Compare commits
8 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 3afa7af645 | |||
| 1cccf8967a | |||
| f1864f4cac | |||
| d8457e8d87 | |||
| daaac71c83 | |||
| d10a550136 | |||
| c9b50f8f72 | |||
| 015d7ee191 |
@@ -102,7 +102,6 @@ public unsafe class AddonAreaMapController : IDisposable
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return;
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return;
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}
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}
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// If the window actually considered closed by the agent.
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if (AgentMap.Instance()->AddonId is 0)
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if (AgentMap.Instance()->AddonId is 0)
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{
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{
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System.WindowManager.GetWindow<MapWindow>()?.Close();
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System.WindowManager.GetWindow<MapWindow>()?.Close();
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@@ -35,6 +35,8 @@ public unsafe class IntegrationsController : IDisposable
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private int _silentRefreshHideFramesRemaining;
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private int _silentRefreshHideFramesRemaining;
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/// <summary>Frames to skip quest/temp-marker-triggered silent refresh after user opened map via Duty List (quest/gathering/flag/teleport).</summary>
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/// <summary>Frames to skip quest/temp-marker-triggered silent refresh after user opened map via Duty List (quest/gathering/flag/teleport).</summary>
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private int _suppressSilentRefreshFramesRemaining;
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private int _suppressSilentRefreshFramesRemaining;
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/// <summary>Frames after user opened map via Duty List; OnShowHook should not Hide() during this window (ProcessingCommand is cleared when MapWindow opens).</summary>
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private int _userOpenedMapFramesRemaining;
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/// <summary>True while we're doing a silent refresh; OnAreaMapPreShow should not open the MapWindow.</summary>
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/// <summary>True while we're doing a silent refresh; OnAreaMapPreShow should not open the MapWindow.</summary>
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public static bool SilentRefreshInProgress { get; private set; }
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public static bool SilentRefreshInProgress { get; private set; }
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@@ -142,6 +144,9 @@ public unsafe class IntegrationsController : IDisposable
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if (_suppressSilentRefreshFramesRemaining > 0) {
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if (_suppressSilentRefreshFramesRemaining > 0) {
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_suppressSilentRefreshFramesRemaining--;
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_suppressSilentRefreshFramesRemaining--;
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}
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}
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if (_userOpenedMapFramesRemaining > 0) {
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_userOpenedMapFramesRemaining--;
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}
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var skipQuestTempRefresh = _suppressSilentRefreshFramesRemaining > 0;
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var skipQuestTempRefresh = _suppressSilentRefreshFramesRemaining > 0;
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var questCount = GetActiveQuestCount();
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var questCount = GetActiveQuestCount();
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@@ -163,11 +168,10 @@ public unsafe class IntegrationsController : IDisposable
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_lastTempMarkerCount = tempCount;
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_lastTempMarkerCount = tempCount;
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_lastQuestSequenceSnapshot = sequenceSnapshot;
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_lastQuestSequenceSnapshot = sequenceSnapshot;
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} else {
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} else {
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// During suppression: only update temp/sequence baseline so we don't false-trigger
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// During suppression: only update temp baseline so we don't false-trigger when suppression
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// when suppression ends (e.g. Duty List click repopulates markers). Keep _lastQuestCount
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// ends (e.g. Duty List click repopulates markers). Keep _lastQuestCount and _lastQuestSequenceSnapshot
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// so quest turn-in during suppression still triggers refresh when suppression ends.
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// so quest turn-in and objective progression during suppression still trigger refresh when suppression ends.
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_lastTempMarkerCount = tempCount;
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_lastTempMarkerCount = tempCount;
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_lastQuestSequenceSnapshot = sequenceSnapshot;
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}
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}
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}
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}
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@@ -190,9 +194,11 @@ public unsafe class IntegrationsController : IDisposable
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}
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}
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}
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}
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/// <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>
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/// <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>
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private void SuppressSilentRefreshForUserMapOpen()
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private void SuppressSilentRefreshForUserMapOpen()
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{
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{
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_silentRefreshHideFramesRemaining = 0; // Cancel in-progress silent refresh so we never Hide() the map the user just opened
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SilentRefreshInProgress = false;
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_suppressSilentRefreshFramesRemaining = 30; // ~1 second at typical framerate
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_suppressSilentRefreshFramesRemaining = 30; // ~1 second at typical framerate
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}
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}
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@@ -260,8 +266,19 @@ public unsafe class IntegrationsController : IDisposable
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{
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{
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Service.Log.Verbose("[OnShow] Beginning Show");
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Service.Log.Verbose("[OnShow] Beginning Show");
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// If you managed to open the window while the agent says it should be closed
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// When user just opened via Duty List / gathering / flag / teleport, pass through immediately.
