6 Commits

8 changed files with 150 additions and 34 deletions
+47 -16
View File
@@ -33,6 +33,8 @@ public unsafe class IntegrationsController : IDisposable
private bool _requestRefreshOnLoad = true;
/// <summary>Frames to wait before moving the map off-screen after a silent refresh so the game has time to populate markers.</summary>
private int _silentRefreshHideFramesRemaining;
/// <summary>Frames to skip quest/temp-marker-triggered silent refresh after user opened map via Duty List (quest/gathering/flag/teleport).</summary>
private int _suppressSilentRefreshFramesRemaining;
/// <summary>True while we're doing a silent refresh; OnAreaMapPreShow should not open the MapWindow.</summary>
public static bool SilentRefreshInProgress { get; private set; }
@@ -135,23 +137,37 @@ public unsafe class IntegrationsController : IDisposable
}
// Quest turned in, quest accepted, or objectives updated: refresh so markers stay in sync
// Skip these triggers when user just opened map via Duty List (quest/gathering/flag/teleport)
// so we don't close the map they intentionally opened.
if (_suppressSilentRefreshFramesRemaining > 0) {
_suppressSilentRefreshFramesRemaining--;
}
var skipQuestTempRefresh = _suppressSilentRefreshFramesRemaining > 0;
var questCount = GetActiveQuestCount();
var tempCount = -1;
try { tempCount = (int)AgentMap.Instance()->TempMapMarkerCount; } catch { }
if (_lastQuestCount >= 0 && questCount < _lastQuestCount)
RequestSilentRefresh(); // quest turned in
if (_lastQuestCount >= 0 && questCount > _lastQuestCount)
RequestSilentRefresh(); // quest accepted
if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount < _lastTempMarkerCount)
RequestSilentRefresh(); // objectives decreased
if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount > _lastTempMarkerCount)
RequestSilentRefresh(); // objectives added (e.g. new quest)
var sequenceSnapshot = GetQuestSequenceSnapshot();
if (_lastQuestSequenceSnapshot.Length > 0 && sequenceSnapshot != _lastQuestSequenceSnapshot)
RequestSilentRefresh(); // quest step advanced (multi-step objective)
_lastQuestCount = questCount;
_lastTempMarkerCount = tempCount;
_lastQuestSequenceSnapshot = sequenceSnapshot;
if (!skipQuestTempRefresh) {
if (_lastQuestCount >= 0 && questCount < _lastQuestCount)
RequestSilentRefresh(); // quest turned in
if (_lastQuestCount >= 0 && questCount > _lastQuestCount)
RequestSilentRefresh(); // quest accepted
if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount < _lastTempMarkerCount)
RequestSilentRefresh(); // objectives decreased
if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount > _lastTempMarkerCount)
RequestSilentRefresh(); // objectives added (e.g. new quest)
if (_lastQuestSequenceSnapshot.Length > 0 && sequenceSnapshot != _lastQuestSequenceSnapshot)
RequestSilentRefresh(); // quest step advanced (multi-step objective)
_lastQuestCount = questCount;
_lastTempMarkerCount = tempCount;
_lastQuestSequenceSnapshot = sequenceSnapshot;
} else {
// During suppression: only update temp baseline so we don't false-trigger when suppression
// ends (e.g. Duty List click repopulates markers). Keep _lastQuestCount and _lastQuestSequenceSnapshot
// so quest turn-in and objective progression during suppression still trigger refresh when suppression ends.
