1 Commits

Author SHA1 Message Date
KnackAtNite 448d3ca933 v1.0.0.20: Fix marker refresh sometimes not running when accepting/advancing quest
Made-with: Cursor
2026-03-04 02:28:16 -05:00
4 changed files with 29 additions and 14 deletions
+2 -4
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@@ -113,11 +113,9 @@ public unsafe class IntegrationsController : IDisposable
try { AgentMap.Instance()->Hide(); } catch { } try { AgentMap.Instance()->Hide(); } catch { }
SilentRefreshInProgress = false; SilentRefreshInProgress = false;
} }
// Do NOT update quest/temp baselines here: if the user accepts a quest or advances a step during
// these frames, we would overwrite the baseline and never trigger a refresh for that change.
_wasBetweenAreas = Service.Condition.IsBetweenAreas(); _wasBetweenAreas = Service.Condition.IsBetweenAreas();
_lastQuestCount = GetActiveQuestCount();
try { _lastTempMarkerCount = (int)AgentMap.Instance()->TempMapMarkerCount; } catch { }
_lastQuestSequenceSnapshot = GetQuestSequenceSnapshot();
_lastTempMarkerSnapshot = GetTempMarkerSnapshot();
return; return;
} }
+25 -8
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@@ -175,6 +175,7 @@ public unsafe partial class MapRenderer : IDisposable
if (string.IsNullOrEmpty(idStr)) return false; if (string.IsNullOrEmpty(idStr)) return false;
// Try several path conventions so the minimap can show without ever requiring the user to open the Area Map. // Try several path conventions so the minimap can show without ever requiring the user to open the Area Map.
// Prefer TextureProvider.GetFromGame (same as Area Map) so path resolution and mods match; fall back to Lumina GetTexFile.
var fileName = idStr.Replace("/", ""); var fileName = idStr.Replace("/", "");
var pathsToTry = new[] var pathsToTry = new[]
{ {
@@ -185,17 +186,24 @@ public unsafe partial class MapRenderer : IDisposable
$"ui/uld/areamap/{fileName}.tex", $"ui/uld/areamap/{fileName}.tex",
}; };
string? gamePath = null;
IDalamudTextureWrap? texture = null; IDalamudTextureWrap? texture = null;
foreach (var path in pathsToTry) { foreach (var path in pathsToTry) {
var wrap = Service.TextureProvider.GetFromGame(path).GetWrapOrDefault();
if (wrap is not null && wrap.Handle != IntPtr.Zero && wrap.Size.X > 0 && wrap.Size.Y > 0) {
gamePath = path;
break;
}
texture = LoadSingleTexture(path); texture = LoadSingleTexture(path);
if (texture is not null) break; if (texture is not null) break;
} }
if (texture is null) return false;
if (gamePath is null && texture is null) return false;
TrimMinimapCacheToLimit(); TrimMinimapCacheToLimit();
var entry = _minimapCache[mapId] = new MinimapCacheEntry(); var entry = _minimapCache[mapId] = new MinimapCacheEntry();
entry.PathKey = $"lumina:{mapId}"; entry.PathKey = gamePath is not null ? $"game:{gamePath}" : $"lumina:{mapId}";
entry.Texture = texture; entry.Texture = texture; // null when using game path (looked up each frame)
entry.ScaleFactor = map.SizeFactor / 100f; entry.ScaleFactor = map.SizeFactor / 100f;
entry.OffsetX = map.OffsetX; entry.OffsetX = map.OffsetX;
entry.OffsetY = map.OffsetY; entry.OffsetY = map.OffsetY;
@@ -251,14 +259,23 @@ public unsafe partial class MapRenderer : IDisposable
TryEnsureLuminaCacheFor(currentMapId); TryEnsureLuminaCacheFor(currentMapId);
// Draw from cache if we have it for the current map. // Draw from cache if we have it for the current map.
if (!_minimapCache.TryGetValue(currentMapId, out var cached) || cached.Texture is null) if (!_minimapCache.TryGetValue(currentMapId, out var cached))
return;
// Resolve texture: use cached texture, or for "game:" path look up via TextureProvider each frame (same as Area Map).
