Files
benilla-octo/crates/benilla-app/tests/tradeskill_frame.rs
T
SamandClaude Fable 5.1 7a825111ab the world map's arrow shows on zone sheets, and UIParent goes stock
- the world map's arrow shows on every zone sheet, and alt-clicking a town jumps there: the stock file creates the player arrow as a `Model` child of `WorldMapFrame` and lays a zone sheet's explored-area overlays as ARTWORK textures on `WorldMapDetailFrame` — one `(strata, level)` bucket, where the draw layer outranks the frame — and benilla drew a model's scene at the frame's own layer-0 slot, so every overlay painted over it (the continent sheet has no overlays, which is why it was the only sheet with an arrow); wow-re's carve: a layer batch carries three sub-arrays — quads, the string batch, a render-callback list — that `0x76fb00` drains in that order, and `0x76d160` registers a model's callback only for layer 2 (`0x76d17f cmp ebx,2`), so a model's scene is ARTWORK content, neither a separate pass nor a layer-0 slot; a `ModelPane` quad now keys at the ARTWORK content rank, which re-orders the pet page's happiness icon (a sibling's BACKGROUND quad) under the pane's scene — the reference's own order, harmless because the bake is transparent where the model is not; a model against a LATER-linked ARTWORK font string in the same bucket is still ordered by link stamp, named not built; and the alt-click jump, which required the topmost frame under the cursor to be `WorldMapButton` itself while the stock file parents every POI icon and blip to that button, now walks up from whatever was hit to the button and takes its rect — the map's own chrome still answers nothing (1992)
- `UIParent` is the reference's own: `UIParent.xml` loads off the chain at its toc's slot, right after `WorldFrame.xml`, sourcing `UIParent.lua` and `LocaleProperties.lua` itself, and our `UIParent.xml` + `UiPanels.xml` — 3086 lines of transcribed `UIParent.lua` — are deleted; the one unbound verb the stock file ticks, `CheckReadyCheckTime`, was already 1989's; back from the reference: all sixty-six registered events and their arms (`PLAYER_CONTROL_LOST`/`_GAINED`, `RAID_ROSTER_UPDATE`, the trade-request pair, `PLAYER_SKINNED`, `GOSSIP_ENTER_CODE`), the ESC ladder as written — StaticPopup, the options window's Cancel, the game menu, `CloseMenus`, `SpellStopCasting`, `SpellStopTargeting`, `CloseAllWindows`, `ClearTarget`, else open — so ESC no longer clears a held cursor item or cancels the colour picker, two arms ours had grown that the reference does not have; the fade/flash/pulse kits walked from `UIParent`'s own OnUpdate in place of three 1×1 driver frames of ours, so a cinematic's `UIParent:Hide()` stops the walks as it does there; the managed bottom-stack positions without our `UIParent_RegisterManagedPositionListener` extension, which no shipped file registered any more; `LowHealthFrame`/`OutOfControlFrame`; and the `firstTimeLoaded` close on re-show; what stayed ours moved out — the window tab template and its OnUpdate settle (1004's async-measure adapter) and `BENILLA_FALLBACK_ICON` to `ScrollTemplates.xml`, 0561's bag verbs to `ContainerFrameAdapters`, the script log's slot row to its own file, `OptionsFrameCancel = OptionsFrameCloseButton` beside the two options aliases — and the Auction/Inspect/Macro/Talent panel rows, verbatim copies of the LoadOnDemand addons' own registrations, go; the reference also decides that the area spirit healer's dialog accepts on show with one CANCEL button, that losing control closes every window bar the reference's exceptions, and that the bottom-bar clearance reads the saved globals `SHOW_MULTI_ACTIONBAR_1`/`_2` rather than the bars' shown state; three integration binaries that kept private copies of the manifest loader use the shared one now (1988)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:30:54 +07:00

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//! Drives the REAL `assets/ui/TradeSkillFrame.xml` through the engine — the crafting-book twin
//! of `talent_frame.rs`, and the first test that executes the transcribed tradeskill Lua at all
//! (the polish pass's own discovery: no suite loaded this file, so a runtime bug in the
//! Show/Update/dropdown code would only ever surface in a live session).
