Files
ClassicAPI/AddOns/DebugTools/DebugTools.xml
T
Brues 449841b4eb fix(debugtools): draw the title bars above the backdrop, fit the scroll bar
The Backdrop of each frame draws its background and border into the
BACKGROUND layer, and it is applied after the textures declared in the
XML, so a title bar in that layer ends up underneath it. On
ScriptErrorsFrame, whose backdrop is the 32px dialog border, the header
came out behind the window edge; on EventTraceFrame and
TableInspectorFrame the bar is a translucent one inside the frame, so it
was buried rather than misplaced. Every Blizzard frame that uses
UI-DialogBox-Header puts it in ARTWORK. The title text of all three is in
OVERLAY and still reads over the top.

ScriptErrorsFrame is also the only frame here that takes its scroll bar
from UIPanelScrollFrameTemplate, which hangs the bar off the right edge
of the scroll frame rather than inside it, so the bar ran past the
border. Narrow the scroll frame, and its child edit box with it, to end
where the Close button does. Blizzard's own measurements do not carry
over: its ScriptErrorsFrame inherits UIPanelDialogTemplate, a thin
GearManager border, not this backdrop. The other two frames place their
sliders by hand and already sat inside.
2026-09-14 01:56:48 -05:00

599 lines
26 KiB
XML

<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/ ..\FrameXML\UI.xsd">
<!-- ================================================================ -->
<!-- EventTrace -->
<!-- ================================================================ -->
<Button name="EventTraceEventTemplate" virtual="true">
<Size x="280" y="16"/>
<Layers>
<Layer level="ARTWORK">
<FontString name="$parentTime" inherits="NumberFontNormalSmall" justifyH="RIGHT">
<Anchors>
<Anchor point="TOPLEFT"/>
<Anchor point="TOPRIGHT" relativePoint="TOPLEFT">
<Offset x="62" y="0"/>
</Anchor>
<Anchor point="BOTTOM"/>
</Anchors>
</FontString>
<FontString name="$parentEvent" inherits="GameFontHighlightSmall" justifyH="LEFT">
<Anchors>
<Anchor point="TOPRIGHT"/>
<Anchor point="TOPLEFT">
<Offset x="70" y="0"/>
</Anchor>
<Anchor point="BOTTOM"/>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnLoad>
this:GetHighlightTexture():SetAlpha(.15);
</OnLoad>
<OnEnter>EventTraceFrameEvent_OnEnter(this);</OnEnter>
<OnLeave>EventTraceFrameEvent_OnLeave(this);</OnLeave>
<OnClick>EventTraceFrameEvent_OnClick(this);</OnClick>
</Scripts>
<HighlightTexture file="Interface\Buttons\UI-Common-MouseHilight" setAllPoints="true" alphaMode="ADD">
<Color r=".8" g=".8" b="1" a="1"/>
</HighlightTexture>
</Button>
<Frame name="EventTraceFrame" parent="UIParent" movable="true" hidden="true" frameStrata="MEDIUM" toplevel="true">
<Size x="306" y="484"/>
<Anchors>
<Anchor point="LEFT">
<Offset x="64" y="0"/>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\DialogFrame\UI-DialogBox-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5"/>
</BackgroundInsets>
<TileSize>
<AbsValue val="16"/>
</TileSize>
<EdgeSize>
<AbsValue val="16"/>
</EdgeSize>
</Backdrop>
<Layers>
<!-- ARTWORK, not BACKGROUND: the Backdrop draws its own
background into BACKGROUND after the textures declared here,
which would bury this bar. The title text is in OVERLAY, so
it still reads over the top. -->
<Layer level="ARTWORK">
<Texture name="$parentTitleBG" file="Interface\QuestFrame\UI-QuestLogTitleHighlight">
<Size x="280" y="20"/>
<Anchors>
<Anchor point="TOP">
<Offset x="0" y="-6"/>
</Anchor>
</Anchors>
<Color r=".6" g=".6" b=".6" a=".4"/>
</Texture>
</Layer>
<Layer level="OVERLAY">
<FontString name="$parentTitle" inherits="GameFontNormal" text="Events">
<Anchors>
<Anchor point="TOP">
<Offset x="0" y="-8"/>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Frames>
<Button name="$parentCloseButton" inherits="UIPanelCloseButton">
<Anchors>
<Anchor point="TOPRIGHT">
<Offset x="-2" y="-2"/>
</Anchor>
</Anchors>
</Button>
<Frame name="$parentTitleButton">
