10 Commits

Author SHA1 Message Date
KnackAtNite b1c833ebcf v1.0.0.12: Other players on minimap use distinct icon (60403) from party markers
Made-with: Cursor
2026-02-28 22:30:26 -05:00
KnackAtNite 3afa7af645 v1.0.0.11: Player/NPC tracking on minimap with Show Players and NPCs toggle
Made-with: Cursor
2026-02-28 21:11:40 -05:00
KnackAtNite 1cccf8967a v1.0.0.10: Release build - silent refresh fix, Duty List fixes, remove debug logging
Made-with: Cursor
2026-02-28 00:12:22 -05:00
KnackAtNite f1864f4cac v1.0.0.9: Duty List quest click - don't Hide() when viewing quest map (SelectedMapId != CurrentMapId)
Made-with: Cursor
2026-02-27 23:07:02 -05:00
KnackAtNite d8457e8d87 v1.0.0.8: Cancel silent refresh when opening map from Duty List so it doesn't immediately close
Made-with: Cursor
2026-02-27 23:03:45 -05:00
KnackAtNite daaac71c83 v1.0.0.7: Duty List quest click opens Area Map even when Hide With Game GUI would block it
Made-with: Cursor
2026-02-27 23:00:49 -05:00
KnackAtNite d10a550136 v1.0.0.6: Minimap stays open after client restart (restore on login)
Made-with: Cursor
2026-02-27 21:43:37 -05:00
KnackAtNite c9b50f8f72 v1.0.0.5: Fix crash when map texture path is invalid (ArgumentOutOfRangeException in Lumina GetFileHash)
Made-with: Cursor
2026-02-26 22:40:34 -05:00
KnackAtNite 015d7ee191 v1.0.0.4: Temp marker circle refreshes when quest objective is progressed
Made-with: Cursor
2026-02-26 22:30:53 -05:00
KnackAtNite 2c54907cd5 v1.0.0.3: Fix marker cache refresh after quest turn-in; invalidate temp cache so old markers don't persist
Made-with: Cursor
2026-02-26 21:52:45 -05:00
11 changed files with 146 additions and 26 deletions
@@ -102,7 +102,6 @@ public unsafe class AddonAreaMapController : IDisposable
return;
}
// If the window actually considered closed by the agent.
if (AgentMap.Instance()->AddonId is 0)
{
System.WindowManager.GetWindow<MapWindow>()?.Close();
+48 -14
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@@ -35,6 +35,8 @@ public unsafe class IntegrationsController : IDisposable
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>Frames after user opened map via Duty List; OnShowHook should not Hide() during this window (ProcessingCommand is cleared when MapWindow opens).</summary>
private int _userOpenedMapFramesRemaining;
/// <summary>True while we're doing a silent refresh; OnAreaMapPreShow should not open the MapWindow.</summary>
public static bool SilentRefreshInProgress { get; private set; }
@@ -142,6 +144,9 @@ public unsafe class IntegrationsController : IDisposable
if (_suppressSilentRefreshFramesRemaining > 0) {
_suppressSilentRefreshFramesRemaining--;
}
if (_userOpenedMapFramesRemaining > 0) {
_userOpenedMapFramesRemaining--;
}
var skipQuestTempRefresh = _suppressSilentRefreshFramesRemaining > 0;
var questCount = GetActiveQuestCount();
@@ -159,10 +164,15 @@ public unsafe class IntegrationsController : IDisposable
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;
}
_lastQuestCount = questCount;
_lastTempMarkerCount = tempCount;
_lastQuestSequenceSnapshot = sequenceSnapshot;
}
/// <summary>Build a string of (QuestId, Sequence) for each active quest so we can detect step advances.</summary>
@@ -184,9 +194,11 @@ 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>
/// <summary>Call when user opens map via Duty List (quest/gathering/flag/teleport). Cancels any in-progress silent refresh so we never Hide() the map. Suppresses new quest/temp-marker-triggered refresh for ~1s. Must be called BEFORE openMapHook.Original so OnFrameworkUpdate cannot call Hide() first.</summary>
private void SuppressSilentRefreshForUserMapOpen()
{
_silentRefreshHideFramesRemaining = 0; // Cancel in-progress silent refresh so we never Hide() the map the user just opened
SilentRefreshInProgress = false;
_suppressSilentRefreshFramesRemaining = 30; // ~1 second at typical framerate
}
@@ -204,6 +216,9 @@ 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();
@@ -251,8 +266,19 @@ public unsafe class IntegrationsController : IDisposable
{
Service.Log.Verbose("[OnShow] Beginning Show");
// If you managed to open the window while the agent says it should be closed
if (System.MapWindow.IsOpen && AgentMap.Instance()->AddonId is 0)
// When user just opened via Duty List / gathering / flag / teleport, pass through immediately.