//!
//! The harness loads the same file chain the app does (`ui_script/mod.rs`'s list, cut to the
//! tradeskill window's dependency prefix), pushes a synthetic two-group Blacksmithing book,
//! opens the window with the app's own `TRADE_SKILL_SHOW`, and exercises the polish-pass
//! surface end-to-end: the CollapseAll tab (text, fold-all round trip through the engine's
//! touched-flag → `TRADE_SKILL_UPDATE` contract), and both filter dropdowns (capsule default
//! text, a REAL menu-row click driving the exclusive filter, the "All" row restoring it).
use benilla_ui::script::{
CraftRecipe, CraftState, CraftTooltip, TradeSkillDifficulty, TradeSkillReagent,
TradeSkillRecipe, TradeSkillState, UiScript,
};
mod common;
/// The tradeskill window's load prefix — the app's own order (`ui_script/mod.rs`), members only.
/// CraftFrame.xml rides along (it loads right after TradeSkillFrame.xml in the app and shares
/// its guarded-global utilities) so a load error in EITHER window fails here.
const FILES: &[&str] = &[
"Interface\\FrameXML\\Fonts.xml",
r"Interface\FrameXML\MoneyFrame.lua",
r"Interface\FrameXML\MoneyFrame.xml",
r"Interface\FrameXML\UIParent.xml",
r"Interface\FrameXML\UIPanelTemplates.lua",
r"Interface\FrameXML\UIPanelTemplates.xml",
"Interface\\FrameXML\\GlobalStrings.lua",
"Interface\\FrameXML\\BasicControls.xml",
"Interface\\FrameXML\\LocaleProperties.lua",
"Interface\\FrameXML\\StaticPopup.xml", // the dialog engine (1960)
"Interface\\FrameXML\\GameTooltip.xml",
"Interface\\FrameXML\\UIDropDownMenu.xml",
"ScrollTemplates.xml",
// The stock windows open from UIParent's own TRADE_SKILL_SHOW / CRAFT_SHOW arms (its
// `*_LoadUI` then `*_Show`), not from a registration of their own — so UIParent.xml is a
// dependency of the event path this suite drives (1973). With no addon registry here the
// load reports ADDON_LOAD_FAILED through `message`, which is a shown frame, not an error.
// The reference's own addons (1973), off the chain — both inherit the trainer window's
// list/detail kit, which the manifest seats above them. An integration test has no addon
// registry, so the files load as chain files, the way the manifest's own entries do.
r"Interface\FrameXML\ClassTrainerFrameTemplates.xml",
// The reagent slots inherit `QuestItemTemplate` (147x41) through the addons' own row templates,
// and the selection paints them with `SetItemButtonTexture`/`SetItemButtonCount`, which are
// ItemButtonTemplate.lua's — both chain files the manifest seats above the addons.
r"Interface\FrameXML\ItemButtonTemplate.xml",
r"Interface\FrameXML\QuestFrameTemplates.xml",
r"Interface\AddOns\Blizzard_TradeSkillUI\Blizzard_TradeSkillUI.xml",
r"Interface\AddOns\Blizzard_CraftUI\Blizzard_CraftUI.xml",
];
fn load_ui(script: &UiScript) {
// `common::load_ui`, not a local read: a manifest entry carrying a path separator is the
// REFERENCE's own file and has to come off the player's chain, which `std::fs::read` under
// `assets/ui` cannot do. This kit gained such an entry when the dropdown migrated (1751).
for file in FILES {
common::load_ui(script, file);
}
}
fn recipe(
spell_id: u32,
name: &str,
group: (u32, u32, &str),
product_inv_type: u32,
) -> TradeSkillRecipe {
TradeSkillRecipe {
group: Some((group.0, group.1, group.2.to_string())),
spell_id,
name: name.into(),
difficulty: TradeSkillDifficulty::Medium,
num_available: 2,
icon: Some("Interface\\Icons\\INV_Misc_ArmorKit_04".into()),
min_made: 1,
max_made: 1,
cooldown_secs: None,
product_item: spell_id + 10_000,
product_inv_type,
product_item_level: 0, // neutral — this file's order pins fall through to the name
reagents: vec![TradeSkillReagent {
item: 2840,
name: Some("Copper Bar".into()),
icon: Some("Interface\\Icons\\INV_Ingot_02".into()),
need: 2,
have: 5,
}],
tools: vec![("Anvil".into(), true)],
}
}
/// A two-group Blacksmithing book: Mail (a chest + a legs product) and Trade Goods (a non-equip
/// stone → the 0x800000 catch-all slot) — the director's own reference-screenshot shape.
