControls.xml
# Before UIParent.xml, whose `LowHealthFrame` has `parent="WorldFrame"`.
Interface\FrameXML\WorldFrame.xml
# Above every file that names `parent="UIParent"` or adds a `UIPanelWindows` row at load.
Interface\FrameXML\UIParent.xml
Interface\FrameXML\ItemButtonTemplate.xml
# Before GameTooltip.xml and StaticPopup.xml, whose money rows inherit `SmallMoneyFrameTemplate`.
Interface\FrameXML\MoneyFrame.lua
Interface\FrameXML\MoneyFrame.xml
Interface\FrameXML\MoneyInputFrame.lua
Interface\FrameXML\MoneyInputFrame.xml
Interface\FrameXML\GameTooltip.xml
Interface\FrameXML\UIDropDownMenu.xml
Interface\FrameXML\UIMenu.xml
# Before the unit frames, whose dropdowns' OnLoad reaches `UnitPopup_ShowMenu`.
Interface\FrameXML\UnitPopup.xml
Interface\FrameXML\ItemRef.xml
# The `TextStatusBar` template and verbs, which the unit bars and `MainMenuExpBar` inherit.
Interface\FrameXML\TextStatusBar.lua
Interface\FrameXML\TextStatusBar.xml
# Before PartyFrame.xml, whose rows reach `RefreshBuffs` from their OnLoad.
Interface\FrameXML\BuffFrame.xml
# Function-only kits the unit windows below call from their OnLoad.
Interface\FrameXML\UnitFrame.xml
Interface\FrameXML\CombatFeedback.xml
Interface\FrameXML\PlayerFrame.xml
Interface\FrameXML\PartyFrame.xml
Interface\FrameXML\TargetFrame.xml
Interface\FrameXML\PetFrame.xml
# Anchors `relativeTo="TargetFrame"`.
Interface\FrameXML\ComboFrame.xml
# Ours: the scroll parts of our options window and script log.
ScrollTemplates.xml
Interface\FrameXML\UIPanelTemplates.lua
Interface\FrameXML\UIPanelTemplates.xml
# The reference's three options windows, loaded hidden so addons find their frames by name.
# Deviation: the player opens our own options window, `OptionsFrame.xml` below, because 1.12's
# settings screens are much worse to use; the stock one holds `OptionsFrame`.
Interface\FrameXML\OptionsFrame.xml
Interface\FrameXML\SoundOptionsFrame.xml
# Inherits `OptionsCheckButtonTemplate`, and declares `UIOptionsFrameCheckButtons`, which
# MultiActionBars.lua writes at load.
Interface\FrameXML\UIOptionsFrame.xml
# StaticPopup.lua starts `StaticPopupDialogs` empty: a file that adds a dialog at load follows it.
Interface\FrameXML\StaticPopup.xml
Interface\FrameXML\CoinPickupFrame.xml
# Ours: the Keybindings page's templates and script, which OptionsFrame.xml uses at load.
KeyBindingsPage.xml
# Ours: `BenillaOptionsFrame`; its rows read the option globals the stock windows above set.
OptionsFrame.xml
# `MainMenuBar`, `MainMenuBarArtFrame` and `MainMenuExpBar`, which later files read at load.
Interface\FrameXML\MainMenuBar.xml
Interface\FrameXML\Cooldown.xml
# `ActionButtonTemplate`, which ActionBarFrame.xml's `ActionBarButtonTemplate` inherits.
Interface\FrameXML\ActionButtonTemplate.xml
Interface\FrameXML\ActionBarFrame.xml
# The four optional bars, action slots 25-72.
Interface\FrameXML\MultiActionBars.xml
Interface\FrameXML\PetActionBarFrame.xml
# `UpdateMicroButtons` reads CharacterFrame, SpellBookFrame, QuestLogFrame, GameMenuFrame, the
# three stock options windows, FriendsFrame, WorldMapFrame, HelpFrame and KeyRingButton
# unguarded, so each must be on this list.
Interface\FrameXML\MainMenuBarMicroButtons.xml
# Before Minimap.xml, whose queue dropdown's OnLoad calls `MiniMapBattlefieldDropDown_OnLoad`.
Interface\FrameXML\BattlefieldFrame.xml