var userRequestedMap = System.MapWindow.ProcessingCommand || _userOpenedMapFramesRemaining > 0;
if (userRequestedMap)
{
showMapHook!.Original(agent, a1, a2);
return;
}
var addonId = AgentMap.Instance()->AddonId;
var currentMapId = AgentMap.Instance()->CurrentMapId;
var selectedMapId = AgentMap.Instance()->SelectedMapId;
if (System.MapWindow.IsOpen && addonId is 0)
{
Service.Log.Debug("[OnShow] MapWindow can not be open now.");
System.MapWindow.Close();
@@ -264,15 +290,10 @@ public unsafe class IntegrationsController : IDisposable
return;
}
if (AgentMap.Instance()->AddonId is not 0 &&
AgentMap.Instance()->CurrentMapId != AgentMap.Instance()->SelectedMapId)
// CurrentMapId != SelectedMapId = viewing quest map in different zone; pass through, don't Hide()
if (addonId is not 0 && currentMapId != selectedMapId)
{
if (!System.SystemConfig.KeepOpen)
{
AgentMap.Instance()->Hide();
}
Service.Log.Verbose("[OnShow] Vanilla tried to return to current map, aborted.");
showMapHook!.Original(agent, a1, a2);
return;
}
@@ -285,9 +306,22 @@ public unsafe class IntegrationsController : IDisposable
showMapHook!.Original(agent, a1, a2);
}, Service.Log, "Exception during OnShowHook");
private static bool IsUserInitiatedMapOpen(MapType type) =>
type is MapType.QuestLog or MapType.GatheringLog or MapType.FlagMarker or MapType.Bozja
or MapType.MobHunt or MapType.SharedFate or MapType.Teleport or MapType.Treasure;
private void OnOpenMapHook(AgentMap* agent, OpenMapInfo* mapInfo) =>
HookSafety.ExecuteSafe(() =>
{
// MUST run before Original: cancel any in-progress silent refresh so OnFrameworkUpdate won't call Hide()
// after the game opens the map. Also set flags for OnShowHook pass-through.
if (IsUserInitiatedMapOpen(mapInfo->Type))
{
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true;
_userOpenedMapFramesRemaining = 30; // Persists after ProcessingCommand cleared by MapWindow.OnOpen
}
openMapHook!.Original(agent, mapInfo);
switch (mapInfo->Type)
+4
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@@ -118,6 +118,10 @@ public class SystemConfig : CharacterConfiguration
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>
public bool MinimapHideWithGameGui = false;
/// <summary>Show Player/NPC tracking (other players, enemies, bosses, etc.) on the minimap, matching the main map display.</summary>
public bool MinimapShowPlayersAndNpcs = true;
/// <summary>Icon ID for other players on the minimap (default 60403, distinct from party 60421). Override if you prefer a different look.</summary>
public uint MinimapOtherPlayerIconId = 60403;
// Do not persist this setting
[JsonIgnore]
+16 -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;
@@ -346,13 +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()
+48 -1
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@@ -1,4 +1,5 @@
using System.Linq;
using System;
using System.Linq;
using System.Numerics;
using Dalamud.Bindings.ImGui;
using Dalamud.Game.ClientState.Objects.SubKinds;
@@ -18,6 +19,52 @@ namespace Mappy.MapRenderer;
public partial class MapRenderer
{
private unsafe void DrawMinimapGameObjects(
Vector2 contentTopLeft,
Func<float, float, Vector2> texToContent,
Vector2 size,
float scaleFactor,
float offsetX,
float offsetY)
{
if (!System.SystemConfig.MinimapShowPlayersAndNpcs) return;
if (Service.ObjectTable is not { LocalPlayer: { } player }) return;
foreach (var obj in Service.ObjectTable.Reverse())
{
if (!obj.IsTargetable) continue;
if (GroupManager.Instance()->MainGroup.IsEntityIdInParty(obj.EntityId)) continue;
if (GroupManager.Instance()->MainGroup.IsEntityIdInAlliance(obj.EntityId)) continue;
if (Vector3.Distance(obj.Position, player.Position) >= 150.0f) continue;
var iconId = obj.ObjectKind switch
{
ObjectKind.Player when System.SystemConfig.ShowPlayers => System.SystemConfig.MinimapOtherPlayerIconId,
ObjectKind.BattleNpc when IsBoss(obj) && obj.TargetObject is null => 60402u,
ObjectKind.BattleNpc when IsBoss(obj) && obj.TargetObject is not null => 60401u,
ObjectKind.BattleNpc when obj is { SubKind: (int)BattleNpcSubKind.Enemy, TargetObject: not null } => 60422u,