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if (System.MapWindow.IsOpen && AgentMap.Instance()->AddonId is 0)
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var userRequestedMap = System.MapWindow.ProcessingCommand || _userOpenedMapFramesRemaining > 0;
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if (userRequestedMap)
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{
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showMapHook!.Original(agent, a1, a2);
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return;
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}
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var addonId = AgentMap.Instance()->AddonId;
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var currentMapId = AgentMap.Instance()->CurrentMapId;
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var selectedMapId = AgentMap.Instance()->SelectedMapId;
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if (System.MapWindow.IsOpen && addonId is 0)
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{
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{
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Service.Log.Debug("[OnShow] MapWindow can not be open now.");
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Service.Log.Debug("[OnShow] MapWindow can not be open now.");
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System.MapWindow.Close();
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System.MapWindow.Close();
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@@ -273,15 +290,10 @@ public unsafe class IntegrationsController : IDisposable
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return;
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return;
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}
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}
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if (AgentMap.Instance()->AddonId is not 0 &&
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// CurrentMapId != SelectedMapId = viewing quest map in different zone; pass through, don't Hide()
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AgentMap.Instance()->CurrentMapId != AgentMap.Instance()->SelectedMapId)
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if (addonId is not 0 && currentMapId != selectedMapId)
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{
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{
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if (!System.SystemConfig.KeepOpen)
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showMapHook!.Original(agent, a1, a2);
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{
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AgentMap.Instance()->Hide();
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}
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Service.Log.Verbose("[OnShow] Vanilla tried to return to current map, aborted.");
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return;
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return;
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}
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}
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@@ -294,9 +306,22 @@ public unsafe class IntegrationsController : IDisposable
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showMapHook!.Original(agent, a1, a2);
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showMapHook!.Original(agent, a1, a2);
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}, Service.Log, "Exception during OnShowHook");
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}, Service.Log, "Exception during OnShowHook");
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private static bool IsUserInitiatedMapOpen(MapType type) =>
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type is MapType.QuestLog or MapType.GatheringLog or MapType.FlagMarker or MapType.Bozja
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or MapType.MobHunt or MapType.SharedFate or MapType.Teleport or MapType.Treasure;
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private void OnOpenMapHook(AgentMap* agent, OpenMapInfo* mapInfo) =>
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private void OnOpenMapHook(AgentMap* agent, OpenMapInfo* mapInfo) =>
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HookSafety.ExecuteSafe(() =>
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HookSafety.ExecuteSafe(() =>
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{
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{
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// MUST run before Original: cancel any in-progress silent refresh so OnFrameworkUpdate won't call Hide()
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// after the game opens the map. Also set flags for OnShowHook pass-through.
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if (IsUserInitiatedMapOpen(mapInfo->Type))
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{
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SuppressSilentRefreshForUserMapOpen();
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System.MapWindow.ProcessingCommand = true;
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_userOpenedMapFramesRemaining = 30; // Persists after ProcessingCommand cleared by MapWindow.OnOpen
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}
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openMapHook!.Original(agent, mapInfo);
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openMapHook!.Original(agent, mapInfo);
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switch (mapInfo->Type)
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switch (mapInfo->Type)
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@@ -118,6 +118,8 @@ public class SystemConfig : CharacterConfiguration
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public bool MinimapShowQuestAreaRadius = true;
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public bool MinimapShowQuestAreaRadius = true;
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/// <summary>When true, minimap hides with the game GUI (dialogue, interaction, nameplates off). When false, minimap stays visible during dialogue and object interaction.</summary>
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/// <summary>When true, minimap hides with the game GUI (dialogue, interaction, nameplates off). When false, minimap stays visible during dialogue and object interaction.</summary>
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public bool MinimapHideWithGameGui = false;
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public bool MinimapHideWithGameGui = false;
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/// <summary>Show Player/NPC tracking (other players, enemies, bosses, etc.) on the minimap, matching the main map display.</summary>
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public bool MinimapShowPlayersAndNpcs = true;
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// Do not persist this setting
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// Do not persist this setting
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[JsonIgnore]
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[JsonIgnore]
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@@ -214,7 +214,7 @@ public unsafe partial class MapRenderer : IDisposable
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// Markers are drawn from whatever the game has already populated (e.g. after opening the map once).