<Size x="280" y="20"/>
<Anchors>
<Anchor point="TOP">
<Offset x="0" y="-6"/>
</Anchor>
</Anchors>
<Scripts>
<OnLoad>
this:RegisterForDrag("LeftButton");
</OnLoad>
<OnDragStart>
EventTraceFrame.moving = true;
EventTraceFrame:StartMoving();
</OnDragStart>
<OnDragStop>
EventTraceFrame.moving = nil;
EventTraceFrame:StopMovingOrSizing();
</OnDragStop>
</Scripts>
</Frame>
<!-- Pushed down 26px (was y=-28) to make room for the
toolbar row of Pause + Args/Time toggles + Search. -->
<Slider name="$parentScroll" orientation="VERTICAL">
<Size x="16" y="0"/>
<Anchors>
<Anchor point="TOPRIGHT">
<Offset x="-7" y="-54"/>
</Anchor>
<Anchor point="BOTTOMRIGHT">
<Offset x="-7" y="10"/>
</Anchor>
</Anchors>
<Layers>
<Layer level="BACKGROUND">
<Texture name="$parentBG" setAllPoints="true">
<Color r=".8" g=".8" b="1" a="0.1"/>
</Texture>
</Layer>
</Layers>
<Scripts>
<OnLoad>
this:SetFrameLevel(this:GetFrameLevel() + 1);
this:SetMinMaxValues(0, 1);
this:SetValue(0);
this:SetValueStep(1);
</OnLoad>
<OnValueChanged>
EventTraceFrame_Update();
</OnValueChanged>
</Scripts>
<ThumbTexture name="$parentThumb" file="Interface\Buttons\UI-ScrollBar-Knob">
<Size x="16" y="16"/>
<TexCoords left="0.25" right="0.75" top="0.25" bottom="0.75"/>
</ThumbTexture>
</Slider>
<!-- ===== Toolbar (Pause + Args/Time toggles + Search) ===== -->
<Button name="$parentPauseButton" inherits="UIPanelButtonTemplate" text="Pause">
<Size x="60" y="20"/>
<Anchors>
<Anchor point="TOPLEFT">
<Offset x="12" y="-30"/>
</Anchor>
</Anchors>
<Scripts>
<OnClick>EventTraceFrame_TogglePause();</OnClick>
</Scripts>
</Button>
<!-- `UICheckButtonTemplate`'s `$parentText` FontString is
auto-positioned at the right of the box. Vanilla 1.12
doesn't read a `text=` XML attribute (that came in
TBC); set it from OnLoad via the global lookup
instead. The earlier approach of separate sibling
FontStrings in the parent's `<Layers>` block fell
over because anchors that reference later-defined
siblings ($parentArgsCheck etc.) resolve to (0,0)
when the anchor is computed before the target exists. -->
<!-- Initial checked state is set here from defaults so the
first paint matches `_EventTraceFrame.showArguments`
/ `showTimestamp`. `_ApplySavedVars` later overrides
from `DebugToolsSavedVars` once ADDON_LOADED fires;
if the user toggled the box to a non-default value
in a prior session, the second SetChecked call wins. -->
<CheckButton name="$parentArgsCheck" inherits="UICheckButtonTemplate">
<Size x="20" y="20"/>
<Anchors>
<Anchor point="LEFT" relativeTo="$parentPauseButton" relativePoint="RIGHT">
<Offset x="4" y="0"/>
</Anchor>
</Anchors>
<Scripts>
<OnLoad>
getglobal(this:GetName() .. "Text"):SetText("Args");
this:SetChecked(nil); -- showArguments default = false
</OnLoad>
<OnClick>EventTraceFrame_ToggleArgs(this:GetChecked());</OnClick>
</Scripts>
</CheckButton>
<CheckButton name="$parentTimeCheck" inherits="UICheckButtonTemplate">
<Size x="20" y="20"/>
<Anchors>
<Anchor point="LEFT" relativeTo="$parentArgsCheck" relativePoint="RIGHT">
<Offset x="40" y="0"/>
</Anchor>
</Anchors>
<Scripts>
<OnLoad>
getglobal(this:GetName() .. "Text"):SetText("Time");
this:SetChecked(1); -- showTimestamp default = true
</OnLoad>
<OnClick>EventTraceFrame_ToggleTimestamp(this:GetChecked());</OnClick>
</Scripts>
</CheckButton>
<EditBox name="$parentSearch" inherits="InputBoxTemplate" autoFocus="false">
<Size x="100" y="20"/>
<Anchors>
<Anchor point="LEFT" relativeTo="$parentTimeCheck" relativePoint="RIGHT">
<Offset x="48" y="0"/>
</Anchor>
</Anchors>
<Scripts>
<OnTextChanged>EventTraceFrame_OnSearchChanged(this);</OnTextChanged>
<!-- Escape unfocuses but preserves text — clearing is
the X button's job. Modern WoW behaves the same. -->
<OnEscapePressed>this:ClearFocus();</OnEscapePressed>
</Scripts>
<Frames>
<!-- Embedded clear button: anchored inside the editbox
at the right edge, visible only while there's text.