ObjectKind.BattleNpc when obj is { SubKind: (int)BattleNpcSubKind.Enemy, TargetObject: null } => 60424u,
ObjectKind.BattleNpc when obj.SubKind == (int)BattleNpcSubKind.Pet => 60961u,
ObjectKind.Treasure => 60003u,
ObjectKind.GatheringPoint => System.GatheringPointIconCache.GetValue(obj.BaseId),
ObjectKind.EventObj when IsAetherCurrent(obj) => 60653u,
_ => 0u
};
if (iconId is 0) continue;
if (System.IconConfig.IconSettingMap.TryGetValue(iconId, out var setting) && setting.Hide) continue;
var pos = new Vector2(obj.Position.X, obj.Position.Z);
var tx = 1024.0f + (pos.X - offsetX) * scaleFactor;
var ty = 1024.0f + (pos.Y - offsetY) * scaleFactor;
var contentPos = texToContent(tx, ty);
if (!IsInMinimapBounds(contentPos, size, MinimapBoundsMargin)) continue;
var tooltip = GetTooltipForGameObject(obj);
DrawMinimapIcon(iconId, contentPos + contentTopLeft, sizeScale: 1.5f, tooltip);
}
}
private unsafe void DrawGameObjects()
{
if (AgentMap.Instance()->SelectedMapId != AgentMap.Instance()->CurrentMapId) return;
@@ -55,6 +55,8 @@ public partial class MapRenderer
DrawMinimapGatheringMarkers(contentTopLeft, TexToContent, size);
// Party / alliance members (same marker as main map)
DrawMinimapGroupMembers(contentTopLeft, TexToContent, size, scaleFactor, offsetX, offsetY);
// Player / NPC tracking (other players, enemies, bosses, etc.)
DrawMinimapGameObjects(contentTopLeft, TexToContent, size, scaleFactor, offsetX, offsetY);
// User flag
DrawMinimapFlag(contentTopLeft, TexToContent, scaleFactor, offsetX, offsetY);
// Temporary (quest objectives, etc.)
@@ -369,6 +371,9 @@ 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();
+1 -1
View File
@@ -4,7 +4,7 @@
<Name>HSMappy</Name>
<InternalName>HSMappy</InternalName>
<Author>Knack117</Author>
<Version>1.0.0.2</Version>
<Version>1.0.0.12</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>
+10
View File
@@ -286,6 +286,16 @@ public class MinimapOptionsTab : ITabItem
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).");
configChanged |= ImGui.Checkbox("Show Players and NPCs", ref System.SystemConfig.MinimapShowPlayersAndNpcs);
if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
ImGui.SetTooltip("Show Player/NPC tracking on the minimap (other players, enemies, bosses, etc.), matching the main map display.");
var otherPlayerIcon = (int)System.SystemConfig.MinimapOtherPlayerIconId;
if (ImGui.DragInt("Other Player Icon (minimap)", ref otherPlayerIcon, 1.0f, 60000, 61000, "%d")) {
System.SystemConfig.MinimapOtherPlayerIconId = (uint)Math.Clamp(otherPlayerIcon, 60000, 61000);
configChanged = true;
}
if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
ImGui.SetTooltip("Icon ID for other players on the minimap (default 60403). Must be distinct from party marker (60421).");
configChanged |= ImGui.Checkbox("Hide Minimap With Game GUI", ref System.SystemConfig.MinimapHideWithGameGui);
if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
ImGui.SetTooltip("When enabled, the minimap hides during NPC dialogue, object interaction, and when the game hides nameplates (same as the main map). When disabled, the minimap stays visible in those situations.");
-1
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@@ -48,7 +48,6 @@ public class MapWindow : Window
public override unsafe void PreOpenCheck()
{
// If you managed to open the window while the agent says it should be closed
if (System.MapWindow.IsOpen && AgentMap.Instance()->AddonId is 0)
{
Service.Log.Debug("[OnShow] MapWindow can not be open now.");
+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
View File
@@ -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":"1.0.0.2: 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"}]
[{"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":"1.0.0.12: 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":"1.0.0.12","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/v1.0.0.12/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.12/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.12/latest.zip","LastUpdate":"1772313500"}]