Add and optimize requested TokensWorth modules

Merge the audited TokensWorth-derived modules and ClassicAPI-focused optimizations into the default branch.
This commit is contained in:
Dusk-92
2026-08-31 10:11:49 +02:00
committed by GitHub
parent e7d01c8aa0
commit 0e1c3385e4
12 changed files with 1151 additions and 1 deletions
+34
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-- Adapted from TokensWorth/ShaguTweaks-mods (MIT, original copyright GryllsAddons).
local _G = ShaguTweaks.GetGlobalEnv()
local T = ShaguTweaks.T
local module = ShaguTweaks:register({
title = T["Hide Macro Text"],
description = T["Hides macro names on action buttons."],
expansions = { ["vanilla"] = true, ["tbc"] = nil },
category = T["Action Bar"],
enabled = nil,
})
module.enable = function(self)
local function HideMacroText(button)
if not button or not button.GetName then return end
local name = button:GetName()
local text = name and _G[name .. "Name"]
if text then text:SetAlpha(0) end
end
for i = 1, 24 do
HideMacroText(_G["BonusActionButton" .. i])
end
for i = 1, 12 do
HideMacroText(_G["ActionButton" .. i])
HideMacroText(_G["MultiBarRightButton" .. i])
HideMacroText(_G["MultiBarLeftButton" .. i])
HideMacroText(_G["MultiBarBottomLeftButton" .. i])
HideMacroText(_G["MultiBarBottomRightButton" .. i])
end
end
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-- Adapted from TokensWorth/ShaguTweaks-mods (MIT, original copyright GryllsAddons).
local T = ShaguTweaks.T
local module = ShaguTweaks:register({
title = T["Mouseover Right"],
description = T["Hide the right actionbar and show it on mouseover."],
expansions = { ["vanilla"] = true, ["tbc"] = nil },
category = T["Action Bar"],
enabled = nil,
})
module.enable = function(self)
ShaguTweaks.CreateMouseoverActionBar(MultiBarRight, "SHOW_MULTI_ACTIONBAR_3")
end
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-- Adapted from TokensWorth/ShaguTweaks-mods (MIT, original copyright GryllsAddons).
local T = ShaguTweaks.T
local module = ShaguTweaks:register({
title = T["Mouseover Right 2"],
description = T["Hide the second right actionbar and show it on mouseover."],
expansions = { ["vanilla"] = true, ["tbc"] = nil },
category = T["Action Bar"],
enabled = nil,
})
module.enable = function(self)
ShaguTweaks.CreateMouseoverActionBar(MultiBarLeft, "SHOW_MULTI_ACTIONBAR_4")
end
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-- Shared mouseover actionbar helper.
-- Adapted from TokensWorth/ShaguTweaks-mods (MIT, original copyright GryllsAddons).
local _G = ShaguTweaks.GetGlobalEnv()
if not ShaguTweaks.CreateMouseoverActionBar then
ShaguTweaks.CreateMouseoverActionBar = function(bar, visibilityFlag)
if not bar or not visibilityFlag then return end
if bar.ShaguTweaksMouseoverController then return end
local controller = CreateFrame("Frame", nil, UIParent)
local hotspot = CreateFrame("Frame", nil, UIParent)
controller.bar = bar
controller.hotspot = hotspot
controller.visibilityFlag = visibilityFlag
controller.enabled = false
controller.elapsed = 0
controller.idle = 0
bar.ShaguTweaksMouseoverController = controller
-- One invisible reveal area replaces the original per-button overlay
-- frames. It only accepts mouse input while the actionbar is hidden.