fn state() -> TradeSkillState {
TradeSkillState {
line: 164,
line_name: "Blacksmithing".into(),
rank: 1,
max_rank: 75,
recipes: vec![
recipe(2661, "Copper Chain Vest", (4, 3, "Mail"), 5),
recipe(2662, "Copper Chain Pants", (4, 3, "Mail"), 7),
recipe(3320, "Rough Sharpening Stone", (7, 0, "Trade Goods"), 0),
],
repeat_count: 0,
}
}
/// The app-side contract the window's event-driven repaints ride on: after any engine-side list
/// mutator, drain the touched flag and fire `TRADE_SKILL_UPDATE` (drain_trade_skill's own shape).
fn pump(script: &mut UiScript) {
if script.take_trade_skill_touched() {
script.fire_event("TRADE_SKILL_UPDATE", vec![]);
}
}
#[test]
fn collapse_all_tab_and_filter_dropdowns_work_end_to_end() {
let mut s = UiScript::new().unwrap();
load_ui(&s);
s.set_trade_skill(Some(state()));
s.fire_event("TRADE_SKILL_SHOW", vec![]);
assert!(
s.eval::<bool>("return TradeSkillFrame:IsShown()").unwrap(),
"the window opens on TRADE_SKILL_SHOW"
);
// 2 headers + 3 recipes.
assert_eq!(s.eval::<i64>("return GetNumTradeSkills()").unwrap(), 5);
// The CollapseAll tab carries its GlobalString text (a cross-chunk local would render nil).
assert_eq!(
s.eval::<String>("return TradeSkillCollapseAllButton:GetText()")
.unwrap(),
"All"
);
// Fold everything through the tab: the click never calls Update() itself — the engine's
// touched flag + TRADE_SKILL_UPDATE (pump) is the whole repaint path, the ref's own contract.
s.run("TradeSkillCollapseAllButton:Click()").unwrap();
pump(&mut s);
assert_eq!(
s.eval::<i64>("return GetNumTradeSkills()").unwrap(),
2,
"collapse-all leaves only the two headers"
);
s.run("TradeSkillCollapseAllButton:Click()").unwrap();
pump(&mut s);
assert_eq!(s.eval::<i64>("return GetNumTradeSkills()").unwrap(), 5);
// The dropdown capsules default to the "All …" texts (the OnShow/Initialize dance).
assert_eq!(
s.eval::<String>("return TradeSkillSubClassDropDownText:GetText()")
.unwrap(),
"All Subclasses"
);
assert_eq!(
s.eval::<String>("return TradeSkillInvSlotDropDownText:GetText()")
.unwrap(),
"All Slots"
);
// The InvSlot vocabulary: Chest(5) → bit 4, Legs(7) → bit 6, stone(0) → the catch-all.
assert_eq!(
s.eval::<(String, String, String)>("return GetTradeSkillInvSlots()")
.unwrap(),
(
"Chest".to_string(),
"Legs".to_string(),
"Not equippable.".to_string()
)
);
// A REAL menu-row click: open the SubClass menu, click "Trade Goods" (row 3: All + 2 groups).
s.run("ToggleDropDownMenu(1, nil, TradeSkillSubClassDropDown)")
.unwrap();
s.run("DropDownList1Button3:Click()").unwrap();
pump(&mut s);
assert_eq!(
s.eval::<i64>("return GetNumTradeSkills()").unwrap(),
2,
"exclusive Trade Goods: its header + one recipe"
);
assert_eq!(
s.eval::<String>("local n = GetTradeSkillInfo(1) return n")
.unwrap(),
"Trade Goods"
);
// The capsule follows the picked row on the next initialize (OnShow re-runs it).
