v1.0.0.20: Fix marker refresh sometimes not running when accepting/advancing quest
Made-with: Cursor
This commit is contained in:
@@ -113,11 +113,9 @@ public unsafe class IntegrationsController : IDisposable
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try { AgentMap.Instance()->Hide(); } catch { }
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SilentRefreshInProgress = false;
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}
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// Do NOT update quest/temp baselines here: if the user accepts a quest or advances a step during
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// these frames, we would overwrite the baseline and never trigger a refresh for that change.
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_wasBetweenAreas = Service.Condition.IsBetweenAreas();
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_lastQuestCount = GetActiveQuestCount();
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try { _lastTempMarkerCount = (int)AgentMap.Instance()->TempMapMarkerCount; } catch { }
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_lastQuestSequenceSnapshot = GetQuestSequenceSnapshot();
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_lastTempMarkerSnapshot = GetTempMarkerSnapshot();
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return;
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}
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@@ -175,6 +175,7 @@ public unsafe partial class MapRenderer : IDisposable
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if (string.IsNullOrEmpty(idStr)) return false;
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// Try several path conventions so the minimap can show without ever requiring the user to open the Area Map.
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// Prefer TextureProvider.GetFromGame (same as Area Map) so path resolution and mods match; fall back to Lumina GetTexFile.
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var fileName = idStr.Replace("/", "");
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var pathsToTry = new[]
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{
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@@ -185,17 +186,24 @@ public unsafe partial class MapRenderer : IDisposable
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$"ui/uld/areamap/{fileName}.tex",
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};
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string? gamePath = null;
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IDalamudTextureWrap? texture = null;
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foreach (var path in pathsToTry) {
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var wrap = Service.TextureProvider.GetFromGame(path).GetWrapOrDefault();
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if (wrap is not null && wrap.Handle != IntPtr.Zero && wrap.Size.X > 0 && wrap.Size.Y > 0) {
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gamePath = path;
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break;
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}
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texture = LoadSingleTexture(path);
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if (texture is not null) break;
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}
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if (texture is null) return false;
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if (gamePath is null && texture is null) return false;
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TrimMinimapCacheToLimit();
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var entry = _minimapCache[mapId] = new MinimapCacheEntry();
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entry.PathKey = $"lumina:{mapId}";
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entry.Texture = texture;
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entry.PathKey = gamePath is not null ? $"game:{gamePath}" : $"lumina:{mapId}";
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entry.Texture = texture; // null when using game path (looked up each frame)
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entry.ScaleFactor = map.SizeFactor / 100f;
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entry.OffsetX = map.OffsetX;
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entry.OffsetY = map.OffsetY;
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@@ -251,14 +259,23 @@ public unsafe partial class MapRenderer : IDisposable
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TryEnsureLuminaCacheFor(currentMapId);
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// Draw from cache if we have it for the current map.
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if (!_minimapCache.TryGetValue(currentMapId, out var cached) || cached.Texture is null)
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if (!_minimapCache.TryGetValue(currentMapId, out var cached))
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return;
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// Resolve texture: use cached texture, or for "game:" path look up via TextureProvider each frame (same as Area Map).
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IDalamudTextureWrap? textureToDraw = cached.Texture;
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if (textureToDraw is null && cached.PathKey.StartsWith("game:", StringComparison.Ordinal)) {
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var path = cached.PathKey.Substring(5);
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textureToDraw = Service.TextureProvider.GetFromGame(path).GetWrapOrDefault();
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}
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if (textureToDraw is null)
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return;
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// Use the size passed by the minimap window (window size) so zoom/center is stable.
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if (size.X <= 0 || size.Y <= 0) return;
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var zoom = Math.Clamp(System.SystemConfig.MinimapZoom, 0.03f, 0.112f);
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var mapSize = cached.Texture.Size.X;
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var mapSize = textureToDraw.Size.X;
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// Scale so the map COVERS the view at zoom=1 (use max so no black bands at max zoom out).