hotspot:SetAllPoints(bar)
hotspot:SetFrameStrata("DIALOG")
hotspot:EnableMouse(false)
hotspot:Hide()
local function ReadEnabled()
return _G[visibilityFlag] and true or false
end
local function StopWatching()
controller:SetScript("OnUpdate", nil)
controller.elapsed = 0
controller.idle = 0
end
local function StartWatching()
if not controller.enabled or not bar:IsShown() then return end
hotspot:EnableMouse(false)
controller.elapsed = 0
controller.idle = 0
controller:SetScript("OnUpdate", function()
this.elapsed = this.elapsed + (arg1 or 0)
if this.elapsed < .10 then return end
local step = this.elapsed
this.elapsed = 0
if not this.enabled then
StopWatching()
hotspot:EnableMouse(false)
hotspot:Hide()
return
end
if not bar:IsShown() then
StopWatching()
hotspot:Show()
hotspot:EnableMouse(true)
return
end
if MouseIsOver(bar) then
this.idle = 0
return
end
this.idle = this.idle + step
if this.idle >= 2 then
StopWatching()
bar:Hide()
end
end)
end
local function Sync()
controller.enabled = ReadEnabled()
if not controller.enabled then
StopWatching()
hotspot:EnableMouse(false)
hotspot:Hide()
return
end
hotspot:Show()
if bar:IsShown() then
StartWatching()
else
hotspot:EnableMouse(true)
end
end
hotspot:SetScript("OnEnter", function()
if not controller.enabled then return end
hotspot:EnableMouse(false)
bar:Show()
-- The bar's OnShow script starts the watcher. Avoid a second redundant
-- StartWatching() call here.
end)
-- Keep existing scripts intact while observing native/UI-addon visibility
-- changes. These wrappers are installed once per bar.
local oldOnShow = bar:GetScript("OnShow")
bar:SetScript("OnShow", function()
if oldOnShow then oldOnShow() end
if controller.enabled then StartWatching() end
end)
local oldOnHide = bar:GetScript("OnHide")
bar:SetScript("OnHide", function()
if oldOnHide then oldOnHide() end
StopWatching()
if controller.enabled then
hotspot:Show()
hotspot:EnableMouse(true)
else
hotspot:EnableMouse(false)
hotspot:Hide()
end
end)
controller:RegisterEvent("PLAYER_ENTERING_WORLD")
controller:RegisterEvent("CVAR_UPDATE")
controller:SetScript("OnEvent", Sync)
Sync()
end
end
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-- Adapted from TokensWorth/ShaguTweaks-mods (MIT, original copyright GryllsAddons).
local _G = ShaguTweaks.GetGlobalEnv()
local T = ShaguTweaks.T
local hooksecurefunc = ShaguTweaks.hooksecurefunc
local module = ShaguTweaks:register({
title = T["Cursor Tooltip"],
description = T["Attaches default tooltips to the cursor."],
expansions = { ["vanilla"] = true, ["tbc"] = nil },
category = T["Tooltip & Items"],
enabled = nil,
})
module.enable = function(self)
if ShaguTweaks.CursorTooltipInstalled then return end
ShaguTweaks.CursorTooltipInstalled = true
-- Keep the native helper for non-GameTooltip callers. The feature only
-- needs to move the normal world/UI GameTooltip and should not unexpectedly
-- change other tooltip frames that may reuse the same helper.
local originalDefaultAnchor = ShaguTweaks.CursorTooltipOriginalDefaultAnchor
or _G.GameTooltip_SetDefaultAnchor
ShaguTweaks.CursorTooltipOriginalDefaultAnchor = originalDefaultAnchor
local cursor = CreateFrame("Frame", nil, UIParent)
cursor:SetWidth(1)
cursor:SetHeight(1)
cursor:Hide()
local following = false
local lastX, lastY, lastScale
local function UpdateCursor(force)
local scale = UIParent:GetEffectiveScale()
if not scale or scale == 0 then scale = UIParent:GetScale() end
if not scale or scale == 0 then scale = 1 end
local x, y = GetCursorPosition()
-- GetCursorPosition is cheap and required for following the pointer, but
-- avoid a frame-layout operation while the mouse is completely still.
if not force and x == lastX and y == lastY and scale == lastScale then
return
end
lastX, lastY, lastScale = x, y, scale
-- Reusing the same CENTER anchor updates it in place; ClearAllPoints every
-- rendered frame is unnecessary.
cursor:SetPoint("CENTER", UIParent, "BOTTOMLEFT", x / scale, y / scale)
end
cursor:SetScript("OnUpdate", function()
if not following or not GameTooltip:IsShown() then
this:Hide()
return
end
UpdateCursor(false)
end)
function _G.GameTooltip_SetDefaultAnchor(tooltip, parent)
if tooltip ~= GameTooltip then
return originalDefaultAnchor(tooltip, parent)
end
tooltip:SetOwner(parent or UIParent, "ANCHOR_NONE")
tooltip:ClearAllPoints()
-- Position once before Show() so there is no first-frame jump from the
-- cursor frame's default origin.
