Remove integrated Movable Unit Frames Extended

Remove the duplicate Extras mover after consolidation into ShaguTweaks-ClassicAPI, including TOC and documentation cleanup.
This commit is contained in:
Dusk-92
2026-08-31 10:21:06 +02:00
committed by GitHub
parent 0e1c3385e4
commit b8cb5611a4
5 changed files with 17 additions and 289 deletions
+14
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@@ -885,3 +885,17 @@ Runtime validation is still required before merge, especially for:
- Ctrl+Shift without dragging anything, followed by relog/reload
- dragging each supported frame individually, followed by relog/reload
- default party/buff/minimap layout remaining unchanged for frames never moved
## Post-merge consolidation — Movable Unit Frames
`Movable Unit Frames Extended` is no longer shipped by Extras.
Its Party, Minimap, Buff, Debuff and Weapon Buff movers were consolidated into
the main ShaguTweaks-ClassicAPI `Movable Unit Frames` module. This removes the
second Ctrl+Shift controller and the duplicate alignment grid that appeared
when both modules were enabled.
The main module also migrates saved positions from the former
`ShaguTweaks_config["MoveUnitframesExtended"]` table into its unified position
store without deleting the legacy data.
+3 -4
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@@ -43,8 +43,8 @@ Settings: **Esc → Advanced Options**.
- Buy Em All uses ClassicAPI merchant, item count and bag-family data, including specialty bags.
- Added modifier-aware Key-Down Casting with Shift/Ctrl/Alt binding support and an independent Alt Self-Cast option.
- Added Metric Range for metre labels in range tooltips without changing numeric values.
- Added optimized modules adapted from TokensWorth/ShaguTweaks-mods: Mouseover Right bars, Hide Macro Text, Unit Frame Abbreviated Names, Movable Unit Frames Extended, Cursor Tooltip and Hide Combat Tooltip.
- Movable Unit Frames Extended and Hide Combat Tooltip use ClassicAPI modifier-state events instead of permanent per-frame modifier polling.
- Added optimized modules adapted from TokensWorth/ShaguTweaks-mods: Mouseover Right bars, Hide Macro Text, Unit Frame Abbreviated Names, Cursor Tooltip and Hide Combat Tooltip.
- Hide Combat Tooltip uses ClassicAPI modifier-state events instead of permanent per-frame modifier polling.
- Various stability fixes across legacy ShaguTweaks Extras modules.
## 🔷 Mods using ClassicAPI integration
@@ -57,7 +57,6 @@ Settings: **Esc → Advanced Options**.
- Alt Self-Cast
- Macro Icons
- Macro Tweaks
- Movable Unit Frames Extended
- Raid Frames
- Reagent Counter
- Reveal World Map
@@ -104,7 +103,6 @@ Other modules can also benefit indirectly from ClassicAPI through shared ShaguTw
### Unit Frames
- Unit Frame Abbreviated Names
- Movable Unit Frames Extended
### World Map
@@ -147,6 +145,7 @@ The following modules are not included because improved versions already exist i
- **Chat History** → integrated into **Chat Tweaks**
- **Show Energy Ticks** → integrated as **Energy & Mana Tick**
- **Improved Roll Frames** → already integrated and optimized in **ShaguTweaks-ClassicAPI**
- **Movable Unit Frames Extended** → integrated into **Movable Unit Frames** in ShaguTweaks-ClassicAPI
## 🔧 Compatibility
-1
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@@ -46,7 +46,6 @@ mods\hide-combat-tooltip.lua
# unit frames
mods\unitframes-abbrev-names.lua
mods\move-unitframes-extended.lua
# world map
mods\worldmap-reveal.lua
-1
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@@ -10,7 +10,6 @@ The following modules in this fork contain code adapted from
- `mods/actionbar-mouseover-bar-right2.lua`
- `mods/actionbar-hide-macro.lua`
- `mods/unitframes-abbrev-names.lua`
- `mods/move-unitframes-extended.lua`
- `mods/cursor-tooltip.lua`
- `mods/hide-combat-tooltip.lua`
-283
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@@ -1,283 +0,0 @@
-- 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