Files
Narcasung b4e0894c3f fix(map): remove redundant scale-mismatched icon cull on world map
The manual overflow cull in HandleWorldMapPin compared icon:GetCenter()
against WorldMapScrollFrame's bounds without normalizing effective scale.
Magnify's zoom drags the icon's effective scale via WorldMapDetailFrame,
while the scroll frame's stays constant, so at high zoom ratios the
comparison failed for every icon and hid the whole map. Native
WorldMapScrollFrame:SetScrollChild() clipping (now reachable on all 4
edges since SetDrawOrder correctly detects bundled Magnify) already
handles this without the buggy manual math.
2026-07-15 17:34:38 +02:00

1242 lines
49 KiB
Lua

---@type QuestieMap
local QuestieMap = QuestieLoader:ImportModule("QuestieMap")
local mapData = QuestieCompat.UiMapData -- table { width, height, left, top, .instance, .name, .mapType }
local worldMapData = QuestieCompat.worldMapData -- table { width, height, left, top }
-- Keep a reference to the real HBD library (if available) so we can fall back to its map data
-- for maps not present in Questie's UiMapData (e.g., custom Ascension maps).
local RealHBD
-- Try to load the real HBD library under several known names, and if that fails,
-- scan the global environment for any table that looks like an HBD library (has .mapData).
local function LoadRealHBD()
-- Common library identifiers
for _, name in ipairs({"HereBeDragonsQuestie-2.0", "HereBeDragons-2.0", "HereBeDragons"}) do
local ok, lib = pcall(LibStub, name, true)
if ok and lib and lib.mapData then
return lib
end
end
-- Fallback: brute-force global scan for a table with a mapData field
-- Use pcall protection because Ascension's client may have protected globals.
local ok, _ = pcall(function()
for _, v in pairs(_G) do
if type(v) == "table" and v.mapData and type(v.mapData) == "table" then
RealHBD = v
error("_found") -- break out of pcall early
end
end
end)
-- RealHBD was set inside the pcall if found; otherwise stays nil
return RealHBD
end
-- Eager attempt at load; will also lazy-load on first use.
-- Wrap in pcall so HBD.lua doesn't fail to load if the global scan hits a protected table.
pcall(function()
RealHBD = LoadRealHBD()
end)
local HBD = {mapData = mapData}
QuestieCompat.HBD = HBD
-- Ascension zone remapping: Sunstrider Isle (1241) and its ghost map (946) share
-- Eversong Woods' (1941) rendered area on Ascension's client. On Ascension,
-- the Sunstrider Isle map actually uses Eversong's coordinate space — not retail's
-- separate Sunstrider bounds. This means:
-- 1. Visibility: zones sharing the same space should show each other's pins
-- 2. Bounds: mapData[1241] must use Eversong's bounds so coordinate round-trips
-- produce correct positions on Ascension's Sunstrider map
-- 3. Data: Questie spawn coords for Sunstrider (uiMapId=1241) are in the
-- 33-38%/18-25% range, which maps to Sunstrider's location WITHIN Eversong
--
-- ZONE_REDIRECT: used by ResolveZone() for visibility logic (isSameZoneSpace).
-- NOTE: 1241 is NOT redirected to 1941. Map 1241 (Sunstrider) has its own
-- calibrated bounds that produce a different world coordinate space than
-- Eversong. Cross-map pin visibility (1241 pin showing on 1941 map, and vice
-- versa) works because QuestieMap.lua's DrawWorldIcon uses _ResolveMapUiMapId()
-- to register pins against the resolved parent map, and HBD's mapData[1241]
-- shares Eversong's bounds on Ascension — so the simplified isSameZoneSpace
-- check (effectiveUiMapID == effectiveDataUiMapID) passes for both maps.
-- Do not remove 1241 from the redirect table or split its bounds from 1941
-- without also re-introducing the sharesSunstriderSpace chain.
local ZONE_REDIRECT = {
[946] = 1941, -- Ghost/transition map -> Eversong Woods (for Sunstrider loading)
}
--- Resolve a zone ID through the redirect table.
--- If the zone has a redirect, return the target zone; otherwise return the zone as-is.
local function ResolveZone(zone)
return ZONE_REDIRECT[zone] or zone
end
-- Expose for external use (e.g. QuestieCompat coordinate calibration)
HBD.ResolveZone = ResolveZone
-- Ascension bounds override: On Ascension, Sunstrider Isle (1241) uses Eversong
-- Woods' coordinate space, not retail's separate Sunstrider bounds. The retail
-- mapData[1241] bounds (510, 500, -6983.33, 9766.67) are incompatible with
-- Ascension's world coordinates — UnitPosition returns Eversong-scale values
-- like (503.4, 267.9) which produce zone coords of (-14.68, 18.99) when converted
-- through retail Sunstrider bounds. Using Eversong's bounds makes coordinate
-- round-trips work correctly and positions pins at their actual locations.