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// Markers are drawn from whatever the game has already populated (e.g. after opening the map once).
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// When the game has the current map loaded (area map open or just closed), update our cache for this map.
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// When the game has the current map loaded (area map open or just closed), update our cache for this map.
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if (agent->SelectedMapId == currentMapId && agent->SelectedMapPath.Length > 0) {
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if (agent->SelectedMapId == currentMapId && agent->SelectedMapPath.Length > 0 && agent->SelectedMapBgPath.Length > 0) {
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var bgPath = $"{agent->SelectedMapBgPath}.tex";
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var bgPath = $"{agent->SelectedMapBgPath}.tex";
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var fgPath = $"{agent->SelectedMapPath}.tex";
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var fgPath = $"{agent->SelectedMapPath}.tex";
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var pathKey = bgPath + "|" + fgPath;
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var pathKey = bgPath + "|" + fgPath;
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@@ -346,13 +346,23 @@ public unsafe partial class MapRenderer : IDisposable
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private static TexFile? GetTexFile(string rawPath)
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private static TexFile? GetTexFile(string rawPath)
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{
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{
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var path = Service.TextureSubstitutionProvider.GetSubstitutedPath(rawPath);
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if (string.IsNullOrWhiteSpace(rawPath)) return null;
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string path;
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if (Path.IsPathRooted(path)) {
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try {
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return Service.DataManager.GameData.GetFileFromDisk<TexFile>(path);
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path = Service.TextureSubstitutionProvider.GetSubstitutedPath(rawPath);
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} catch {
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return null;
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}
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}
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if (string.IsNullOrWhiteSpace(path)) return null;
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return Service.DataManager.GetFile<TexFile>(path);
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try {
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if (Path.IsPathRooted(path)) {
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return Service.DataManager.GameData.GetFileFromDisk<TexFile>(path);
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}
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return Service.DataManager.GetFile<TexFile>(path);
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} catch {
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return null;
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}
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}
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}
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private void DrawMapMarkers()
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private void DrawMapMarkers()
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@@ -1,4 +1,5 @@
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using System.Linq;
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using System;
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using System.Linq;
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using System.Numerics;
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using System.Numerics;
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using Dalamud.Bindings.ImGui;
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using Dalamud.Bindings.ImGui;
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using Dalamud.Game.ClientState.Objects.SubKinds;
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using Dalamud.Game.ClientState.Objects.SubKinds;
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@@ -18,6 +19,53 @@ namespace Mappy.MapRenderer;
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public partial class MapRenderer
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public partial class MapRenderer
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{
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{
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private unsafe void DrawMinimapGameObjects(
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Vector2 contentTopLeft,
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Func<float, float, Vector2> texToContent,
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Vector2 size,
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float scaleFactor,
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float offsetX,
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float offsetY)
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{
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if (!System.SystemConfig.MinimapShowPlayersAndNpcs) return;
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if (Service.ObjectTable is not { LocalPlayer: { } player }) return;
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foreach (var obj in Service.ObjectTable.Reverse())
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{
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if (!obj.IsTargetable) continue;
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if (GroupManager.Instance()->MainGroup.IsEntityIdInParty(obj.EntityId)) continue;
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if (GroupManager.Instance()->MainGroup.IsEntityIdInAlliance(obj.EntityId)) continue;
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if (Vector3.Distance(obj.Position, player.Position) >= 150.0f) continue;
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var iconId = obj.ObjectKind switch
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{
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ObjectKind.Player when GroupManager.Instance()->MainGroup.MemberCount is 0 && System.SystemConfig.ShowPlayers => 60421u,
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ObjectKind.Player when System.SystemConfig.ShowPlayers => 60444u,