IDalamudTextureWrap? textureToDraw = cached.Texture;
if (textureToDraw is null && cached.PathKey.StartsWith("game:", StringComparison.Ordinal)) {
var path = cached.PathKey.Substring(5);
textureToDraw = Service.TextureProvider.GetFromGame(path).GetWrapOrDefault();
}
if (textureToDraw is null)
return; return;
// Use the size passed by the minimap window (window size) so zoom/center is stable. // Use the size passed by the minimap window (window size) so zoom/center is stable.
if (size.X <= 0 || size.Y <= 0) return; if (size.X <= 0 || size.Y <= 0) return;
var zoom = Math.Clamp(System.SystemConfig.MinimapZoom, 0.03f, 0.112f); var zoom = Math.Clamp(System.SystemConfig.MinimapZoom, 0.03f, 0.112f);
var mapSize = cached.Texture.Size.X; var mapSize = textureToDraw.Size.X;
// Scale so the map COVERS the view at zoom=1 (use max so no black bands at max zoom out). // Scale so the map COVERS the view at zoom=1 (use max so no black bands at max zoom out).
var fitScale = Math.Max(size.X, size.Y) / mapSize; var fitScale = Math.Max(size.X, size.Y) / mapSize;
var scale = fitScale / zoom; var scale = fitScale / zoom;
@@ -270,11 +287,11 @@ public unsafe partial class MapRenderer : IDisposable
var drawOffset = (-playerCoord + new Vector2(cached.OffsetX, cached.OffsetY)) * cached.ScaleFactor; var drawOffset = (-playerCoord + new Vector2(cached.OffsetX, cached.OffsetY)) * cached.ScaleFactor;
var centerOffset = size / 2.0f; var centerOffset = size / 2.0f;
var mapCenterOffset = (cached.Texture.Size / 2f) * scale; var mapCenterOffset = (textureToDraw.Size / 2f) * scale;
var drawPosition = centerOffset - mapCenterOffset + drawOffset * scale; var drawPosition = centerOffset - mapCenterOffset + drawOffset * scale;
// Clamp so the map always fills the view (no black), but when zoomed in allow full pan so the player tracks. // Clamp so the map always fills the view (no black), but when zoomed in allow full pan so the player tracks.
var texSize = cached.Texture.Size * scale; var texSize = textureToDraw.Size * scale;
if (texSize.X > size.X && texSize.Y > size.Y) { if (texSize.X > size.X && texSize.Y > size.Y) {
// Zoomed in: allow full pan range so the map can shift in any direction and the player stays at center. // Zoomed in: allow full pan range so the map can shift in any direction and the player stays at center.
drawPosition.X = Math.Clamp(drawPosition.X, size.X - texSize.X, texSize.X - size.X); drawPosition.X = Math.Clamp(drawPosition.X, size.X - texSize.X, texSize.X - size.X);
@@ -287,7 +304,7 @@ public unsafe partial class MapRenderer : IDisposable
// Content top-left in screen space so player is drawn at the true center of the minimap (not offset by title bar). // Content top-left in screen space so player is drawn at the true center of the minimap (not offset by title bar).
var contentTopLeft = ImGui.GetCursorScreenPos(); var contentTopLeft = ImGui.GetCursorScreenPos();
DrawMinimapCachedTextureAt(drawPosition, scale, cached.Texture); DrawMinimapCachedTextureAt(drawPosition, scale, textureToDraw);
var centerScreen = contentTopLeft + centerOffset; var centerScreen = contentTopLeft + centerOffset;
// Draw cone under markers so quest/FATE/POI markers stay visible on top of the cone. // Draw cone under markers so quest/FATE/POI markers stay visible on top of the cone.
DrawMinimapConeAtCenter(centerScreen, scale); DrawMinimapConeAtCenter(centerScreen, scale);
+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>1.0.0.19</Version> <Version>1.0.0.20</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>
+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":"1.0.0.19: 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"}] [{"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"}]