_lastTempMarkerCount = tempCount;
}
}
/// <summary>Build a string of (QuestId, Sequence) for each active quest so we can detect step advances.</summary>
@@ -173,6 +189,12 @@ public unsafe class IntegrationsController : IDisposable
}
}
/// <summary>Call when user opens map via Duty List (quest/gathering/flag/teleport). Suppresses quest/temp-marker-triggered silent refresh for ~1s so we don't close the map.</summary>
private void SuppressSilentRefreshForUserMapOpen()
{
_suppressSilentRefreshFramesRemaining = 30; // ~1 second at typical framerate
}
/// <summary>Request a silent map refresh; opens the map, waits a few frames for the game to populate markers (and caches), then Hide().</summary>
private void RequestSilentRefresh()
{
@@ -187,6 +209,9 @@ public unsafe class IntegrationsController : IDisposable
var currentMapId = agent->CurrentMapId;
if (currentMapId == 0) return;
// Clear temp marker cache so old markers (e.g. from turned-in quest) don't persist
MapRenderer.MapRenderer.InvalidateTempMarkerCache(currentMapId);
SilentRefreshInProgress = true;
agent->OpenMapByMapId(currentMapId, 0, true);
agent->ResetMapMarkers();
@@ -348,10 +373,11 @@ public unsafe class IntegrationsController : IDisposable
Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}");
}
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true;
}
private static void ProcessGatheringLink(AgentMap* agent)
private void ProcessGatheringLink(AgentMap* agent)
{
Service.Log.Debug("[OpenMap] Processing GatheringLog Event");
@@ -363,10 +389,11 @@ public unsafe class IntegrationsController : IDisposable
Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}");
}
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true;
}
private static void ProcessFlagLink(AgentMap* agent)
private void ProcessFlagLink(AgentMap* agent)
{
Service.Log.Debug("[OpenMap] Processing FlagMarker Event");
@@ -378,10 +405,11 @@ public unsafe class IntegrationsController : IDisposable
Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}");
}
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true;
}
private static void ProcessForayLink(AgentMap* agent, OpenMapInfo* mapInfo)
private void ProcessForayLink(AgentMap* agent, OpenMapInfo* mapInfo)
{
Service.Log.Debug("[OpenMap] Processing Bozja Event");
@@ -392,6 +420,7 @@ public unsafe class IntegrationsController : IDisposable
CenterOnMarker(eventMarker.Value);
}
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true;
}
@@ -407,12 +436,14 @@ public unsafe class IntegrationsController : IDisposable
OpenMap(mapInfo->MapId);
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true;
return;
}
Service.Log.Debug($"[OpenMap] Already in MapId: {targetMapId}, aborting.");
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true;
}
+2
View File
@@ -112,6 +112,8 @@ public class SystemConfig : CharacterConfiguration
public bool MinimapShowQuestDirectionArrow = true;
/// <summary>Show direction arrows for nearby FATEs on the minimap (purple, matching FATE marker).</summary>
public bool MinimapShowFateDirectionArrows = true;
/// <summary>Show a red direction arrow pointing toward the player flag when it's off the minimap.</summary>
public bool MinimapShowFlagDirectionArrow = true;
/// <summary>Show quest objective area radius circles on the minimap (same as Area Map).</summary>
public bool MinimapShowQuestAreaRadius = true;
/// <summary>When true, minimap hides with the game GUI (dialogue, interaction, nameplates off). When false, minimap stays visible during dialogue and object interaction.</summary>
+18 -6
View File
@@ -214,7 +214,7 @@ public unsafe partial class MapRenderer : IDisposable
// Markers are drawn from whatever the game has already populated (e.g. after opening the map once).
// When the game has the current map loaded (area map open or just closed), update our cache for this map.
if (agent->SelectedMapId == currentMapId && agent->SelectedMapPath.Length > 0) {
if (agent->SelectedMapId == currentMapId && agent->SelectedMapPath.Length > 0 && agent->SelectedMapBgPath.Length > 0) {
var bgPath = $"{agent->SelectedMapBgPath}.tex";
var fgPath = $"{agent->SelectedMapPath}.tex";
var pathKey = bgPath + "|" + fgPath;
@@ -282,6 +282,8 @@ public unsafe partial class MapRenderer : IDisposable
DrawMinimapQuestDirectionArrow(contentTopLeft, drawPosition, scale, size, centerOffset, cached.OffsetX, cached.OffsetY, cached.ScaleFactor, currentMapId);
if (System.SystemConfig.MinimapShowFateDirectionArrows)
DrawMinimapFateDirectionArrows(contentTopLeft, drawPosition, scale, size, centerOffset, cached.OffsetX, cached.OffsetY, cached.ScaleFactor);
