2 Commits

Author SHA1 Message Date
KnackAtNite 31ab36d645 v1.0.0.2: Red direction arrow on minimap pointing to player flag
Made-with: Cursor
2026-02-26 21:23:17 -05:00
KnackAtNite 4b2c337695 v1.0.0.1: Duty List quest click keeps Area Map open; player flags show on minimap
Made-with: Cursor
2026-02-26 21:16:31 -05:00
7 changed files with 107 additions and 24 deletions
+27 -4
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@@ -33,6 +33,8 @@ public unsafe class IntegrationsController : IDisposable
private bool _requestRefreshOnLoad = true; 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> /// <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; 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> /// <summary>True while we're doing a silent refresh; OnAreaMapPreShow should not open the MapWindow.</summary>
public static bool SilentRefreshInProgress { get; private set; } public static bool SilentRefreshInProgress { get; private set; }
@@ -135,9 +137,18 @@ public unsafe class IntegrationsController : IDisposable
} }
// Quest turned in, quest accepted, or objectives updated: refresh so markers stay in sync // 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 questCount = GetActiveQuestCount();
var tempCount = -1; var tempCount = -1;
try { tempCount = (int)AgentMap.Instance()->TempMapMarkerCount; } catch { } try { tempCount = (int)AgentMap.Instance()->TempMapMarkerCount; } catch { }
var sequenceSnapshot = GetQuestSequenceSnapshot();
if (!skipQuestTempRefresh) {
if (_lastQuestCount >= 0 && questCount < _lastQuestCount) if (_lastQuestCount >= 0 && questCount < _lastQuestCount)
RequestSilentRefresh(); // quest turned in RequestSilentRefresh(); // quest turned in
if (_lastQuestCount >= 0 && questCount > _lastQuestCount) if (_lastQuestCount >= 0 && questCount > _lastQuestCount)
@@ -146,9 +157,9 @@ public unsafe class IntegrationsController : IDisposable
RequestSilentRefresh(); // objectives decreased RequestSilentRefresh(); // objectives decreased
if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount > _lastTempMarkerCount) if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount > _lastTempMarkerCount)
RequestSilentRefresh(); // objectives added (e.g. new quest) RequestSilentRefresh(); // objectives added (e.g. new quest)
var sequenceSnapshot = GetQuestSequenceSnapshot();
if (_lastQuestSequenceSnapshot.Length > 0 && sequenceSnapshot != _lastQuestSequenceSnapshot) if (_lastQuestSequenceSnapshot.Length > 0 && sequenceSnapshot != _lastQuestSequenceSnapshot)
RequestSilentRefresh(); // quest step advanced (multi-step objective) RequestSilentRefresh(); // quest step advanced (multi-step objective)
}
_lastQuestCount = questCount; _lastQuestCount = questCount;
_lastTempMarkerCount = tempCount; _lastTempMarkerCount = tempCount;
_lastQuestSequenceSnapshot = sequenceSnapshot; _lastQuestSequenceSnapshot = sequenceSnapshot;
@@ -173,6 +184,12 @@ 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> /// <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() private void RequestSilentRefresh()
{ {
@@ -348,10 +365,11 @@ public unsafe class IntegrationsController : IDisposable
Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}"); Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}");
} }
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true; System.MapWindow.ProcessingCommand = true;
} }
private static void ProcessGatheringLink(AgentMap* agent) private void ProcessGatheringLink(AgentMap* agent)
{ {
Service.Log.Debug("[OpenMap] Processing GatheringLog Event"); Service.Log.Debug("[OpenMap] Processing GatheringLog Event");
@@ -363,10 +381,11 @@ public unsafe class IntegrationsController : IDisposable
Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}"); Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}");
} }
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true; System.MapWindow.ProcessingCommand = true;
} }
private static void ProcessFlagLink(AgentMap* agent) private void ProcessFlagLink(AgentMap* agent)
{ {
Service.Log.Debug("[OpenMap] Processing FlagMarker Event"); Service.Log.Debug("[OpenMap] Processing FlagMarker Event");
@@ -378,10 +397,11 @@ public unsafe class IntegrationsController : IDisposable
Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}"); Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}");
} }
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true; 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"); Service.Log.Debug("[OpenMap] Processing Bozja Event");
@@ -392,6 +412,7 @@ public unsafe class IntegrationsController : IDisposable
CenterOnMarker(eventMarker.Value); CenterOnMarker(eventMarker.Value);
} }
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true; System.MapWindow.ProcessingCommand = true;
} }
@@ -407,12 +428,14 @@ public unsafe class IntegrationsController : IDisposable