s.run("TradeSkillSubClassDropDown:Hide() TradeSkillSubClassDropDown:Show()")
.unwrap();
assert_eq!(
s.eval::<String>("return TradeSkillSubClassDropDownText:GetText()")
.unwrap(),
"Trade Goods"
);
// The "All Subclasses" row (row 1) restores the full list.
s.run("ToggleDropDownMenu(1, nil, TradeSkillSubClassDropDown)")
.unwrap();
s.run("DropDownList1Button1:Click()").unwrap();
pump(&mut s);
assert_eq!(s.eval::<i64>("return GetNumTradeSkills()").unwrap(), 5);
}
/// The Craft window's own CollapseAll tab is faithful-but-inert (a 1.12 craft list is a single
/// skill-line group, so the header scan always finds zero and hides the tab — the file's own
/// deviation note); this pins the load + the text attribute + the hidden-in-practice state.
#[test]
fn craft_collapse_tab_loads_with_text_and_stays_hidden_for_a_flat_list() {
let mut s = UiScript::new().unwrap();
load_ui(&s);
assert_eq!(
s.eval::<String>("return CraftCollapseAllButton:GetText()")
.unwrap(),
"All"
);
s.fire_event("CRAFT_SHOW", vec![]);
assert!(
s.eval::<bool>("return CraftFrame:IsShown()").unwrap(),
"the craft window opens on CRAFT_SHOW"
);
assert!(
!s.eval::<bool>("return CraftExpandButtonFrame:IsShown()")
.unwrap(),
"zero headers → the tab hides (ref l.269-282's own scan)"
);
}
/// **The reagent slot IS `QuestItemTemplate`** — B250's pin, in both windows.
///
/// The ref's `TradeSkillItemTemplate` (Blizzard_TradeSkillUI.xml l.11-35) and `CraftItemTemplate`
/// (Blizzard_CraftUI.xml l.29-53) each inherit `QuestItemTemplate` and override **only scripts**, so
/// the slot's whole visual is that template's: 147×41, a 39×39 icon, the `UI-QuestItemNameFrame`
/// plate on the icon's right edge, the name centred ON the plate, and the count on the icon's own
/// BOTTOMRIGHT.
///
/// Every assertion here is one the shape that shipped before B250 would fail — a 140×32 slot with a
/// 28×28 icon, no plate at all, the name top-anchored right of the icon and the count *below* the
/// name. It is written that way on purpose (decision 1107's "so the sibling law would fail it"): the
/// numbers alone would let a future session drift the slot back toward a hand-rolled shape with no
/// test going red.
#[test]
fn reagent_slots_carry_the_questitemtemplate_shape_in_both_windows() {
let mut s = UiScript::new().unwrap();
load_ui(&s);
// Both windows open (a slot's anchors resolve against a laid-out parent), and the slots this
// test measures are shown — the ref's own SetSelection shows one per reagent.
s.set_trade_skill(Some(state()));
s.fire_event("TRADE_SKILL_SHOW", vec![]);
s.fire_event("CRAFT_SHOW", vec![]);
for w in ["TradeSkillReagent", "CraftReagent"] {
for i in 1..=3 {
s.run(&format!("{w}{i}:Show()")).unwrap();
}
}
for w in ["TradeSkillReagent", "CraftReagent"] {
let num = |expr: &str| {
s.eval::<f64>(&format!("return {expr}"))
.unwrap_or_else(|e| panic!("{expr}: {e}"))
};
// The row box: 147×41, the ref's QuestItemTemplate <Size>.
assert_eq!(
(
num(&format!("{w}1:GetWidth()")),
num(&format!("{w}1:GetHeight()"))
),
(147.0, 41.0),
"{w}1 row box"
);
// The 2-column grid: column 2 opens exactly one row-width right (Reagent2 anchors
// LEFT→Reagent1's RIGHT with a zero offset, so the pitch IS the row width) …
assert_eq!(
num(&format!("{w}2:GetLeft()")) - num(&format!("{w}1:GetLeft()")),
147.0,
"{w} column pitch"
);
// … and row 2 drops one row height plus the ref's own 2px gutter.