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var fitScale = Math.Max(size.X, size.Y) / mapSize;
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var scale = fitScale / zoom;
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@@ -270,11 +287,11 @@ public unsafe partial class MapRenderer : IDisposable
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var drawOffset = (-playerCoord + new Vector2(cached.OffsetX, cached.OffsetY)) * cached.ScaleFactor;
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var centerOffset = size / 2.0f;
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var mapCenterOffset = (cached.Texture.Size / 2f) * scale;
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var mapCenterOffset = (textureToDraw.Size / 2f) * scale;
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var drawPosition = centerOffset - mapCenterOffset + drawOffset * scale;
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// Clamp so the map always fills the view (no black), but when zoomed in allow full pan so the player tracks.
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var texSize = cached.Texture.Size * scale;
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var texSize = textureToDraw.Size * scale;
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if (texSize.X > size.X && texSize.Y > size.Y) {
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// Zoomed in: allow full pan range so the map can shift in any direction and the player stays at center.
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drawPosition.X = Math.Clamp(drawPosition.X, size.X - texSize.X, texSize.X - size.X);
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@@ -287,7 +304,7 @@ public unsafe partial class MapRenderer : IDisposable
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// Content top-left in screen space so player is drawn at the true center of the minimap (not offset by title bar).
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var contentTopLeft = ImGui.GetCursorScreenPos();
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DrawMinimapCachedTextureAt(drawPosition, scale, cached.Texture);
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DrawMinimapCachedTextureAt(drawPosition, scale, textureToDraw);
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var centerScreen = contentTopLeft + centerOffset;
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// Draw cone under markers so quest/FATE/POI markers stay visible on top of the cone.
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DrawMinimapConeAtCenter(centerScreen, scale);
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+1
-1
@@ -4,7 +4,7 @@
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<Name>HSMappy</Name>
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<InternalName>HSMappy</InternalName>
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<Author>Knack117</Author>
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<Version>1.0.0.19</Version>
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<Version>1.0.0.20</Version>
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<Punchline>A more versatile in-game map.</Punchline>
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<Description>Replaces the in-game map with an ImGui implementation with several additional features. Fork with minimap improvements, quest radius on minimap, and more.</Description>
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<RepoUrl>http://brassnet.ddns.net:33983/KnackAtNite/HSMappy</RepoUrl>
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@@ -1 +1 @@
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[{"Author":"Knack117","Name":"HSMappy","Punchline":"A more versatile in-game map.","Description":"Replaces the in-game map with an ImGui implementation with several additional features. Fork with minimap improvements, quest radius on minimap, white gradient player cone, and more.","Changelog":"1.0.0.19: Minimap quest area circles refresh when multi-step objective progresses (1/3 -> 2/3, etc.). 1.0.0.18: Minimap automations (Desynth, Extract, Repair, Equip, Coffers); player movement cancels automation; >> button with tooltip. 1.0.0.17: Minimap stays visible during dialogue (NPC/quest); rest of hide behavior unchanged. 1.0.0.16: Draw minimap underneath other UI (HSUI etc); Draw Under Other UI config option. 1.0.0.15: Top/Bottom Info Bars: renamed from Map Info/Coordinate; configurable order for both; Repair % (most damaged item); font, size, color, background for both bars; right-align last bottom bar element. 1.0.0.14: Movement Trail (Carbonite-style) - red dots show where you've been on map and minimap; configurable distance, fade time, max points; Clear Trail in context menu. 1.0.0.13: User-placed map notes with Title/Description; custom white-page icon; notes on minimap; Remove Note via context menu; Note List layout fix. 1.0.0.12: Other players on minimap use distinct icon (60403) from party markers. 