Partially fix unicode name truncation.
This fix ensures that name truncation always happens on codepoint boundaries and that a name has exactly 5 visible codepoints. This should cover all possible cases unless names can have grapheme clusters, afaik this is not the case.
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@@ -35,24 +35,39 @@ types.UnitFrame = UnitFrame
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local colors = {
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local colors = {
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hostile = {0.5, 0.0, 0.0},
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hostile = { 0.5, 0.0, 0.0 },
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neutral = {0.7, 0.7, 0.0},
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neutral = { 0.7, 0.7, 0.0 },
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healthy = {0, 0.1, 0},
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healthy = { 0, 0.1, 0 },
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high = {0, 1.0, 0},
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high = { 0, 1.0, 0 },
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mid = {1.0, 1.0, 0},
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mid = { 1.0, 1.0, 0 },
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low = {1.0, 0.0, 0},
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low = { 1.0, 0.0, 0 },
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offline = {0.7, 0.7, 0.7},
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offline = { 0.7, 0.7, 0.7 },
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dead = {0.7, 0.7, 0.7},
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dead = { 0.7, 0.7, 0.7 },
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magic = {0.4, 0.4, 1.0},
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magic = { 0.4, 0.4, 1.0 },
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disease = {0.4, 0.2, 0.0},
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disease = { 0.4, 0.2, 0.0 },
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poison = {0.0, 0.7, 0.7},
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poison = { 0.0, 0.7, 0.7 },
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curse = {0.7, 0.0, 0.7},
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curse = { 0.7, 0.0, 0.7 },
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immune = {0.0, 0.2, 0.4},
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immune = { 0.0, 0.2, 0.4 },
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bomb = {1.0, 0.7, 0.7},
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bomb = { 1.0, 0.7, 0.7 },
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cyan = {0.0, 0.8, 0.8},
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cyan = { 0.0, 0.8, 0.8 },
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white = {1.0, 1.0, 1.0}
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white = { 1.0, 1.0, 1.0 }
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}
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}
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-- This trucates _codepoints_ not graphemes. If combination codepoints are
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-- contained in the string, it will not properly truncate and may return
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-- incorrect graphemes
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local function utf8_truncate(s, n)
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local init = 0
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for _ = 1, n do
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local _, last = string.find(s, ".[\128-\191]*", init + 1)
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if not last then
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return s
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end
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init = last
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end
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return string.sub(s, 1, init)
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end
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---@param unit string
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---@param unit string
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---@param config table
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---@param config table
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function UnitFrame:Init(unit, config)
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function UnitFrame:Init(unit, config)
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@@ -127,7 +142,7 @@ function UnitFrame:StartRangeTicker()
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if self.rangeTicker then
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if self.rangeTicker then
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return
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return
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end
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end
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local delta = 0.45 + (fastrandom(0, 100)/1000)
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local delta = 0.45 + (fastrandom(0, 100) / 1000)
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self.rangeTicker = C_Timer.NewTicker(delta, function()
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self.rangeTicker = C_Timer.NewTicker(delta, function()
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self:UpdateRange()
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self:UpdateRange()
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end)
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end)
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@@ -563,7 +578,7 @@ function UnitFrame:UpdateHealthColor()
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elseif isFriend and pct >= 0.90 then
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elseif isFriend and pct >= 0.90 then
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self.hp:SetColor(unpack(colors.healthy))
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self.hp:SetColor(unpack(colors.healthy))
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elseif isFriend and pct >= 0.75 then
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elseif isFriend and pct >= 0.75 then
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local progress = (pct - 0.75) / (0.90-0.75)
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local progress = (pct - 0.75) / (0.90 - 0.75)
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self.hp:SetInterpolatedColor(colors.mid, colors.high, progress)
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self.hp:SetInterpolatedColor(colors.mid, colors.high, progress)
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else
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else
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local progress = pct / 0.75
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local progress = pct / 0.75
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@@ -580,25 +595,10 @@ function UnitFrame:UpdateName()
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-- TODO: UnitClass can return Unknown and the color can be nil. Having
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-- TODO: UnitClass can return Unknown and the color can be nil. Having
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-- the unit exist but not fully loaded is possibly a state we want to
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-- the unit exist but not fully loaded is possibly a state we want to
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-- handle more generally
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-- handle more generally
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local color = RAID_CLASS_COLORS[class] or {r=1, g=1, b=1}
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local color = RAID_CLASS_COLORS[class] or { r = 1, g = 1, b = 1 }
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self.name:SetTextColor(color.r, color.g, color.b)
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self.name:SetTextColor(color.r, color.g, color.b)
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else
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else
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self.name:SetTextColor(1, 1, 1)
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self.name:SetTextColor(1, 1, 1)
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end
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end
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self.name:SetText(UnitName(self.unit):sub(1, 5))
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self.name:SetText(utf8_truncate((UnitName(self.unit)), 5))
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end
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end
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--[[
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-- UNIT_AURA
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-- UNIT_CLASSIFICATION_CHANGED
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-- UNIT_COMBAT
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-- UNIT_CONNECTION
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-- UNIT_DISPLAYPOWER
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-- UNIT_FACTION
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-- UNIT_FLAGS
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-- UNIT_LEVEL
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-- UNIT_MANA
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-- UNIT_HEALTH_PREDICTION
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-- UNIT_PHASE
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]]--
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