assert_eq!(
num(&format!("{w}3:GetTop()")) - num(&format!("{w}1:GetTop()")),
-43.0,
"{w} row step"
);
// The icon (`$parentIconTexture`, the reference's own region name): 39×39 flush in the row's TOPLEFT corner.
assert_eq!(
(
num(&format!("{w}1IconTexture:GetWidth()")),
num(&format!("{w}1IconTexture:GetHeight()"))
),
(39.0, 39.0),
"{w}1 icon"
);
assert_eq!(
num(&format!("{w}1IconTexture:GetLeft()")),
num(&format!("{w}1:GetLeft()")),
"{w}1 icon flush left"
);
assert_eq!(
num(&format!("{w}1IconTexture:GetTop()")),
num(&format!("{w}1:GetTop()")),
"{w}1 icon flush top"
);
// The name plate — the piece that was missing entirely. Its 128×64 texture starts 10px
// inside the icon's right edge and is centred on the icon's own middle.
assert_eq!(
s.eval::<String>(&format!("return {w}1NameFrame:GetTexture()"))
.unwrap(),
"Interface\\QuestFrame\\UI-QuestItemNameFrame",
"{w}1 name plate art"
);
assert_eq!(
(
num(&format!("{w}1NameFrame:GetWidth()")),
num(&format!("{w}1NameFrame:GetHeight()"))
),
(128.0, 64.0),
"{w}1 plate size"
);
assert_eq!(
num(&format!("{w}1NameFrame:GetLeft()")) - num(&format!("{w}1IconTexture:GetRight()")),
-10.0,
"{w}1 plate rides the icon's right edge"
);
// The name sits ON the plate (+15 from its left), vertically centred — not above-right of
// the icon, where the pre-B250 shape put it.
assert_eq!(
num(&format!("{w}1Name:GetLeft()")) - num(&format!("{w}1NameFrame:GetLeft()")),
15.0,
"{w}1 name inset"
);
let (nc, pc) = (
num(&format!("({w}1Name:GetTop() + {w}1Name:GetBottom()) / 2")),
num(&format!(
"({w}1NameFrame:GetTop() + {w}1NameFrame:GetBottom()) / 2"
)),
);
assert!(
(nc - pc).abs() < 0.01,
"{w}1 name is centred on the plate ({nc} vs {pc})"
);
// The count rides the ICON's bottom-right corner (-4, +1) — not a line below the name.
assert_eq!(
num(&format!("{w}1Count:GetRight()")) - num(&format!("{w}1IconTexture:GetRight()")),
-4.0,
"{w}1 count x"
);
assert_eq!(
num(&format!("{w}1Count:GetBottom()")) - num(&format!("{w}1IconTexture:GetBottom()")),
1.0,
"{w}1 count y"
);
assert!(
num(&format!("{w}1Count:GetBottom()")) >= num(&format!("{w}1IconTexture:GetBottom()")),
"{w}1 count sits ON the icon, not below the row"
);
}
}
/// **A row click paints the selection glow, and a row hover paints nothing** — the two things the
/// director saw wrong in a live window, pinned in both directions (decision 1598).
///
/// Neither was subtle. Both survived because this suite drove the window's tabs, dropdowns and
/// reagent slots without ever clicking or hovering a LIST ROW:
///
/// * `TradeSkillFrame_Update` addressed `TradeSkillHighlight` — the *texture* — for
/// the Hide/SetPoint/Show that the reference does on `TradeSkillHighlightFrame`, the *frame*
/// (Blizzard_TradeSkillUI.lua l.99/142-143; only l.200's `SetVertexColor` is the texture's).
/// The frame is declared `hidden="true"`, so it never once became visible and no selection ever
/// highlighted. `CraftFrame.xml`/`TrainerFrame.xml` both split the two correctly already.
/// * The row template carried a `GameTooltip:SetTradeSkillItem` OnEnter that the reference has no
/// trace of: `TradeSkillSkillButtonTemplate` overrides `OnClick` alone, and its base
/// `ClassTrainerSkillButtonTemplate` (`Interface\FrameXML\ClassTrainerFrameTemplates.xml`) only
/// recolours `$parentSubText` on hover. The real window's list is bare on hover.
