fix(map): align minimap pins at non-1 UI scales
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+11
-21
@@ -490,19 +490,7 @@ local function drawMinimapPin(pin, data)
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if dist <= 1 or (data.floatOnEdge and ((pin.texture and pin.texture.a and pin.texture.a ~= 0) or pin.texture == nil)) then
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pin:Show()
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pin:ClearAllPoints()
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-- Snap the icon offset to the physical pixel grid. At fractional UI scales (e.g. a
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-- 0.71 game scale combined with Windows display scaling) a raw fractional offset lands
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-- the icon between physical pixels, so it renders blurry and visibly misaligned with the
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-- engine-drawn native quest blips that ARE pixel-aligned (#6). Rounding the offset to a
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-- whole physical pixel keeps Questie's pins on the same grid as the native markers.
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local ox = diffX * minimapWidth
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local oy = -diffY * minimapHeight
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local eScale = pins.Minimap:GetEffectiveScale()
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if eScale and eScale > 0 then
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ox = math.floor(ox * eScale + 0.5) / eScale
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oy = math.floor(oy * eScale + 0.5) / eScale
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end
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pin:SetPoint("CENTER", pins.Minimap, "CENTER", ox, oy)
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pin:SetPoint("CENTER", pins.Minimap, "CENTER", diffX * minimapWidth, -diffY * minimapHeight)
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data.onEdge = (dist > 1)
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else
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pin:Hide()
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@@ -568,11 +556,11 @@ local function UpdateMinimapPins(force)
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or sizeTable[2] or sizeTable[1] or sizeTable[0]
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mapRadius = size / 2
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end
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-- minimapWidth = actual half-width of the visible minimap frame in screen pixels.
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-- diffX (yards) / mapRadius (yards in viewport) * minimapWidth (pixels) = correct screen offset.
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-- No additional scaling needed when mapRadius comes from the live API.
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minimapWidth = pins.Minimap:GetWidth() * pins.Minimap:GetScale() / 2
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minimapHeight = pins.Minimap:GetHeight() * pins.Minimap:GetScale() / 2
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-- SetPoint offsets are in the minimap parent's coordinate space, not
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-- physical pixels. Keep width/height unscaled so non-1 UI/minimap scales
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-- do not push pins away from the native minimap blips (#6).
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minimapWidth = pins.Minimap:GetWidth() / 2
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minimapHeight = pins.Minimap:GetHeight() / 2
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--[[ DEBUG: One-shot per (zoom, indoors, diffZoom) — shows pixel math state
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if not _G.QuestieDebugPinMath then _G.QuestieDebugPinMath = {} end
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@@ -691,9 +679,11 @@ local function UpdateMinimapIconPosition()
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mapRadius = size / 2
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end
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-- minimapWidth = actual half-width of the visible minimap frame in screen pixels.
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minimapWidth = pins.Minimap:GetWidth() * pins.Minimap:GetScale() / 2
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minimapHeight = pins.Minimap:GetHeight() * pins.Minimap:GetScale() / 2
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-- SetPoint offsets are in the minimap parent's coordinate space, not
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-- physical pixels. Keep width/height unscaled so non-1 UI/minimap scales
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-- do not push pins away from the native minimap blips (#6).
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minimapWidth = pins.Minimap:GetWidth() / 2
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minimapHeight = pins.Minimap:GetHeight() / 2
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--[[ DEBUG: One-shot per (zoom, indoors) per-pin — shows ratio stability across zooms
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if not _G.QuestieDebugPinMath.pinMath then _G.QuestieDebugPinMath.pinMath = {} end
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