1.0.0.11: Player/NPC tracking on minimap with Show Players and NPCs toggle. 1.0.0.10: Release build. Suppress silent refresh at start of OnOpenMapHook; remove debug logging. 1.0.0.9: Duty List quest click: don't Hide() when viewing quest map (SelectedMapId != CurrentMapId). 1.0.0.8: Cancel silent refresh when opening map from Duty List so it doesn't immediately close. 1.0.0.7: Duty List quest click opens Area Map even when Hide With Game GUI would block it. 1.0.0.6: Minimap stays open after client restart (restore on login). 1.0.0.5: Fix crash when map texture path is invalid (ArgumentOutOfRangeException in Lumina GetFileHash). 1.0.0.4: Temp marker circle refreshes when quest objective is progressed. 1.0.0.3: Fix marker cache refresh after quest turn-in; invalidate temp cache so old markers don't persist. 1.0.0.2: Red direction arrow on minimap pointing to player flag. 1.0.0.1: Duty List quest click keeps Area Map open; player flags show on minimap. 1.0.0.0: Initial HSMappy release. Minimap: quest radius circle (orange, transparent), tooltip; cone drawn under markers; white gradient cone; /hsmappy commands.","InternalName":"HSMappy","AssemblyVersion":"1.0.0.19","RepoUrl":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy","ApplicableVersion":"any","Tags":["map","mapping","overlay","utility"],"CategoryTags":["jobs"],"DalamudApiLevel":14,"DownloadLinkInstall":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.19/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.19/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.19/latest.zip","LastUpdate":"1772407702"}]
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[{"Author":"Knack117","Name":"HSMappy","Punchline":"A more versatile in-game map.","Description":"Replaces the in-game map with an ImGui implementation with several additional features. Fork with minimap improvements, quest radius on minimap, white gradient player cone, and more.","Changelog":"1.0.0.20: Fix marker refresh sometimes not running when accepting a quest or advancing a quest step. 1.0.0.19: Minimap quest area circles refresh when multi-step objective progresses (1/3 -> 2/3, etc.). 1.0.0.18: Minimap automations (Desynth, Extract, Repair, Equip, Coffers); player movement cancels automation; >> button with tooltip. 1.0.0.17: Minimap stays visible during dialogue (NPC/quest); rest of hide behavior unchanged. 1.0.0.16: Draw minimap underneath other UI (HSUI etc); Draw Under Other UI config option. 1.0.0.15: Top/Bottom Info Bars: renamed from Map Info/Coordinate; configurable order for both; Repair % (most damaged item); font, size, color, background for both bars; right-align last bottom bar element. 1.0.0.14: Movement Trail (Carbonite-style) - red dots show where you've been on map and minimap; configurable distance, fade time, max points; Clear Trail in context menu. 1.0.0.13: User-placed map notes with Title/Description; custom white-page icon; notes on minimap; Remove Note via context menu; Note List layout fix. 1.0.0.12: Other players on minimap use distinct icon (60403) from party markers. 1.0.0.11: Player/NPC tracking on minimap with Show Players and NPCs toggle. 1.0.0.10: Release build. Suppress silent refresh at start of OnOpenMapHook; remove debug logging. 1.0.0.9: Duty List quest click: don't Hide() when viewing quest map (SelectedMapId != CurrentMapId). 1.0.0.8: Cancel silent refresh when opening map from Duty List so it doesn't immediately close. 1.0.0.7: Duty List quest click opens Area Map even when Hide With Game GUI would block it. 1.0.0.6: Minimap stays open after client restart (restore on login). 1.0.0.5: Fix crash when map texture path is invalid (ArgumentOutOfRangeException in Lumina GetFileHash). 1.0.0.4: Temp marker circle refreshes when quest objective is progressed. 1.0.0.3: Fix marker cache refresh after quest turn-in; invalidate temp cache so old markers don't persist. 1.0.0.2: Red direction arrow on minimap pointing to player flag. 1.0.0.1: Duty List quest click keeps Area Map open; player flags show on minimap. 1.0.0.0: Initial HSMappy release. Minimap: quest radius circle (orange, transparent), tooltip; cone drawn under markers; white gradient cone; /hsmappy commands.","InternalName":"HSMappy","AssemblyVersion":"1.0.0.20","RepoUrl":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy","ApplicableVersion":"any","Tags":["map","mapping","overlay","utility"],"CategoryTags":["jobs"],"DalamudApiLevel":14,"DownloadLinkInstall":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.20/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.20/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.20/latest.zip","LastUpdate":"1772591258"}]
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