///
/// The hover half asserts through the row's own script table rather than a synthetic mouse-over, so
/// it fails on the *existence* of a hover handler — re-adding one "harmlessly" goes red here even if
/// the tooltip it opens happens to be empty in a headless VM.
#[test]
fn a_row_click_shows_the_selection_glow_and_a_row_hover_shows_nothing() {
let mut s = UiScript::new().unwrap();
load_ui(&s);
s.set_trade_skill(Some(state()));
s.fire_event("TRADE_SKILL_SHOW", vec![]);
// Row 1 is the "Mail" header, row 2 the first recipe (the two-group book `state()` builds).
assert_eq!(
s.eval::<String>("local _, t = GetTradeSkillInfo(2) return t")
.unwrap(),
"medium",
"row 2 is a recipe, not a header (state()'s own difficulty)"
);
// Opening already selects `GetFirstTradeSkill()` (the OnEvent path), so the glow is up before
// any click — exactly what the director's screenshot should have shown and didn't.
let glow_on_row = |s: &UiScript, n: i64| {
let (glow, row) = (
s.eval::<f64>("return TradeSkillHighlightFrame:GetTop()")
.unwrap(),
s.eval::<f64>(&format!("return TradeSkillSkill{n}:GetTop()"))
.unwrap(),
);
(glow - row).abs() < 0.01
};
assert!(
s.eval::<bool>("return TradeSkillHighlightFrame:IsShown()")
.unwrap(),
"the show-time auto-selection glows — the FRAME, not just its texture"
);
assert!(glow_on_row(&s, 2), "and it is parked on the first recipe");
// A click on the OTHER Mail recipe moves it, rather than leaving it at the window's TOPLEFT.
s.run("TradeSkillSkill3:Click()").unwrap();
pump(&mut s);
assert_eq!(
s.eval::<i64>("return GetTradeSkillSelectionIndex()")
.unwrap(),
3,
"the click selected row 3"
);
assert!(
s.eval::<bool>("return TradeSkillHighlightFrame:IsShown()")
.unwrap()
&& glow_on_row(&s, 3),
"the glow followed the click to row 3"
);
// Fold every group away and no recipe row is visible to carry it.
s.run("TradeSkillCollapseAllButton:Click()").unwrap();
pump(&mut s);
assert!(
!s.eval::<bool>("return TradeSkillHighlightFrame:IsShown()")
.unwrap(),
"no recipe row on screen → no glow (headers never take the selection)"
);
// The hover half. Positive control first, so a `GetScript` that answered nil for everything
// could not quietly pass the real assertions below: the reagent slot DOES tooltip on hover.
assert!(
s.eval::<bool>("return TradeSkillReagent1:GetScript(\"OnEnter\") ~= nil")
.unwrap(),
"control: a reagent slot has an OnEnter, so GetScript reports real handlers"
);
// The list row's hover is the trainer template's own — it recolours `$parentSubText` and
// nothing else (ClassTrainerFrameTemplates.xml): driven with `this` set, it opens no tooltip.
s.run("GameTooltip:Hide() this = TradeSkillSkill2 TradeSkillSkill2:GetScript(\"OnEnter\")()")
.unwrap();
assert!(
!s.eval::<bool>("return GameTooltip:IsShown()").unwrap(),
"a list row's hover opens no tooltip — the reference's rows never tooltip"
);
s.run("this = TradeSkillSkill2 TradeSkillSkill2:GetScript(\"OnLeave\")()")
.unwrap();
}
/// **The recipe list lights its rows white — under the cursor, and on the selected one.** The
/// director put the real client's Blacksmithing window next to ours: there, the hovered row and the
/// selected row are both white, while every other recipe wears its difficulty colour. Ours wore the
/// difficulty colour everywhere, hover and selection included.
///
/// One mechanism does both, and it is the row BUTTON's, not a script's.