Declared as a child so sibling z-order puts it
above the editbox's own backdrop textures. -->
<Button name="$parentClear" hidden="true">
<Size x="14" y="14"/>
<Anchors>
<Anchor point="RIGHT">
<Offset x="-4" y="0"/>
</Anchor>
</Anchors>
<Layers>
<Layer level="OVERLAY">
<FontString name="$parentLabel" inherits="GameFontNormalSmall" text="X">
<Anchors>
<Anchor point="CENTER"/>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnClick>
local eb = getglobal("EventTraceFrameSearch");
eb:SetText("");
eb:ClearFocus();
</OnClick>
</Scripts>
<HighlightTexture file="Interface\Buttons\UI-Common-MouseHilight" setAllPoints="true" alphaMode="ADD">
<Color r="1" g="1" b="1" a=".5"/>
</HighlightTexture>
</Button>
</Frames>
</EditBox>
</Frames>
<Scripts>
<OnLoad>EventTraceFrame_OnLoad(this);</OnLoad>
<OnEvent>EventTraceFrame_OnEvent(this, event, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9);</OnEvent>
<OnUpdate>EventTraceFrame_OnUpdate(this, arg1);</OnUpdate>
</Scripts>
</Frame>
<!-- ================================================================ -->
<!-- ScriptErrorsFrame -->
<!-- ================================================================ -->
<Frame name="ScriptErrorsFrame" parent="UIParent" movable="true" hidden="true" toplevel="true" frameStrata="DIALOG" enableMouse="true">
<Size x="384" y="260"/>
<Anchors>
<Anchor point="CENTER"/>
</Anchors>
<Backdrop bgFile="Interface\DialogFrame\UI-DialogBox-Background" edgeFile="Interface\DialogFrame\UI-DialogBox-Border" tile="true">
<BackgroundInsets>
<AbsInset left="11" right="12" top="12" bottom="11"/>
</BackgroundInsets>
<TileSize>
<AbsValue val="32"/>
</TileSize>
<EdgeSize>
<AbsValue val="32"/>
</EdgeSize>
</Backdrop>
<Layers>
<!-- ARTWORK, not BACKGROUND: the Backdrop above draws its
background and border into BACKGROUND, and it is applied
after the textures declared here, so a header in that layer
ends up behind the window border. Every Blizzard frame that
uses UI-DialogBox-Header puts it in ARTWORK for this reason. -->
<Layer level="ARTWORK">
<Texture name="$parentTitleBG" file="Interface\DialogFrame\UI-DialogBox-Header">
<Size x="256" y="64"/>
<Anchors>
<Anchor point="TOP">
<Offset x="0" y="12"/>
</Anchor>
</Anchors>
</Texture>
</Layer>
<Layer level="ARTWORK">
<FontString name="$parentTitle" inherits="GameFontNormal" text="Lua Error">
<Anchors>
<Anchor point="TOP">
<Offset x="0" y="-2"/>
</Anchor>
</Anchors>
</FontString>
<FontString name="$parentIndexLabel" inherits="GameFontNormal" justifyH="CENTER">
<Size x="70" y="16"/>
<Anchors>
<Anchor point="BOTTOM">
<Offset x="0" y="20"/>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Frames>
<Frame name="$parentTitleButton">
<Size x="256" y="20"/>
<Anchors>
<Anchor point="TOP">
<Offset x="0" y="0"/>
</Anchor>
</Anchors>
<Scripts>
<OnLoad>
this:RegisterForDrag("LeftButton");
</OnLoad>
<OnDragStart>ScriptErrorsFrame_TitleButton_OnDragStart();</OnDragStart>
<OnDragStop>ScriptErrorsFrame_TitleButton_OnDragStop();</OnDragStop>
</Scripts>
</Frame>
<!-- Width leaves room for the scroll bar inside the border.