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ObjectKind.BattleNpc when IsBoss(obj) && obj.TargetObject is null => 60402u,
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ObjectKind.BattleNpc when IsBoss(obj) && obj.TargetObject is not null => 60401u,
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ObjectKind.BattleNpc when obj is { SubKind: (int)BattleNpcSubKind.Enemy, TargetObject: not null } => 60422u,
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ObjectKind.BattleNpc when obj is { SubKind: (int)BattleNpcSubKind.Enemy, TargetObject: null } => 60424u,
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ObjectKind.BattleNpc when obj.SubKind == (int)BattleNpcSubKind.Pet => 60961u,
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ObjectKind.Treasure => 60003u,
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ObjectKind.GatheringPoint => System.GatheringPointIconCache.GetValue(obj.BaseId),
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ObjectKind.EventObj when IsAetherCurrent(obj) => 60653u,
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_ => 0u
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|
};
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|
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if (iconId is 0) continue;
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|
if (System.IconConfig.IconSettingMap.TryGetValue(iconId, out var setting) && setting.Hide) continue;
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|
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var pos = new Vector2(obj.Position.X, obj.Position.Z);
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var tx = 1024.0f + (pos.X - offsetX) * scaleFactor;
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var ty = 1024.0f + (pos.Y - offsetY) * scaleFactor;
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var contentPos = texToContent(tx, ty);
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if (!IsInMinimapBounds(contentPos, size, MinimapBoundsMargin)) continue;
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|
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var tooltip = GetTooltipForGameObject(obj);
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DrawMinimapIcon(iconId, contentPos + contentTopLeft, sizeScale: 1.5f, tooltip);
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|
}
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|
}
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|
|
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private unsafe void DrawGameObjects()
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private unsafe void DrawGameObjects()
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{
|
{
|
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if (AgentMap.Instance()->SelectedMapId != AgentMap.Instance()->CurrentMapId) return;
|
if (AgentMap.Instance()->SelectedMapId != AgentMap.Instance()->CurrentMapId) return;
|
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|
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@@ -55,6 +55,8 @@ public partial class MapRenderer
|
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DrawMinimapGatheringMarkers(contentTopLeft, TexToContent, size);
|
DrawMinimapGatheringMarkers(contentTopLeft, TexToContent, size);
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// Party / alliance members (same marker as main map)
|
// Party / alliance members (same marker as main map)
|
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DrawMinimapGroupMembers(contentTopLeft, TexToContent, size, scaleFactor, offsetX, offsetY);
|
DrawMinimapGroupMembers(contentTopLeft, TexToContent, size, scaleFactor, offsetX, offsetY);
|
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|
// Player / NPC tracking (other players, enemies, bosses, etc.)
|
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|
DrawMinimapGameObjects(contentTopLeft, TexToContent, size, scaleFactor, offsetX, offsetY);
|
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// User flag
|
// User flag
|
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DrawMinimapFlag(contentTopLeft, TexToContent, scaleFactor, offsetX, offsetY);
|
DrawMinimapFlag(contentTopLeft, TexToContent, scaleFactor, offsetX, offsetY);
|
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// Temporary (quest objectives, etc.)
|
// Temporary (quest objectives, etc.)
|
||||||
|
|||||||
+1
-1
@@ -4,7 +4,7 @@
|
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<Name>HSMappy</Name>
|
<Name>HSMappy</Name>
|
||||||
<InternalName>HSMappy</InternalName>
|
<InternalName>HSMappy</InternalName>
|
||||||
<Author>Knack117</Author>
|
<Author>Knack117</Author>
|
||||||
<Version>1.0.0.3</Version>
|
<Version>1.0.0.11</Version>
|
||||||
<Punchline>A more versatile in-game map.</Punchline>
|
<Punchline>A more versatile in-game map.</Punchline>
|
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<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>
|
||||||
|
|||||||
@@ -286,6 +286,9 @@ public class MinimapOptionsTab : ITabItem
|
|||||||
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).");
|
||||||
|
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.");
|
||||||
configChanged |= ImGui.Checkbox("Hide Minimap With Game GUI", ref System.SystemConfig.MinimapHideWithGameGui);
|
configChanged |= ImGui.Checkbox("Hide Minimap With Game GUI", ref System.SystemConfig.MinimapHideWithGameGui);
|
||||||
if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
|
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.");
|
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.");
|
||||||
|
|||||||
@@ -48,7 +48,6 @@ public class MapWindow : Window
|
|||||||
|
|
||||||
public override unsafe void PreOpenCheck()
|
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)
|
if (System.MapWindow.IsOpen && AgentMap.Instance()->AddonId is 0)
|
||||||
{
|
{
|
||||||
Service.Log.Debug("[OnShow] MapWindow can not be open now.");
|
Service.Log.Debug("[OnShow] MapWindow can not be open now.");
|
||||||
|
|||||||
@@ -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 @@
|
|||||||
[{"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":"1.0.0.3: 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":"1.0.0.3","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/v1.0.0.3/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.3/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.3/latest.zip","LastUpdate":"1772142707"}]
|
[{"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":"1.0.0.11: 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":"1.0.0.11","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/v1.0.0.11/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.11/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.11/latest.zip","LastUpdate":"1772313048"}]
|
||||||
|
|||||||
Reference in New Issue
Block a user