/// `ClassTrainerSkillButtonTemplate` — the base under this window's rows, Craft's and the class
/// trainer's — declares `<HighlightFont inherits="GameFontHighlight">` (white) beside its
/// `<NormalFont>`, and `TradeSkillFrame_Update` paints each row with
/// `skillButton:SetTextColor(difficulty)` and then calls `LockHighlight()` on the selected one
/// (Blizzard_TradeSkillUI.lua l.113/144). A `SetTextColor` writes the NORMAL font instance only, so
/// it cannot reach a highlighted label — which is exactly why the reference's rows still turn white.
///
/// Ours could not, for two reasons that had to be fixed together (decision 1605): the row's label
/// was a child `$parentName` FontString rather than the button's own `<ButtonText>`, so no per-state
/// font could reach it; and the engine's highlighted label fell back to the normal state's colour,
/// so even a ButtonText would have stayed orange. This test is the end-to-end pin — it reads the
/// colour off the extracted text quad, not off any Lua state, so it fails if either half regresses.
#[test]
fn a_hovered_or_selected_recipe_row_paints_its_label_white() {
let mut s = UiScript::new().unwrap();
load_ui(&s);
s.set_screen_size(1024.0, 768.0);
s.set_trade_skill(Some(state()));
s.fire_event("TRADE_SKILL_SHOW", vec![]);
// Row 1 is the "Mail" header; rows 2 and 3 are its two Medium recipes, and opening the window
// auto-selects the first of them.
assert_eq!(
s.eval::<i64>("return GetTradeSkillSelectionIndex()")
.unwrap(),
2,
"the show-time auto-selection landed on the first recipe"
);
// The label really is the button's own ButtonText now — a child FontString would leave
// GetFontString() nil and take every per-state font with it.
assert!(
s.eval::<bool>("return TradeSkillSkill2:GetFontString() ~= nil")
.unwrap(),
"the row label is the Button's ButtonText, the only region per-state fonts reach"
);
let row_color = |s: &mut UiScript, n: i64| -> [f32; 4] {
let text = s
.eval::<String>(&format!("return TradeSkillSkill{n}:GetText()"))
.unwrap();
s.resolve();
s.extract()
.into_iter()
.find_map(|q| match q.content {
benilla_ui::script::QuadContent::Text {
text: Some(t),
color,
..
} if t == text => color,
_ => None,
})
.unwrap_or_else(|| panic!("no text quad for row {n} (\"{text}\")"))
};
let park_cursor_off_the_list = |s: &mut UiScript| {
s.resolve();
s.mouse_move(1000.0, 20.0);
};
let hover_row = |s: &mut UiScript, n: i64| {
s.resolve();
let (x, y) = (
s.eval::<f64>(&format!(
"return (TradeSkillSkill{n}:GetLeft() + TradeSkillSkill{n}:GetRight()) / 2"
))
.unwrap(),
s.eval::<f64>(&format!(
"return (TradeSkillSkill{n}:GetTop() + TradeSkillSkill{n}:GetBottom()) / 2"
))
.unwrap(),
);
s.mouse_move(x as f32, y as f32);
};
const WHITE: [f32; 4] = [1.0, 1.0, 1.0, 1.0];
const MEDIUM: [f32; 4] = [1.0, 1.0, 0.0, 1.0]; // TradeSkillTypeColor["medium"], the book's own
park_cursor_off_the_list(&mut s);
assert_eq!(
row_color(&mut s, 2),
WHITE,
"the SELECTED row is white with the cursor nowhere near it — LockHighlight, not a repaint"
);
assert_eq!(
row_color(&mut s, 3),
MEDIUM,
"an unselected, unhovered recipe wears its difficulty colour"
);
hover_row(&mut s, 3);
assert_eq!(
row_color(&mut s, 3),
WHITE,
"hovered: the HighlightFont instance is in force over SetTextColor's difficulty paint"
);
assert_eq!(
row_color(&mut s, 2),
WHITE,
"and the selected row stays lit while another row is hovered"
);
// Click row 3: the white follows the selection, and row 2 falls back to its difficulty colour.
