4 Commits

6 changed files with 45 additions and 12 deletions
+9 -1
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@@ -159,10 +159,15 @@ public unsafe class IntegrationsController : IDisposable
RequestSilentRefresh(); // objectives added (e.g. new quest) RequestSilentRefresh(); // objectives added (e.g. new quest)
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;
} 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> /// <summary>Build a string of (QuestId, Sequence) for each active quest so we can detect step advances.</summary>
@@ -204,6 +209,9 @@ public unsafe class IntegrationsController : IDisposable
var currentMapId = agent->CurrentMapId; var currentMapId = agent->CurrentMapId;
if (currentMapId == 0) return; 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; SilentRefreshInProgress = true;
agent->OpenMapByMapId(currentMapId, 0, true); agent->OpenMapByMapId(currentMapId, 0, true);
agent->ResetMapMarkers(); agent->ResetMapMarkers();
+13 -3
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@@ -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). // 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. // 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 bgPath = $"{agent->SelectedMapBgPath}.tex";
var fgPath = $"{agent->SelectedMapPath}.tex"; var fgPath = $"{agent->SelectedMapPath}.tex";
var pathKey = bgPath + "|" + fgPath; var pathKey = bgPath + "|" + fgPath;
@@ -346,13 +346,23 @@ public unsafe partial class MapRenderer : IDisposable
private static TexFile? GetTexFile(string rawPath) private static TexFile? GetTexFile(string rawPath)
{ {
var path = Service.TextureSubstitutionProvider.GetSubstitutedPath(rawPath); if (string.IsNullOrWhiteSpace(rawPath)) return null;
string path;
try {
path = Service.TextureSubstitutionProvider.GetSubstitutedPath(rawPath);
} catch {
return null;
}
if (string.IsNullOrWhiteSpace(path)) return null;
try {
if (Path.IsPathRooted(path)) { if (Path.IsPathRooted(path)) {
return Service.DataManager.GameData.GetFileFromDisk<TexFile>(path); return Service.DataManager.GameData.GetFileFromDisk<TexFile>(path);
} }
return Service.DataManager.GetFile<TexFile>(path); return Service.DataManager.GetFile<TexFile>(path);
} catch {
return null;
}
} }
private void DrawMapMarkers() private void DrawMapMarkers()
@@ -369,6 +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> /// <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(); 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> /// <summary>Cached non-FATE event markers per map; populated during silent refresh.</summary>
private static readonly Dictionary<uint, List<CachedEventMarker>> EventMarkerCache = new(); private static readonly Dictionary<uint, List<CachedEventMarker>> EventMarkerCache = new();
+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>1.0.0.2</Version> <Version>1.0.0.6</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>
+13 -1
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@@ -11,6 +11,8 @@ namespace Mappy.Windows;
public class MinimapWindow : Window public class MinimapWindow : Window
{ {
private bool _wasLoggedIn;
public MinimapWindow() : base("HSMappy Minimap###HSMappyMinimap", new Vector2(200.0f, 200.0f)) public MinimapWindow() : base("HSMappy Minimap###HSMappyMinimap", new Vector2(200.0f, 200.0f))
{ {
DisableWindowSounds = true; DisableWindowSounds = true;
@@ -22,8 +24,18 @@ public class MinimapWindow : Window
public override void PreOpenCheck() 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; 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() 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":"1.0.0.2: 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":"1.0.0.6: 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"}]