OpenMap(mapInfo->MapId); OpenMap(mapInfo->MapId);
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true; System.MapWindow.ProcessingCommand = true;
return; return;
} }
Service.Log.Debug($"[OpenMap] Already in MapId: {targetMapId}, aborting."); Service.Log.Debug($"[OpenMap] Already in MapId: {targetMapId}, aborting.");
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true; System.MapWindow.ProcessingCommand = true;
} }
+2
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@@ -112,6 +112,8 @@ public class SystemConfig : CharacterConfiguration
public bool MinimapShowQuestDirectionArrow = true; public bool MinimapShowQuestDirectionArrow = true;
/// <summary>Show direction arrows for nearby FATEs on the minimap (purple, matching FATE marker).</summary> /// <summary>Show direction arrows for nearby FATEs on the minimap (purple, matching FATE marker).</summary>
public bool MinimapShowFateDirectionArrows = true; 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> /// <summary>Show quest objective area radius circles on the minimap (same as Area Map).</summary>
public bool MinimapShowQuestAreaRadius = true; 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> /// <summary>When true, minimap hides with the game GUI (dialogue, interaction, nameplates off). When false, minimap stays visible during dialogue and object interaction.</summary>
+2
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@@ -282,6 +282,8 @@ public unsafe partial class MapRenderer : IDisposable
DrawMinimapQuestDirectionArrow(contentTopLeft, drawPosition, scale, size, centerOffset, cached.OffsetX, cached.OffsetY, cached.ScaleFactor, currentMapId); DrawMinimapQuestDirectionArrow(contentTopLeft, drawPosition, scale, size, centerOffset, cached.OffsetX, cached.OffsetY, cached.ScaleFactor, currentMapId);
if (System.SystemConfig.MinimapShowFateDirectionArrows) if (System.SystemConfig.MinimapShowFateDirectionArrows)
DrawMinimapFateDirectionArrows(contentTopLeft, drawPosition, scale, size, centerOffset, cached.OffsetX, cached.OffsetY, cached.ScaleFactor); 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() private void TrimMinimapCacheToLimit()
@@ -150,14 +150,7 @@ public partial class MapRenderer
list.Add((tx, ty, tooltip, iconId)); list.Add((tx, ty, tooltip, iconId));
} }
if (agent->FlagMarkerCount > 0) { // Flag excluded: drawn separately with red arrow via DrawMinimapFlagDirectionArrow
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);
}
}
if (agent->TempMapMarkerCount > 0) { if (agent->TempMapMarkerCount > 0) {
var span = new Span<TempMapMarker>(Unsafe.AsPointer(ref agent->TempMapMarkers[0]), agent->TempMapMarkerCount); 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) 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). // Use a large margin so we don't cull markers that are panned slightly off (zoomed in).
@@ -674,7 +726,8 @@ public partial class MapRenderer
var agent = AgentMap.Instance(); var agent = AgentMap.Instance();
if (agent->FlagMarkerCount is 0) return; if (agent->FlagMarkerCount is 0) return;
ref var flag = ref agent->FlagMapMarkers[0]; 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; 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> <Name>HSMappy</Name>
<InternalName>HSMappy</InternalName> <InternalName>HSMappy</InternalName>
<Author>Knack117</Author> <Author>Knack117</Author>
<Version>1.0.0.0</Version> <Version>1.0.0.2</Version>
<Punchline>A more versatile in-game map.</Punchline> <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> <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> <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); configChanged |= ImGui.Checkbox("Show FATE Direction Arrows", ref System.SystemConfig.MinimapShowFateDirectionArrows);
if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled)) if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
ImGui.SetTooltip("Show purple arrows at the edge of the minimap pointing toward nearby FATEs."); 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); configChanged |= ImGui.Checkbox("Show Quest Area Radius", ref System.SystemConfig.MinimapShowQuestAreaRadius);
if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled)) if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
ImGui.SetTooltip("Show quest objective area circles on the minimap (same as on the Area Map)."); ImGui.SetTooltip("Show quest objective area circles on the minimap (same as on the Area Map).");
+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":"1.0.0.2: 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":"1.0.0.2","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/v1.0.0.2/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.2/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.2/latest.zip","LastUpdate":"1772140942"}]