s.run("TradeSkillSkill3:Click()").unwrap();
pump(&mut s);
park_cursor_off_the_list(&mut s);
assert_eq!(
s.eval::<i64>("return GetTradeSkillSelectionIndex()")
.unwrap(),
3
);
assert_eq!(row_color(&mut s, 3), WHITE, "the new selection is white");
assert_eq!(
row_color(&mut s, 2),
MEDIUM,
"the old selection is UNLOCKED back to its difficulty colour, not left lit"
);
}
/// **The craft list lights the same way, off the same base template.** `CraftButtonTemplate` and
/// `TradeSkillSkillButtonTemplate` both inherit `ClassTrainerSkillButtonTemplate`, so its
/// `<HighlightFont inherits="GameFontHighlight">` is one mechanism serving both windows — and
/// `Craft_Update` locks its selected row exactly as the tradeskill one does (Blizzard_CraftUI.lua
/// l.234). Ours had the same `$parentName`-FontString workaround in both files, so fixing only the
/// window the director was looking at would have left the enchanting book wrong beside it
/// (decision 1605).
#[test]
fn a_hovered_or_selected_craft_row_paints_its_label_white() {
let mut s = UiScript::new().unwrap();
load_ui(&s);
s.set_screen_size(1024.0, 768.0);
let recipe = |spell_id: u32, name: &str| CraftRecipe {
spell_id,
name: name.into(),
sub_name: String::new(),
difficulty: TradeSkillDifficulty::Medium,
num_available: 1,
icon: Some("Interface\\Icons\\Spell_Holy_Heal".into()),
description: None,
needs_item_target: false,
reagents: vec![],
tools: vec![],
tooltip: CraftTooltip::Spell(spell_id),
spell_level: 0,
};
s.set_craft(Some(CraftState {
name: "Enchanting".into(),
rank: 100,
max_rank: 150,
craft_type: 3,
recipes: vec![
recipe(7420, "Enchant Bracer - Minor Health"),
recipe(7426, "Enchant Chest - Minor Absorption"),
],
}));
s.fire_event("CRAFT_SHOW", vec![]);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
assert!(
s.eval::<bool>("return Craft1:GetFontString() ~= nil")
.unwrap(),
"the craft row name is the Button's ButtonText"
);
let row_color = |s: &mut UiScript, n: i64| -> [f32; 4] {
let text = s
.eval::<String>(&format!("return Craft{n}:GetText()"))
.unwrap();
s.resolve();
s.extract()
.into_iter()
.find_map(|q| match q.content {
benilla_ui::script::QuadContent::Text {
text: Some(t),
color,
..
} if t == text => color,
_ => None,
})
.unwrap_or_else(|| panic!("no text quad for craft row {n} (\"{text}\")"))
};
const WHITE: [f32; 4] = [1.0, 1.0, 1.0, 1.0];
const MEDIUM: [f32; 4] = [1.0, 1.0, 0.0, 1.0]; // CraftTypeColor["medium"]
// Row 1 is the show-time selection; row 2 is not.
s.run("SelectCraft(1); CraftFrame_Update()").unwrap();
s.resolve();
s.mouse_move(1000.0, 20.0);
assert_eq!(
row_color(&mut s, 1),
WHITE,
"the selected craft row is white"
);
assert_eq!(
row_color(&mut s, 2),
MEDIUM,
"an unselected one wears its difficulty colour"
);
// Hover row 2.
s.resolve();
let (x, y) = (
s.eval::<f64>("return (Craft2:GetLeft() + Craft2:GetRight()) / 2")
.unwrap(),
s.eval::<f64>("return (Craft2:GetTop() + Craft2:GetBottom()) / 2")
.unwrap(),
);
s.mouse_move(x as f32, y as f32);
assert_eq!(row_color(&mut s, 2), WHITE, "hovered: white");
// And the selection follows a click, releasing the old row's lock.
s.run("SelectCraft(2); CraftFrame_Update()").unwrap();
s.resolve();
s.mouse_move(1000.0, 20.0);
assert_eq!(row_color(&mut s, 2), WHITE);
assert_eq!(
row_color(&mut s, 1),
MEDIUM,
"the old selection is UNLOCKED, not left lit"
);
}