v1.0.0.2: Red direction arrow on minimap pointing to player flag
Made-with: Cursor
This commit is contained in:
@@ -282,6 +282,8 @@ public unsafe partial class MapRenderer : IDisposable
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DrawMinimapQuestDirectionArrow(contentTopLeft, drawPosition, scale, size, centerOffset, cached.OffsetX, cached.OffsetY, cached.ScaleFactor, currentMapId);
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if (System.SystemConfig.MinimapShowFateDirectionArrows)
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DrawMinimapFateDirectionArrows(contentTopLeft, drawPosition, scale, size, centerOffset, cached.OffsetX, cached.OffsetY, cached.ScaleFactor);
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if (System.SystemConfig.MinimapShowFlagDirectionArrow)
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DrawMinimapFlagDirectionArrow(contentTopLeft, drawPosition, scale, size, centerOffset, cached.OffsetX, cached.OffsetY, cached.ScaleFactor);
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}
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private void TrimMinimapCacheToLimit()
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@@ -150,14 +150,7 @@ public partial class MapRenderer
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list.Add((tx, ty, tooltip, iconId));
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}
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if (agent->FlagMarkerCount > 0) {
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ref var flag = ref agent->FlagMapMarkers[0];
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if (flag.TerritoryId == agent->CurrentMapId || flag.TerritoryId == agent->CurrentTerritoryId) {
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var tooltip = System.TooltipCache.GetValue(flag.MapMarker.IconId);
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if (string.IsNullOrEmpty(tooltip)) tooltip = "Flag";
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AddIfNew(1024.0f + (flag.XFloat - offsetX) * scaleFactor, 1024.0f + (flag.YFloat - offsetY) * scaleFactor, tooltip, flag.MapMarker.IconId);
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}
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}
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// Flag excluded: drawn separately with red arrow via DrawMinimapFlagDirectionArrow
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if (agent->TempMapMarkerCount > 0) {
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var span = new Span<TempMapMarker>(Unsafe.AsPointer(ref agent->TempMapMarkers[0]), agent->TempMapMarkerCount);
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@@ -290,6 +283,65 @@ public partial class MapRenderer
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}
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}
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/// <summary>Draws a red direction arrow at the edge of the minimap pointing toward the player flag. Only shown when the flag is off the minimap.</summary>
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private unsafe void DrawMinimapFlagDirectionArrow(
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Vector2 contentTopLeft,
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Vector2 drawPosition,
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float scale,
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Vector2 size,
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Vector2 centerOffset,
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float offsetX,
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float offsetY,
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float scaleFactor)
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{
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var agent = AgentMap.Instance();
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if (agent->FlagMarkerCount is 0) return;
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ref var flag = ref agent->FlagMapMarkers[0];
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if (flag.TerritoryId != agent->CurrentTerritoryId || flag.MapId != agent->CurrentMapId) return;
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var radius = Math.Min(size.X, size.Y) * 0.5f;
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var arrowDist = radius - 4f;
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var centerScreen = contentTopLeft + centerOffset;
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var drawList = ImGui.GetWindowDrawList();
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var tx = 1024.0f + (flag.XFloat - offsetX) * scaleFactor;
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var ty = 1024.0f + (flag.YFloat - offsetY) * scaleFactor;
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var targetInContent = drawPosition + new Vector2(tx, ty) * scale;
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var toTarget = targetInContent - centerOffset;
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var distToTarget = toTarget.Length();
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if (distToTarget < 0.01f) return;
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if (distToTarget <= radius) return; // Flag visible on minimap, no arrow
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const float arrowSize = 20f;
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const float baseHalf = 8f;
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const float headDepth = 5f;
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var colorHead = ImGui.GetColorU32(new Vector4(0.92f, 0.2f, 0.2f, 0.95f));
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var colorOutline = ImGui.GetColorU32(new Vector4(0.45f, 0.08f, 0.08f, 1f));
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var direction = toTarget / distToTarget;
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var arrowPos = centerScreen + direction * arrowDist;
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var cos = MathF.Cos(MathF.Atan2(direction.Y, direction.X));
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var sin = MathF.Sin(MathF.Atan2(direction.Y, direction.X));
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var perpX = -sin;
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var perpY = cos;
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var tipScreen = arrowPos + new Vector2(cos * arrowSize, sin * arrowSize);
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var baseBack = arrowPos - new Vector2(cos * headDepth, sin * headDepth);
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var base1Screen = baseBack + new Vector2(perpX * baseHalf, perpY * baseHalf);
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var base2Screen = baseBack - new Vector2(perpX * baseHalf, perpY * baseHalf);
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drawList.AddTriangleFilled(tipScreen, base1Screen, base2Screen, colorHead);
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drawList.AddTriangle(tipScreen, base1Screen, base2Screen, colorOutline, 2f);
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var tooltip = System.TooltipCache.GetValue(flag.MapMarker.IconId);
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if (string.IsNullOrEmpty(tooltip)) tooltip = "Flag";
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var minX = Math.Min(tipScreen.X, Math.Min(base1Screen.X, base2Screen.X)) - 4f;
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var minY = Math.Min(tipScreen.Y, Math.Min(base1Screen.Y, base2Screen.Y)) - 4f;
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var maxX = Math.Max(tipScreen.X, Math.Max(base1Screen.X, base2Screen.X)) + 4f;
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var maxY = Math.Max(tipScreen.Y, Math.Max(base1Screen.Y, base2Screen.Y)) + 4f;
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if (ImGui.IsMouseHoveringRect(new Vector2(minX, minY), new Vector2(maxX, maxY)))
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ImGui.SetTooltip(tooltip);
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}
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private static bool IsInMinimapBounds(Vector2 contentPos, Vector2 size, float margin)
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{
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// Use a large margin so we don't cull markers that are panned slightly off (zoomed in).
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