135 lines
4.1 KiB
Lua
135 lines
4.1 KiB
Lua
BNP = BNP or {}
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-- Independent name visibility controls for Blizzard nameplates.
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-- BNP only hides the name FontString; health bars, level text, raid icons,
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-- auras, immunities and click behavior remain untouched.
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local function ResolvePlateType(plate)
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if not plate or not plate.GetName then return nil end
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local token = plate:GetName(1)
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if not token then return nil end
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local exists = UnitExists(token)
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if not exists then return nil end
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if UnitIsPlayer and UnitIsPlayer(token) then
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return "player"
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end
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return "npc"
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end
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local function ShouldHide(unitType)
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if unitType == "player" then
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if BNP.HidePlayerNamesEnabled then return BNP:HidePlayerNamesEnabled() end
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return BNP_DB and BNP_DB.hidePlayerNames and true or false
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elseif unitType == "npc" then
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if BNP.HideNPCNamesEnabled then return BNP:HideNPCNamesEnabled() end
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return BNP_DB and BNP_DB.hideNPCNames and true or false
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end
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return false
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end
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-- Authoritative query used by aura/immunity layout. Do not rely only on the
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-- transient BNPNameHidden marker: on recycled/projected Vanilla nameplates the
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-- name FontString and aura module callbacks can update in a different order.
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function BNP:IsPlateNameHidden(plate)
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if not plate then return false end
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local unitType = ResolvePlateType(plate) or plate.BNPNameUnitType
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if unitType then
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return ShouldHide(unitType)
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end
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-- If identity is momentarily unresolved, keep the last BNP-owned state so a
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-- recycled plate does not jump vertically for a single scan.
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return plate.BNPNameHidden and true or false
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end
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local function RefreshPlateAuraLayout(plate)
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if not plate then return end
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if BNP.RefreshAuraLayoutForPlate then BNP:RefreshAuraLayoutForPlate(plate) end
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if BNP.RefreshImmunityLayoutForPlate then BNP:RefreshImmunityLayoutForPlate(plate) end
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end
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local function RestoreIfBNPHid(plate)
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if not plate or not plate.name then return end
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if plate.BNPNameHidden then
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plate.name:Show()
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plate.BNPNameHidden = nil
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end
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end
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local function UpdatePlateName(plate, resetIdentity)
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if not plate or not plate.name then return end
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if resetIdentity then
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-- Blizzard reuses nameplate frames. Never carry a hidden name from the
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-- previous unit into a newly shown plate while its projected token is not
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-- resolved yet.
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plate.BNPNameUnitType = nil
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RestoreIfBNPHid(plate)
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end
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local unitType = ResolvePlateType(plate)
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if unitType then
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plate.BNPNameUnitType = unitType
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else
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unitType = plate.BNPNameUnitType
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end
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if not unitType then return end
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if ShouldHide(unitType) then
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if not plate.BNPNameHidden then
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plate.name:Hide()
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plate.BNPNameHidden = true
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elseif plate.name.IsShown and plate.name:IsShown() then
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-- The client may re-show Blizzard regions while updating/recycling a
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-- plate. Re-enforce only names BNP explicitly owns as hidden.
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plate.name:Hide()
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end
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else
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RestoreIfBNPHid(plate)
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end
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end
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function BNP:RefreshNameVisibility()
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local plate
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for plate in pairs(BNP.plates or {}) do
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if plate and plate.IsShown and plate:IsShown() then
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UpdatePlateName(plate, false)
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-- Re-anchor immediately when the option is toggled instead of waiting
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-- for the aura module's next identity/update cycle.
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RefreshPlateAuraLayout(plate)
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elseif plate then
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RestoreIfBNPHid(plate)
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plate.BNPNameUnitType = nil
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end
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end
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end
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if BNP.libnameplate then
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table.insert(BNP.libnameplate.OnInit, function(plate)
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local current = plate or this
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if not current then return end
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UpdatePlateName(current, true)
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end)
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table.insert(BNP.libnameplate.OnShow, function(plate)
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local current = plate or this
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if not current then return end
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UpdatePlateName(current, true)
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end)
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-- libnameplate updates are already throttled to 0.10s. This is deliberate:
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-- if Blizzard re-shows the name FontString, the configured hidden state is
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-- restored without adding a per-frame OnUpdate to every nameplate.
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table.insert(BNP.libnameplate.OnUpdate, function(plate)
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local current = plate or this
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if not current or not current:IsShown() then return end
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UpdatePlateName(current, false)
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end)
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end
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