UpdateCursor(true)
tooltip:SetPoint("BOTTOMLEFT", cursor, "TOPRIGHT", 12, 12)
tooltip:SetClampedToScreen(true)
tooltip.default = 1
following = true
end
-- Default anchoring normally happens before GameTooltip:Show(). Start the
-- per-frame cursor tracker only once the tooltip is actually visible.
hooksecurefunc(GameTooltip, "Show", function()
if not following then return end
UpdateCursor(true)
cursor:Show()
end)
hooksecurefunc(GameTooltip, "Hide", function()
following = false
cursor:Hide()
end)
end
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-- Adapted from TokensWorth/ShaguTweaks-mods (MIT, original copyright GryllsAddons).
local T = ShaguTweaks.T
local API = ShaguTweaks.API
local module = ShaguTweaks:register({
title = T["Hide Combat Tooltip"],
description = T["Hides the tooltip in combat. Hold Shift to show it temporarily."],
expansions = { ["vanilla"] = true, ["tbc"] = nil },
category = T["Tooltip & Items"],
enabled = nil,
})
module.enable = function(self)
if ShaguTweaks.HideCombatTooltipInstalled then return end
ShaguTweaks.HideCombatTooltipInstalled = true
local controller = CreateFrame("Frame", nil, UIParent)
local inCombat = UnitAffectingCombat("player") and true or false
local shiftDown = API.IsShiftKeyDown() and true or false
local guardActive = false
local elapsed = 0
local function Apply()
if not inCombat then
if GameTooltip:GetAlpha() ~= 1 then
GameTooltip:SetAlpha(1)
end
return
end
local alpha = shiftDown and 1 or 0
if GameTooltip:GetAlpha() ~= alpha then
GameTooltip:SetAlpha(alpha)
end
end
local function GuardTick()
elapsed = elapsed + (arg1 or 0)
if elapsed < .05 then return end
elapsed = 0
-- ClassicAPI provides modifier events, so normal clients don't need to
-- query Shift here. This fallback is only for old environments.
if not API.modifierstate then
shiftDown = API.IsShiftKeyDown() and true or false
end
Apply()
end
local function StartGuard()
if guardActive or not inCombat or not GameTooltip:IsShown() then return end
guardActive = true
elapsed = 0
controller:SetScript("OnUpdate", GuardTick)
end
local function StopGuard()
if not guardActive then return end
guardActive = false
elapsed = 0
controller:SetScript("OnUpdate", nil)
end
local function RefreshShift()
shiftDown = API.IsShiftKeyDown() and true or false
if inCombat and GameTooltip:IsShown() then
Apply()
StartGuard()
end
end
local function EnterCombat()
inCombat = true
shiftDown = API.IsShiftKeyDown() and true or false
if GameTooltip:IsShown() then
Apply()
StartGuard()
end
end
local function LeaveCombat()
inCombat = false
StopGuard()
Apply()
end
-- Vanilla/Turtle can restore GameTooltip alpha internally while updating a
-- visible unit tooltip. A purely event-driven implementation therefore does
-- not stay hidden reliably. The guard below exists only while BOTH combat
-- and an actual GameTooltip are active, and is throttled to 20 Hz instead of
-- running the full upstream logic every rendered frame.
