Add and optimize requested TokensWorth modules
Merge the audited TokensWorth-derived modules and ClassicAPI-focused optimizations into the default branch.
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-- Adapted from TokensWorth/ShaguTweaks-mods (MIT, original copyright GryllsAddons).
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local _G = ShaguTweaks.GetGlobalEnv()
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local T = ShaguTweaks.T
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local API = ShaguTweaks.API
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local module = ShaguTweaks:register({
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title = T["Unit Frame Abbreviated Names"],
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description = T["Abbreviates long target and target-of-target names."],
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expansions = { ["vanilla"] = true, ["tbc"] = nil },
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category = T["Unit Frames"],
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enabled = nil,
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})
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module.enable = function(self)
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local maxLength = 15
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local cache = {}
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local function AbbrevWord(word)
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return string.sub(word, 1, 1) .. ". "
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end
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local function GetShortName(unit)
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local name = UnitName(unit)
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if not name then
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cache[unit] = nil
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return
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end
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local cached = cache[unit]
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if cached and cached.raw == name then
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return cached.short
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end
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local short = name
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if strlen(short) > maxLength then
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short = string.gsub(short, "^(%S+) ", AbbrevWord)
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end
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if strlen(short) > maxLength then
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short = string.gsub(short, "(%S+) ", AbbrevWord)
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end
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cache[unit] = {
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raw = name,
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short = short,
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}
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return short
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end
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local function GetNameText(frame)
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if not frame then return end
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if frame.name then return frame.name end
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if frame.GetName then
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local frameName = frame:GetName()
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if frameName then
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return _G[frameName .. "Name"]
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end
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end
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end
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local function UpdateFrame(frame, unit)
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local text = GetNameText(frame)
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local name = GetShortName(unit)
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if not text or not name then return end
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-- Avoid forcing a FontString update when the displayed value is already
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-- correct. This matters most for the legacy 250 ms target-of-target
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-- fallback.
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if not text.GetText or text:GetText() ~= name then
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text:SetText(name)
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end
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end
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local function UpdateTarget()
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UpdateFrame(TargetFrame, "target")
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end
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local function UpdateTargetTarget()
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if TargetofTargetFrame then
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UpdateFrame(TargetofTargetFrame, "targettarget")
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end
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end
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local function EventValid(name)
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return API.eventutils
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and _G.C_EventUtils
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and _G.C_EventUtils.IsEventValid
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and _G.C_EventUtils.IsEventValid(name)
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end
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local events = CreateFrame("Frame")
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events:RegisterEvent("PLAYER_ENTERING_WORLD")
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events:RegisterEvent("PLAYER_TARGET_CHANGED")
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local hasUnitTarget = EventValid("UNIT_TARGET")
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local hasUnitName = EventValid("UNIT_NAME_UPDATE")
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if hasUnitTarget then events:RegisterEvent("UNIT_TARGET") end
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if hasUnitName then events:RegisterEvent("UNIT_NAME_UPDATE") end
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events:SetScript("OnEvent", function()
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if event == "PLAYER_ENTERING_WORLD" or event == "PLAYER_TARGET_CHANGED" then
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UpdateTarget()
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UpdateTargetTarget()
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elseif event == "UNIT_TARGET" then
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if arg1 == "target" then UpdateTargetTarget() end
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elseif event == "UNIT_NAME_UPDATE" then
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if arg1 == "target" then
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UpdateTarget()
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elseif arg1 == "targettarget" then
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UpdateTargetTarget()
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end
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end
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end)
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-- ClassicAPI normally provides UNIT_TARGET. Keep a lightweight Vanilla
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-- fallback only when that event isn't available instead of running every
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-- rendered frame like the original module.
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if not hasUnitTarget then
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local fallback = CreateFrame("Frame")
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fallback.elapsed = 0
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fallback:SetScript("OnUpdate", function()
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this.elapsed = this.elapsed + (arg1 or 0)
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if this.elapsed < .25 then return end
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this.elapsed = 0
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if UnitName("targettarget") then
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UpdateTargetTarget()
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end
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end)
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end
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UpdateTarget()
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UpdateTargetTarget()
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end
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