UIPanelScrollFrameTemplate hangs its bar off this frame's
right edge (+6, 16 wide, button art a little wider), so the
bar ends at about right + 23. The frame's interior margin is
368, where the Close button ends, which puts the widest this
can be at 328. Blizzard's own numbers do not carry over here:
its ScriptErrorsFrame inherits UIPanelDialogTemplate, a thin
GearManager border, not this 32px dialog backdrop. -->
<ScrollFrame name="$parentScrollFrame" inherits="UIPanelScrollFrameTemplate">
<Size x="328" y="170"/>
<Anchors>
<Anchor point="TOPLEFT">
<Offset x="16" y="-32"/>
</Anchor>
</Anchors>
<ScrollChild>
<EditBox name="$parentText" multiLine="true" letters="4000" autoFocus="false">
<Size x="328" y="170"/>
<Scripts>
<OnEscapePressed>this:ClearFocus();</OnEscapePressed>
<OnEditFocusGained>this:HighlightText(0);</OnEditFocusGained>
</Scripts>
<FontString inherits="GameFontHighlightSmall"/>
</EditBox>
</ScrollChild>
</ScrollFrame>
<Button name="$parentPrevious" inherits="UIPanelButtonTemplate" text="Previous" id="2">
<Size x="96" y="24"/>
<Anchors>
<Anchor point="BOTTOMLEFT">
<Offset x="16" y="16"/>
</Anchor>
</Anchors>
<Scripts>
<OnClick>ScriptErrorsFrameButton_OnClick(this);</OnClick>
</Scripts>
</Button>
<Button name="$parentNext" inherits="UIPanelButtonTemplate" text="Next" id="1">
<Size x="96" y="24"/>
<Anchors>
<Anchor point="BOTTOMLEFT">
<Offset x="116" y="16"/>
</Anchor>
</Anchors>
<Scripts>
<OnClick>ScriptErrorsFrameButton_OnClick(this);</OnClick>
</Scripts>
</Button>
<Button name="$parentClose" inherits="UIPanelButtonTemplate" text="Close">
<Size x="96" y="24"/>
<Anchors>
<Anchor point="BOTTOMRIGHT">
<Offset x="-16" y="16"/>
</Anchor>
</Anchors>
<Scripts>
<OnClick>ScriptErrorsFrame:Hide();</OnClick>
</Scripts>
</Button>
</Frames>
<Scripts>
<OnLoad>ScriptErrorsFrame_OnLoad(this);</OnLoad>
<OnShow>ScriptErrorsFrame_OnShow(this);</OnShow>
</Scripts>
</Frame>
<!-- ================================================================ -->
<!-- TableInspector -->
<!-- ================================================================ -->
<!-- Per-row button shared by every visible entry in the inspector.
Two FontStrings: key column on the left, value column on the
right. Highlight texture marks the hover row; click drills if
the value is a table. -->
<Button name="TableInspectorRowTemplate" virtual="true">
<Size x="440" y="16"/>
<Layers>
<Layer level="ARTWORK">
<FontString name="$parentKey" inherits="GameFontHighlightSmall" justifyH="LEFT">
<Size x="160" y="16"/>
<Anchors>
<Anchor point="TOPLEFT"/>
<Anchor point="BOTTOMLEFT"/>
</Anchors>
</FontString>
<FontString name="$parentValue" inherits="GameFontHighlightSmall" justifyH="LEFT">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentKey" relativePoint="TOPRIGHT">
<Offset x="6" y="0"/>
</Anchor>
<Anchor point="BOTTOMRIGHT"/>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnLoad>
this:GetHighlightTexture():SetAlpha(.15);
</OnLoad>
<OnClick>TableInspectorRow_OnClick(this);</OnClick>
</Scripts>
<HighlightTexture file="Interface\Buttons\UI-Common-MouseHilight" setAllPoints="true" alphaMode="ADD">
<Color r=".8" g=".8" b="1" a="1"/>
</HighlightTexture>
</Button>
<Frame name="TableInspectorFrame" parent="UIParent" movable="true" hidden="true" frameStrata="MEDIUM" toplevel="true">
<Size x="480" y="464"/>
<Anchors>
<Anchor point="CENTER"/>
</Anchors>
<Backdrop bgFile="Interface\DialogFrame\UI-DialogBox-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5"/>
</BackgroundInsets>
<TileSize>
<AbsValue val="16"/>
</TileSize>
<EdgeSize>
<AbsValue val="16"/>