if (System.SystemConfig.MinimapShowFlagDirectionArrow)
DrawMinimapFlagDirectionArrow(contentTopLeft, drawPosition, scale, size, centerOffset, cached.OffsetX, cached.OffsetY, cached.ScaleFactor);
}
private void TrimMinimapCacheToLimit()
@@ -344,13 +346,23 @@ public unsafe partial class MapRenderer : IDisposable
private static TexFile? GetTexFile(string rawPath)
{
var path = Service.TextureSubstitutionProvider.GetSubstitutedPath(rawPath);
if (Path.IsPathRooted(path)) {
return Service.DataManager.GameData.GetFileFromDisk<TexFile>(path);
if (string.IsNullOrWhiteSpace(rawPath)) return null;
string path;
try {
path = Service.TextureSubstitutionProvider.GetSubstitutedPath(rawPath);
} catch {
return null;
}
if (string.IsNullOrWhiteSpace(path)) return null;
return Service.DataManager.GetFile<TexFile>(path);
try {
if (Path.IsPathRooted(path)) {
return Service.DataManager.GameData.GetFileFromDisk<TexFile>(path);
}
return Service.DataManager.GetFile<TexFile>(path);
} catch {
return null;
}
}
private void DrawMapMarkers()
@@ -150,14 +150,7 @@ public partial class MapRenderer
list.Add((tx, ty, tooltip, iconId));
}
if (agent->FlagMarkerCount > 0) {
ref var flag = ref agent->FlagMapMarkers[0];
if (flag.TerritoryId == agent->CurrentMapId || flag.TerritoryId == agent->CurrentTerritoryId) {
var tooltip = System.TooltipCache.GetValue(flag.MapMarker.IconId);
if (string.IsNullOrEmpty(tooltip)) tooltip = "Flag";
AddIfNew(1024.0f + (flag.XFloat - offsetX) * scaleFactor, 1024.0f + (flag.YFloat - offsetY) * scaleFactor, tooltip, flag.MapMarker.IconId);
}
}
// Flag excluded: drawn separately with red arrow via DrawMinimapFlagDirectionArrow
if (agent->TempMapMarkerCount > 0) {
var span = new Span<TempMapMarker>(Unsafe.AsPointer(ref agent->TempMapMarkers[0]), agent->TempMapMarkerCount);
@@ -290,6 +283,65 @@ public partial class MapRenderer
}
}
/// <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>
private unsafe void DrawMinimapFlagDirectionArrow(
Vector2 contentTopLeft,
Vector2 drawPosition,
float scale,
Vector2 size,
Vector2 centerOffset,
float offsetX,
float offsetY,
float scaleFactor)
{
var agent = AgentMap.Instance();
if (agent->FlagMarkerCount is 0) return;
ref var flag = ref agent->FlagMapMarkers[0];
if (flag.TerritoryId != agent->CurrentTerritoryId || flag.MapId != agent->CurrentMapId) return;
var radius = Math.Min(size.X, size.Y) * 0.5f;
var arrowDist = radius - 4f;
var centerScreen = contentTopLeft + centerOffset;
var drawList = ImGui.GetWindowDrawList();
var tx = 1024.0f + (flag.XFloat - offsetX) * scaleFactor;
var ty = 1024.0f + (flag.YFloat - offsetY) * scaleFactor;
var targetInContent = drawPosition + new Vector2(tx, ty) * scale;
var toTarget = targetInContent - centerOffset;
var distToTarget = toTarget.Length();
if (distToTarget < 0.01f) return;
if (distToTarget <= radius) return; // Flag visible on minimap, no arrow
const float arrowSize = 20f;
const float baseHalf = 8f;
const float headDepth = 5f;
var colorHead = ImGui.GetColorU32(new Vector4(0.92f, 0.2f, 0.2f, 0.95f));
var colorOutline = ImGui.GetColorU32(new Vector4(0.45f, 0.08f, 0.08f, 1f));
var direction = toTarget / distToTarget;
var arrowPos = centerScreen + direction * arrowDist;
var cos = MathF.Cos(MathF.Atan2(direction.Y, direction.X));
var sin = MathF.Sin(MathF.Atan2(direction.Y, direction.X));
var perpX = -sin;
var perpY = cos;
var tipScreen = arrowPos + new Vector2(cos * arrowSize, sin * arrowSize);
var baseBack = arrowPos - new Vector2(cos * headDepth, sin * headDepth);
var base1Screen = baseBack + new Vector2(perpX * baseHalf, perpY * baseHalf);
var base2Screen = baseBack - new Vector2(perpX * baseHalf, perpY * baseHalf);
drawList.AddTriangleFilled(tipScreen, base1Screen, base2Screen, colorHead);
drawList.AddTriangle(tipScreen, base1Screen, base2Screen, colorOutline, 2f);
var tooltip = System.TooltipCache.GetValue(flag.MapMarker.IconId);
if (string.IsNullOrEmpty(tooltip)) tooltip = "Flag";
var minX = Math.Min(tipScreen.X, Math.Min(base1Screen.X, base2Screen.X)) - 4f;
var minY = Math.Min(tipScreen.Y, Math.Min(base1Screen.Y, base2Screen.Y)) - 4f;
var maxX = Math.Max(tipScreen.X, Math.Max(base1Screen.X, base2Screen.X)) + 4f;
var maxY = Math.Max(tipScreen.Y, Math.Max(base1Screen.Y, base2Screen.Y)) + 4f;
if (ImGui.IsMouseHoveringRect(new Vector2(minX, minY), new Vector2(maxX, maxY)))
ImGui.SetTooltip(tooltip);
}
private static bool IsInMinimapBounds(Vector2 contentPos, Vector2 size, float margin)
{
// Use a large margin so we don't cull markers that are panned slightly off (zoomed in).
