-- Movable Unit Frames -- Extended frame support adapted from TokensWorth/ShaguTweaks-mods -- (MIT, original copyright GryllsAddons). local _G = ShaguTweaks.GetGlobalEnv() local T = ShaguTweaks.T local API = ShaguTweaks.API local module = ShaguTweaks:register({ title = T["Movable Unit Frames"], description = T["Player, Target, Party, Minimap, Buffs, Weapon Buffs and Debuffs can be moved while and are pressed together."], expansions = { ["vanilla"] = true }, category = T["Unit Frames"], enabled = true, }) module.enable = function(self) ShaguTweaks_config = ShaguTweaks_config or {} ShaguTweaks_config["MoveUnitframes"] = ShaguTweaks_config["MoveUnitframes"] or {} local movedb = ShaguTweaks_config["MoveUnitframes"] -- Shared live state lets other modules (notably Enlarged Minimap) respect -- manually positioned aura anchors without fighting the mover while dragging. ShaguTweaks.MovableUnitFramesState = ShaguTweaks.MovableUnitFramesState or { manual = {}, dragging = {}, } local sharedState = ShaguTweaks.MovableUnitFramesState -- Preserve positions created by the former Extras module. The legacy table -- is intentionally left untouched so downgrading does not destroy data. local legacy = ShaguTweaks_config["MoveUnitframesExtended"] if legacy then for key, value in pairs(legacy) do if movedb[key] == nil then movedb[key] = value end end end -- Existing saved positions already mean those groups were manually placed. -- This also covers positions migrated from the former Extras module. sharedState.manual.buffs = movedb["BuffButton0"] ~= nil sharedState.manual.debuffs = movedb["BuffButton32"] ~= nil sharedState.manual.weapon = movedb["TempEnchant1"] ~= nil sharedState.dragging.buffs = false sharedState.dragging.debuffs = false sharedState.dragging.weapon = false local unlocked = false local states = {} local grid -- Player/Target keep the original ShaguTweaks user-placed behavior. -- The formerly-Extended frames use ShaguTweaks_config so their positions -- survive reload/relog consistently. local targets = { { name = "PlayerFrame", clamp = true, persist = false }, { name = "TargetFrame", clamp = true, persist = false }, { name = "PartyMemberFrame1", persist = true }, { name = "PartyMemberFrame2", persist = true }, { name = "PartyMemberFrame3", persist = true }, { name = "PartyMemberFrame4", persist = true }, { name = "Minimap", moveParent = true, persist = true, clamp = true }, { name = "BuffButton0", persist = true, manualGroup = "buffs", cursorDrag = true }, { name = "BuffButton32", persist = true, manualGroup = "debuffs", cursorDrag = true }, { name = "TempEnchant1", persist = true, manualGroup = "weapon", cursorDrag = true }, } local function Resolve(target) local handle = _G[target.name] if not handle then return end local moveFrame = target.moveParent and handle:GetParent() or handle if not moveFrame then return end return handle, moveFrame end local function PositionKey(target, moveFrame) if moveFrame.GetName then local name = moveFrame:GetName() if name then return name end end return target.name end local function SetDragging(target, value) if target.manualGroup then sharedState.dragging[target.manualGroup] = value and true or false end end local function MarkManual(target) if target.manualGroup then sharedState.manual[target.manualGroup] = true end end local function SavePosition(target, moveFrame) if not target.persist then return end if not moveFrame then local _, resolved = Resolve(target) moveFrame = resolved end if not moveFrame then return end local left = moveFrame:GetLeft() local top = moveFrame:GetTop() if not left or not top then return end movedb[PositionKey(target, moveFrame)] = { left, top } MarkManual(target) end local function RestorePosition(target) if not target.persist then return end local _, moveFrame = Resolve(target) if not moveFrame then return end local pos = movedb[PositionKey(target, moveFrame)] if not pos or not pos[1] or not pos[2] then return end if not target.cursorDrag then moveFrame:SetMovable(true) if moveFrame.SetUserPlaced then moveFrame:SetUserPlaced(true) end end moveFrame:ClearAllPoints() moveFrame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", pos[1], pos[2]) if target.name == "Minimap" and ShaguTweaks.ScheduleMinimapClamp then ShaguTweaks.ScheduleMinimapClamp() end end -- Aura buttons are layout-owned frames on some Vanilla/Turtle UI builds. -- Calling StartMoving() on them can fail with "Frame ... is not movable or -- resizable" even after SetMovable(true). For those frames, follow the cursor -- ourselves and only change their anchor; regular unit frames still use the -- native StartMoving path. local cursorDrag = CreateFrame("Frame") cursorDrag:Hide() local function CursorPosition() local x, y = GetCursorPosition() local scale = UIParent:GetEffectiveScale() if not scale or scale <= 0 then scale = 1 end return x / scale, y / scale end local function StartCursorDrag(state, target, moveFrame) local left = moveFrame:GetLeft() local top = moveFrame:GetTop() if not left or not top then return false end local x, y = CursorPosition() state.cursorStartX = x state.cursorStartY = y state.frameStartLeft = left state.frameStartTop = top cursorDrag.state = state cursorDrag.target = target cursorDrag.moveFrame = moveFrame cursorDrag:Show() return true end local function StopCursorDrag(state) if cursorDrag.state ~= state then return end cursorDrag:Hide() cursorDrag.state = nil cursorDrag.target = nil cursorDrag.moveFrame = nil end cursorDrag:SetScript("OnUpdate", function() local state = this.state local target = this.target local moveFrame = this.moveFrame if not state or not target or not moveFrame then this:Hide() return end local x, y = CursorPosition() local left = state.frameStartLeft + (x - state.cursorStartX) local top = state.frameStartTop + (y - state.cursorStartY) moveFrame:ClearAllPoints() moveFrame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", left, top) end) local function CreateGrid() if grid then return grid end -- Keep the original WorldFrame coordinate space so the cells retain the -- same visual size as the old grid. Instead of deriving the yellow center -- lines from top-left offsets, build the whole grid symmetrically around -- WorldFrame:CENTER. This guarantees the two yellow axes are truly centered -- regardless of UI scale / widescreen coordinate quirks. grid = CreateFrame("Frame", nil, WorldFrame) grid:SetAllPoints(WorldFrame) grid:Hide() local size = 1 local step = GetScreenWidth() / 64 -- Vertical lines: 32 cells to the left and right of the exact center. for i = -32, 32 do local line = grid:CreateTexture(nil, i == 0 and "BORDER" or "BACKGROUND") if i == 0 then line:SetTexture(.8, .6, 0) else line:SetTexture(0, 0, 0, .2) end line:SetWidth(size) line:SetPoint("TOP", grid, "TOP", i * step, 0) line:SetPoint("BOTTOM", grid, "BOTTOM", i * step, 0) end -- Use the exact same step vertically so every cell remains square, as in -- the original implementation. Extra off-screen lines are harmless. for i = -32, 32 do local line = grid:CreateTexture(nil, i == 0 and "BORDER" or "BACKGROUND") if i == 0 then line:SetTexture(.8, .6, 0) else line:SetTexture(0, 0, 0, .2) end line:SetHeight(size) line:SetPoint("LEFT", grid, "LEFT", 0, i * step) line:SetPoint("RIGHT", grid, "RIGHT", 0, i * step) end return grid end local function UnlockTarget(index, target) local handle, moveFrame = Resolve(target) if not handle or not moveFrame then return end states[index] = states[index] or {} local state = states[index] if state.active then return end state.active = true state.dragged = false state.handle = handle state.moveFrame = moveFrame state.onDragStart = handle:GetScript("OnDragStart") state.onDragStop = handle:GetScript("OnDragStop") if handle.IsMouseEnabled then state.mouseEnabled = handle:IsMouseEnabled() and true or false else state.mouseEnabled = nil end if not target.cursorDrag and moveFrame.IsMovable then state.movable = moveFrame:IsMovable() and true or false else state.movable = nil end if not target.cursorDrag and moveFrame.IsUserPlaced then state.userPlaced = moveFrame:IsUserPlaced() and true or false else state.userPlaced = nil end if target.clamp and moveFrame.SetClampedToScreen then moveFrame:SetClampedToScreen(true) end -- Aura buttons can reject StartMoving() on some clients. They only need -- mouse/drag scripts because cursorDrag handles their position directly. if not target.cursorDrag then moveFrame:SetMovable(true) end handle:EnableMouse(true) handle:RegisterForDrag("LeftButton") handle:SetScript("OnDragStart", function() state.dragged = true MarkManual(target) SetDragging(target, true) if not target.cursorDrag and moveFrame.SetUserPlaced then moveFrame:SetUserPlaced(true) end if target.cursorDrag then if not StartCursorDrag(state, target, moveFrame) then state.dragged = false SetDragging(target, false) end else moveFrame:StartMoving() end end) handle:SetScript("OnDragStop", function() if target.cursorDrag then StopCursorDrag(state) else moveFrame:StopMovingOrSizing() end if state.dragged then SavePosition(target, moveFrame) end SetDragging(target, false) end) end local function LockTarget(index, target) local state = states[index] if not state or not state.active then return end local handle = state.handle local moveFrame = state.moveFrame if moveFrame then if target.cursorDrag then StopCursorDrag(state) else moveFrame:StopMovingOrSizing() end SetDragging(target, false) if state.dragged then SavePosition(target, moveFrame) end -- Restore UserPlaced while the frame is still temporarily movable. -- Some Vanilla/Turtle frames (notably MinimapCluster) reject -- SetUserPlaced() after SetMovable(false), which caused repeated -- "not movable or resizable" errors when releasing Ctrl+Shift. if not target.cursorDrag and not state.dragged and state.userPlaced ~= nil and moveFrame.SetUserPlaced then moveFrame:SetUserPlaced(state.userPlaced) end if not target.cursorDrag and state.movable ~= nil then moveFrame:SetMovable(state.movable) end end if handle then handle:SetScript("OnDragStart", state.onDragStart) handle:SetScript("OnDragStop", state.onDragStop) if state.mouseEnabled ~= nil then handle:EnableMouse(state.mouseEnabled) end end state.active = false end local function UnlockAll() if unlocked then return end unlocked = true for i, target in ipairs(targets) do UnlockTarget(i, target) end CreateGrid():Show() end local function LockAll() if not unlocked then return end for i, target in ipairs(targets) do LockTarget(i, target) end if grid then grid:Hide() end unlocked = false end local function UpdateLockState() if API.IsShiftKeyDown() and API.IsControlKeyDown() then UnlockAll() else LockAll() end end local events = CreateFrame("Frame") events:RegisterEvent("PLAYER_ENTERING_WORLD") if API.modifierstate then events:RegisterEvent("MODIFIER_STATE_CHANGED") end events:SetScript("OnEvent", function() if event == "PLAYER_ENTERING_WORLD" then for _, target in ipairs(targets) do RestorePosition(target) end end UpdateLockState() end) -- ClassicAPI supplies MODIFIER_STATE_CHANGED. Only old/fallback clients use -- a small throttled key-state check. if not API.modifierstate then events.elapsed = 0 events:SetScript("OnUpdate", function() this.elapsed = this.elapsed + (arg1 or 0) if this.elapsed < .10 then return end this.elapsed = 0 UpdateLockState() end) end for _, target in ipairs(targets) do if target.clamp then local _, moveFrame = Resolve(target) if moveFrame and moveFrame.SetClampedToScreen then moveFrame:SetClampedToScreen(true) end end RestorePosition(target) end UpdateLockState() end