</EdgeSize>
</Backdrop>
<Layers>
<!-- ARTWORK, not BACKGROUND: see the same note on
EventTraceFrame above. -->
<Layer level="ARTWORK">
<Texture name="$parentTitleBG" file="Interface\QuestFrame\UI-QuestLogTitleHighlight">
<Size x="454" y="20"/>
<Anchors>
<Anchor point="TOP">
<Offset x="0" y="-6"/>
</Anchor>
</Anchors>
<Color r=".6" g=".6" b=".6" a=".4"/>
</Texture>
</Layer>
<Layer level="OVERLAY">
<FontString name="$parentTitle" inherits="GameFontNormal" text="Table Inspector">
<Anchors>
<Anchor point="TOP">
<Offset x="0" y="-8"/>
</Anchor>
</Anchors>
</FontString>
<FontString name="$parentBreadcrumb" inherits="GameFontHighlightSmall" justifyH="LEFT">
<Size x="300" y="16"/>
<Anchors>
<Anchor point="TOPLEFT">
<Offset x="156" y="-34"/>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Frames>
<Button name="$parentCloseButton" inherits="UIPanelCloseButton">
<Anchors>
<Anchor point="TOPRIGHT">
<Offset x="-2" y="-2"/>
</Anchor>
</Anchors>
<Scripts>
<OnClick>TableInspector_Close();</OnClick>
</Scripts>
</Button>
<Frame name="$parentTitleButton">
<Size x="280" y="20"/>
<Anchors>
<Anchor point="TOP">
<Offset x="0" y="-6"/>
</Anchor>
</Anchors>
<Scripts>
<OnLoad>
this:RegisterForDrag("LeftButton");
</OnLoad>
<OnDragStart>
TableInspectorFrame:StartMoving();
</OnDragStart>
<OnDragStop>
TableInspectorFrame:StopMovingOrSizing();
</OnDragStop>
</Scripts>
</Frame>
<Button name="$parentBackButton" inherits="UIPanelButtonTemplate" text="&lt; Back">
<Size x="60" y="20"/>
<Anchors>
<Anchor point="TOPLEFT">
<Offset x="12" y="-32"/>
</Anchor>
</Anchors>
<Scripts>
<OnClick>TableInspector_Back();</OnClick>
</Scripts>
</Button>
<Button name="$parentRefreshButton" inherits="UIPanelButtonTemplate" text="Refresh">
<Size x="70" y="20"/>
<Anchors>
<Anchor point="LEFT" relativeTo="$parentBackButton" relativePoint="RIGHT">
<Offset x="4" y="0"/>
</Anchor>
</Anchors>
<Scripts>
<OnClick>TableInspector_Refresh();</OnClick>
</Scripts>
</Button>
<Slider name="$parentScroll" orientation="VERTICAL">
<Size x="16" y="0"/>
<Anchors>
<Anchor point="TOPRIGHT">
<Offset x="-7" y="-56"/>
</Anchor>
<Anchor point="BOTTOMRIGHT">
<Offset x="-7" y="10"/>
</Anchor>
</Anchors>
<Layers>
<Layer level="BACKGROUND">
<Texture name="$parentBG" setAllPoints="true">
<Color r=".8" g=".8" b="1" a="0.1"/>
</Texture>
</Layer>
</Layers>
<Scripts>
<OnLoad>
this:SetFrameLevel(this:GetFrameLevel() + 1);
this:SetMinMaxValues(0, 1);
this:SetValue(0);
this:SetValueStep(1);
</OnLoad>
<OnValueChanged>
TableInspectorFrame_Update();
</OnValueChanged>
</Scripts>
<ThumbTexture name="$parentThumb" file="Interface\Buttons\UI-ScrollBar-Knob">
<Size x="16" y="16"/>
<TexCoords left="0.25" right="0.75" top="0.25" bottom="0.75"/>
</ThumbTexture>
</Slider>
</Frames>
<Scripts>
<OnLoad>TableInspectorFrame_OnLoad(this);</OnLoad>
</Scripts>
</Frame>
<!-- ================================================================ -->
<!-- Tooltips -->
<!-- ================================================================ -->
<GameTooltip name="FrameStackTooltip" frameStrata="TOOLTIP" hidden="true" parent="UIParent" inherits="GameTooltipTemplate">
<Scripts>
<OnLoad>DebugTooltip_OnLoad(this);</OnLoad>
<OnShow>FrameStackTooltip_OnShow(this);</OnShow>
<OnEnter>FrameStackTooltip_OnEnter(this);</OnEnter>
<OnUpdate>FrameStackTooltip_OnUpdate(this, arg1);</OnUpdate>
</Scripts>
</GameTooltip>
<GameTooltip name="EventTraceTooltip" frameStrata="TOOLTIP" hidden="true" parent="EventTraceFrame" inherits="GameTooltipTemplate">
<Scripts>
<OnLoad>DebugTooltip_OnLoad(this);</OnLoad>
</Scripts>
</GameTooltip>
</Ui>