local oldOnShow = GameTooltip:GetScript("OnShow")
GameTooltip:SetScript("OnShow", function()
if oldOnShow then oldOnShow() end
if inCombat then
shiftDown = API.IsShiftKeyDown() and true or false
Apply()
StartGuard()
else
Apply()
end
end)
local oldOnHide = GameTooltip:GetScript("OnHide")
GameTooltip:SetScript("OnHide", function()
if oldOnHide then oldOnHide() end
StopGuard()
end)
controller:RegisterEvent("PLAYER_ENTERING_WORLD")
controller:RegisterEvent("PLAYER_REGEN_DISABLED")
controller:RegisterEvent("PLAYER_REGEN_ENABLED")
if API.modifierstate then
controller:RegisterEvent("MODIFIER_STATE_CHANGED")
end
controller:SetScript("OnEvent", function()
if event == "PLAYER_REGEN_DISABLED" then
EnterCombat()
elseif event == "PLAYER_REGEN_ENABLED" then
LeaveCombat()
elseif event == "MODIFIER_STATE_CHANGED" then
RefreshShift()
elseif event == "PLAYER_ENTERING_WORLD" then
if UnitAffectingCombat("player") then
EnterCombat()
else
LeaveCombat()
end
end
end)
if inCombat then
EnterCombat()
else
LeaveCombat()
end
end
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-- 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 Extended"],
description = T["Party frames, minimap, buffs, weapon buffs and debuffs can be moved while Ctrl+Shift are held."],
expansions = { ["vanilla"] = true, ["tbc"] = nil },
category = T["Unit Frames"],
enabled = nil,
})
module.enable = function(self)
ShaguTweaks_config = ShaguTweaks_config or {}
ShaguTweaks_config["MoveUnitframesExtended"] = ShaguTweaks_config["MoveUnitframesExtended"] or {}
local movedb = ShaguTweaks_config["MoveUnitframesExtended"]
local unlocked = false
local states = {}
-- Turtle WoW places the first debuff at BuffButton32 in the layout this
-- module targets. BuffButton16 from the original mod is intentionally not
-- used here.
local targets = {
{ name = "PartyMemberFrame1" },
{ name = "PartyMemberFrame2" },
{ name = "PartyMemberFrame3" },
{ name = "PartyMemberFrame4" },
{ name = "Minimap", moveParent = true },
{ name = "BuffButton0" },
{ name = "BuffButton32" },
{ name = "TempEnchant1" },
}
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)
return (moveFrame.GetName and moveFrame:GetName()) or target.name
end
local function SavePosition(target, moveFrame)
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 }
end
local function RestorePosition(target)
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
moveFrame:SetMovable(true)
if moveFrame.SetUserPlaced then moveFrame:SetUserPlaced(true) end
moveFrame:ClearAllPoints()
moveFrame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", pos[1], pos[2])
end
local grid
local function CreateGrid()
if grid then return grid end
grid = CreateFrame("Frame", nil, WorldFrame)
grid:SetAllPoints(WorldFrame)
grid:Hide()
local size = 1
local width = GetScreenWidth()
local height = GetScreenHeight()
local ratio = width / height
local adjustedHeight = height * ratio
local wStep = width / 64
local hStep = adjustedHeight / 64
for i = 0, 64 do
local line = grid:CreateTexture(nil, i == 32 and "BORDER" or "BACKGROUND")
if i == 32 then
line:SetTexture(.8, .6, 0)
else
line:SetTexture(0, 0, 0, .2)
end
line:SetPoint("TOPLEFT", grid, "TOPLEFT", i * wStep - (size / 2), 0)
line:SetPoint("BOTTOMRIGHT", grid, "BOTTOMLEFT", i * wStep + (size / 2), 0)
end
local rows = floor(height / hStep)
local middle = floor(rows / 2)
for i = 1, rows do
local line = grid:CreateTexture(nil, i == middle and "BORDER" or "BACKGROUND")
if i == middle then
line:SetTexture(.8, .6, 0)
else
line:SetTexture(0, 0, 0, .2)
end
line:SetPoint("TOPLEFT", grid, "TOPLEFT", 0, -(i * hStep) + (size / 2))
line:SetPoint("BOTTOMRIGHT", grid, "TOPRIGHT", 0, -(i * hStep + size / 2))
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 moveFrame.IsMovable then
state.movable = moveFrame:IsMovable() and true or false
else
state.movable = nil
end
if moveFrame.IsUserPlaced then
state.userPlaced = moveFrame:IsUserPlaced() and true or false
else
state.userPlaced = nil
end
moveFrame:SetMovable(true)
handle:EnableMouse(true)
handle:RegisterForDrag("LeftButton")
handle:SetScript("OnDragStart", function()
state.dragged = true
if moveFrame.SetUserPlaced then
moveFrame:SetUserPlaced(true)
end
moveFrame:StartMoving()
end)
handle:SetScript("OnDragStop", function()
moveFrame:StopMovingOrSizing()
if state.dragged then
SavePosition(target, moveFrame)
end
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
moveFrame:StopMovingOrSizing()
-- Only persist an anchor if the user actually dragged this frame. The
-- previous test version saved every frame whenever Ctrl+Shift was
-- released, which could turn untouched default-managed UI elements into
-- permanently absolute-positioned frames.