# GameTime.xml, DurabilityFrame.xml and QuestTimerFrame.xml name `MinimapCluster` at load.
Interface\FrameXML\Minimap.xml
Interface\FrameXML\GameTime.xml
# Before ZoneText.xml, whose frames call `FadingFrame_OnLoad` in their OnLoad.
Interface\FrameXML\FadingFrame.xml
Interface\FrameXML\ZoneText.xml
Interface\FrameXML\ColorPickerFrame.xml
Interface\FrameXML\WorldMapFrame.xml
Interface\FrameXML\CastingBarFrame.xml
Interface\FrameXML\MirrorTimer.xml
Interface\FrameXML\DurabilityFrame.xml
Interface\FrameXML\UIErrorsFrame.xml
# Anchors `relativeTo="UIErrorsFrame"`.
Interface\FrameXML\RaidWarning.xml
Interface\FrameXML\ContainerFrame.xml
# `CharacterFrame` parents every tab page below, and its OnLoad reads `PlayerFrameHealthBar`,
# `PlayerFrameManaBar` and `MainMenuExpBar`; PaperDollFrame.xml declares templates the pet page
# and the bag bar inherit.
Interface\FrameXML\CharacterFrame.xml
Interface\FrameXML\PaperDollFrame.xml
Interface\FrameXML\PetPaperDollFrame.xml
Interface\FrameXML\MainMenuBarBagButtons.xml
Interface\FrameXML\StackSplitFrame.xml
# Ours: wraps the stock bag verbs; the keyring is a container (id -2).
ContainerFrameAdapters.xml
Interface\FrameXML\ReputationFrame.xml
Interface\FrameXML\SkillFrame.xml
# Brings HonorFrameTemplates.xml, whose row templates `Blizzard_InspectUI` inherits.
Interface\FrameXML\HonorFrame.xml
Interface\FrameXML\DressUpFrame.xml
Interface\FrameXML\SpellBookFrame.xml
# Ours: the pet page's autocast widgets in the pet action button's proportions.
SpellBookAdapters.xml
# RaidFrame.xml names `parent="FriendsFrame"` and MailFrame.xml inherits `FriendsFrameTabTemplate`.
Interface\FrameXML\FriendsFrame.xml
Interface\FrameXML\RaidFrame.xml
Interface\FrameXML\GossipFrame.xml
Interface\FrameXML\MerchantFrame.xml
Interface\FrameXML\MailFrame.xml
Interface\FrameXML\TradeFrame.xml
Interface\FrameXML\ItemTextFrame.xml
Interface\FrameXML\BankFrame.xml
Interface\FrameXML\TaxiFrame.xml
Interface\FrameXML\PetStable.xml
Interface\FrameXML\LootFrame.xml
# Brings QuestFrameTemplates.xml, whose templates the guild registrar and quest log inherit; the
# quest log's OnLoad also calls `QuestMoneyFrame_OnLoad` from QuestFrame.lua.
Interface\FrameXML\QuestFrame.xml
Interface\FrameXML\GuildRegistrarFrame.xml
Interface\FrameXML\PetitionFrame.xml
Interface\FrameXML\QuestLogFrame.xml
Interface\FrameXML\QuestTimerFrame.xml
# ChatFrame.lua starts `SlashCmdList` empty: a file that registers slash commands at load follows.
Interface\FrameXML\ChatFrame.xml
Interface\FrameXML\FloatingChatFrame.xml
# `ShapeshiftBar_OnLoad` can reach `UIParent_ManageFramePositions`, which reads the frames above
# unguarded.
Interface\FrameXML\BonusActionBarFrame.xml
# `WorldStateAlwaysUpFrame`'s OnLoad runs the same pass, which also reads
# `ShapeshiftBarLeft/Middle/Right`, so this follows BonusActionBarFrame.xml.
Interface\FrameXML\WorldStateFrame.xml
# `ClassTrainerListScrollFrameTemplate`, which on-demand addons inherit.
Interface\FrameXML\ClassTrainerFrameTemplates.xml
# Ours: the `/errors` script error log and our slash commands.
ScriptLogFrame.xml
Interface\FrameXML\HelpFrame.xml
Interface\FrameXML\CinematicFrame.xml
Interface\FrameXML\TabardFrame.xml
Interface\FrameXML\TutorialFrame.xml
# Ours: the ESC game menu. Last: it wraps `ToggleGameMenu`, `IsOptionFrameOpen` and
# `UpdateMicroButtons` to count `BenillaOptionsFrame`.
GameMenuFrame.xml