@@ -317,6 +369,9 @@ public partial class MapRenderer
/// <summary>Cached quest/objective (temp) markers per map; populated during silent refresh on quest accept/turn-in/objective update.</summary>
private static readonly Dictionary<uint, List<CachedTempMarker>> TempMarkerCache = new();
/// <summary>Clear the temp marker cache for a map so stale markers (e.g. from a turned-in quest) are not drawn until we refresh.</summary>
public static void InvalidateTempMarkerCache(uint mapId) => TempMarkerCache.Remove(mapId);
/// <summary>Cached non-FATE event markers per map; populated during silent refresh.</summary>
private static readonly Dictionary<uint, List<CachedEventMarker>> EventMarkerCache = new();
@@ -674,7 +729,8 @@ public partial class MapRenderer
var agent = AgentMap.Instance();
if (agent->FlagMarkerCount is 0) return;
ref var flag = ref agent->FlagMapMarkers[0];
if (flag.TerritoryId != agent->CurrentMapId) return;
// Match territory (zone) and map (sub-area); flag stores TerritoryId and MapId from SetFlagMapMarker
if (flag.TerritoryId != agent->CurrentTerritoryId || flag.MapId != agent->CurrentMapId) return;
if (System.IconConfig.IconSettingMap.TryGetValue(flag.MapMarker.IconId, out var setting) && setting.Hide) return;
+1 -1
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@@ -4,7 +4,7 @@
<Name>HSMappy</Name>
<InternalName>HSMappy</InternalName>
<Author>Knack117</Author>
<Version>1.0.0.0</Version>
<Version>1.0.0.6</Version>
<Punchline>A more versatile in-game map.</Punchline>
<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>
<RepoUrl>http://brassnet.ddns.net:33983/KnackAtNite/HSMappy</RepoUrl>
+3
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@@ -280,6 +280,9 @@ public class MinimapOptionsTab : ITabItem
configChanged |= ImGui.Checkbox("Show FATE Direction Arrows", ref System.SystemConfig.MinimapShowFateDirectionArrows);
if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
ImGui.SetTooltip("Show purple arrows at the edge of the minimap pointing toward nearby FATEs.");
configChanged |= ImGui.Checkbox("Show Flag Direction Arrow", ref System.SystemConfig.MinimapShowFlagDirectionArrow);
if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
ImGui.SetTooltip("Show a red arrow at the edge of the minimap pointing toward your placed flag.");
configChanged |= ImGui.Checkbox("Show Quest Area Radius", ref System.SystemConfig.MinimapShowQuestAreaRadius);
if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
ImGui.SetTooltip("Show quest objective area circles on the minimap (same as on the Area Map).");
+13 -1
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@@ -11,6 +11,8 @@ namespace Mappy.Windows;
public class MinimapWindow : Window
{
private bool _wasLoggedIn;
public MinimapWindow() : base("HSMappy Minimap###HSMappyMinimap", new Vector2(200.0f, 200.0f))
{
DisableWindowSounds = true;
@@ -22,8 +24,18 @@ public class MinimapWindow : Window
public override void PreOpenCheck()
{
if (Service.ClientState is { IsLoggedIn: false } or { IsPvP: true })
var isLoggedIn = Service.ClientState is { IsLoggedIn: true, IsPvP: false };
if (!isLoggedIn)
{
IsOpen = false;
_wasLoggedIn = false;
return;
}
// Restore minimap when transitioning from login screen to in-game (ShowMinimap persists in config)
if (!_wasLoggedIn && System.SystemConfig.ShowMinimap)
UnCollapseOrShow();
_wasLoggedIn = true;
}
protected override unsafe void DrawContents()
+1 -1
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@@ -1 +1 @@
[{"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":"1.0.0.0: Initial HSMappy release. Minimap: quest radius circle (orange, transparent), tooltip; cone drawn under markers; white gradient cone; /hsmappy commands.","InternalName":"HSMappy","AssemblyVersion":"1.0.0.0","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/v1.0.0.0/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.0/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.0/latest.zip","LastUpdate":"1761700000"}]
[{"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":"1.0.0.6: 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":"1.0.0.6","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/v1.0.0.6/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.6/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.6/latest.zip","LastUpdate":"1772228578"}]