if state.dragged then
SavePosition(target, moveFrame)
end
if state.movable ~= nil then
moveFrame:SetMovable(state.movable)
end
if not state.dragged
and state.userPlaced ~= nil
and moveFrame.SetUserPlaced then
moveFrame:SetUserPlaced(state.userPlaced)
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 environments
-- use a throttled 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
RestorePosition(target)
end
UpdateLockState()
end
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-- 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["Unit Frame Abbreviated Names"],
description = T["Abbreviates long target and target-of-target names."],
expansions = { ["vanilla"] = true, ["tbc"] = nil },
category = T["Unit Frames"],
enabled = nil,
})
module.enable = function(self)
local maxLength = 15
local cache = {}
local function AbbrevWord(word)
return string.sub(word, 1, 1) .. ". "
end
local function GetShortName(unit)
local name = UnitName(unit)
if not name then
cache[unit] = nil
return
end
local cached = cache[unit]
if cached and cached.raw == name then
return cached.short
end
local short = name
if strlen(short) > maxLength then
short = string.gsub(short, "^(%S+) ", AbbrevWord)
end
if strlen(short) > maxLength then
short = string.gsub(short, "(%S+) ", AbbrevWord)
end
cache[unit] = {
raw = name,
short = short,
}
return short
end
local function GetNameText(frame)
if not frame then return end
if frame.name then return frame.name end
if frame.GetName then
local frameName = frame:GetName()
if frameName then
return _G[frameName .. "Name"]
end
end
end
local function UpdateFrame(frame, unit)
local text = GetNameText(frame)
local name = GetShortName(unit)
if not text or not name then return end
-- Avoid forcing a FontString update when the displayed value is already
-- correct. This matters most for the legacy 250 ms target-of-target
-- fallback.
if not text.GetText or text:GetText() ~= name then
text:SetText(name)
end
end
local function UpdateTarget()
UpdateFrame(TargetFrame, "target")
end
local function UpdateTargetTarget()
if TargetofTargetFrame then
UpdateFrame(TargetofTargetFrame, "targettarget")
end
end
local function EventValid(name)
return API.eventutils
and _G.C_EventUtils
and _G.C_EventUtils.IsEventValid
and _G.C_EventUtils.IsEventValid(name)
end
local events = CreateFrame("Frame")
events:RegisterEvent("PLAYER_ENTERING_WORLD")
events:RegisterEvent("PLAYER_TARGET_CHANGED")
local hasUnitTarget = EventValid("UNIT_TARGET")
local hasUnitName = EventValid("UNIT_NAME_UPDATE")
if hasUnitTarget then events:RegisterEvent("UNIT_TARGET") end
if hasUnitName then events:RegisterEvent("UNIT_NAME_UPDATE") end
events:SetScript("OnEvent", function()
if event == "PLAYER_ENTERING_WORLD" or event == "PLAYER_TARGET_CHANGED" then
UpdateTarget()
UpdateTargetTarget()
elseif event == "UNIT_TARGET" then
if arg1 == "target" then UpdateTargetTarget() end
elseif event == "UNIT_NAME_UPDATE" then
if arg1 == "target" then
UpdateTarget()
elseif arg1 == "targettarget" then
UpdateTargetTarget()
end
end
end)
-- ClassicAPI normally provides UNIT_TARGET. Keep a lightweight Vanilla
-- fallback only when that event isn't available instead of running every
-- rendered frame like the original module.
if not hasUnitTarget then
local fallback = CreateFrame("Frame")
fallback.elapsed = 0
fallback:SetScript("OnUpdate", function()
this.elapsed = this.elapsed + (arg1 or 0)
if this.elapsed < .25 then return end
this.elapsed = 0
if UnitName("targettarget") then
UpdateTargetTarget()
end
end)
end
UpdateTarget()
UpdateTargetTarget()
end