--
-- Ghost map 946 has all-zeros bounds in retail, which makes it unusable; redirect
-- to Eversong bounds as well (it shares the same rendered area on Ascension).
local ASCENSION_ZONE_BOUNDS = {
[1241] = { 1600.0, 1066.666666666667, -2721.0066, 8433.9360 }, -- Calibrated bounds for Sunstrider Isle
[946] = { 4925.0, 3283.33333, -1824.6778, 8641.6666 }, -- Ghost map shares Eversong geometry
}
-- Apply Ascension bounds overrides immediately
local _boundsApplied = false
local function ApplyAscensionBounds()
if _boundsApplied then return end
_boundsApplied = true
if not RealHBD then
pcall(function() RealHBD = LoadRealHBD() end)
end
for zoneId, bounds in pairs(ASCENSION_ZONE_BOUNDS) do
local data = mapData[zoneId]
if data then
-- [HBD-Ascension] bounds override applied (debug disabled)
data[1], data[2], data[3], data[4] = bounds[1], bounds[2], bounds[3], bounds[4]
else
-- [HBD-Ascension] WARNING: No mapData for zone (debug disabled)
end
-- Override the real HBD map data as well, because HBD-Pins bypasses QuestieCompat
if RealHBD and RealHBD.mapData and RealHBD.mapData[zoneId] then
local rData = RealHBD.mapData[zoneId]
rData[1], rData[2], rData[3], rData[4] = bounds[1], bounds[2], bounds[3], bounds[4]
end
end
end
ApplyAscensionBounds()
-- One-shot debug: print mapData bounds for key zones on PLAYER_LOGIN
local _boundsDebugPrinted = false
local function PrintBoundsDebug()
if _boundsDebugPrinted then return end
_boundsDebugPrinted = true
ApplyAscensionBounds()
for _, id in ipairs({1241, 946, 1941}) do
local d = mapData[id]
if d then
-- [HBD-Bounds] debug disabled
else
-- [HBD-Bounds] no mapData (debug disabled)
end
end
end
local f = CreateFrame("Frame")
f:RegisterEvent("PLAYER_LOGIN")
f:SetScript("OnEvent", function(self, event)
PrintBoundsDebug()
self:UnregisterEvent(event)
end)
--- Convert local/point coordinates to world coordinates in yards
--- @param x X position in 0-1 point coordinates
--- @param y Y position in 0-1 point coordinates
--- @param zone uiMapID of the zone
function HBD:GetWorldCoordinatesFromZone(x, y, zone)
-- Ascension: mapData[946] has been overridden with Eversong bounds.
-- mapData[1241] has its own calibrated bounds that match the game engine's
-- Sunstrider coordinate space. Both convert through their own bounds —
-- no redirect needed here because _ResolveMapUiMapId passes 1241 through.
local data = mapData[zone]
if not data or data[1] == 0 or data[2] == 0 then
-- Attempt to lazy-load the real HBD if we haven't yet
if not RealHBD then
pcall(function() RealHBD = LoadRealHBD() end)
end
if RealHBD and RealHBD.mapData then
data = RealHBD.mapData[zone]
end
if not data or data[1] == 0 or data[2] == 0 then
return nil, nil, nil
end
end
if not x or not y then return nil, nil, nil end
local width, height, left, top = data[1], data[2], data[3], data[4]
x, y = left - width * x, top - height * y
return x, y, data.instance
end
--- Convert world coordinates to local/point zone coordinates
--- @param x Global X position
--- @param y Global Y position
--- @param zone uiMapID of the zone
--- @param allowOutOfBounds Allow coordinates to go beyond the current map (ie. outside of the 0-1 range), otherwise nil will be returned
function HBD:GetZoneCoordinatesFromWorld(x, y, zone, allowOutOfBounds)
-- Ascension: mapData[946] has been overridden with Eversong bounds.
-- mapData[1241] has its own calibrated bounds matching the engine's space.
-- No redirect needed — callers pass the correct zone directly.
local data = mapData[zone]
if not data or data[1] == 0 or data[2] == 0 then
if not RealHBD then
pcall(function() RealHBD = LoadRealHBD() end)
end
if RealHBD and RealHBD.mapData then
data = RealHBD.mapData[zone]
end
if not data or data[1] == 0 or data[2] == 0 then
return nil, nil
end
end
if not x or not y then return nil, nil end
local width, height, left, top = data[1], data[2], data[3], data[4]
x, y = (left - x) / width, (top - y) / height
-- verify the coordinates fall into the zone
if not allowOutOfBounds and (x < 0 or x > 1 or y < 0 or y > 1) then return nil, nil end
return x, y
end
--- Convert world coordinates to local/point zone coordinates on the azeroth world map
-- @param x Global X position
-- @param y Global Y position
-- @param instance Instance to translate coordinates from
-- @param allowOutOfBounds Allow coordinates to go beyond the current map (ie. outside of the 0-1 range), otherwise nil will be returned
function HBD:GetAzerothWorldMapCoordinatesFromWorld(x, y, instance, allowOutOfBounds)
local data = worldMapData[instance]
if not data or data[1] == 0 or data[2] == 0 then return nil, nil end
if not x or not y then return nil, nil end
local width, height, left, top = data[1], data[2], data[3], data[4]
x, y = (left - x) / width, (top - y) / height
-- verify the coordinates fall into the zone
if not allowOutOfBounds and (x < 0 or x > 1 or y < 0 or y > 1) then return nil, nil end
return x, y
end
--- Return the distance from an origin position to a destination position in the same instance/continent.
-- @param instanceID instance ID
-- @param oX origin X
-- @param oY origin Y
-- @param dX destination X
-- @param dY destination Y
-- @return distance, deltaX, deltaY
function HBD:GetWorldDistance(instanceID, oX, oY, dX, dY)
if not oX or not oY or not dX or not dY then return nil, nil, nil end
local deltaX, deltaY = dX - oX, dY - oY
return (deltaX * deltaX + deltaY * deltaY)^0.5, deltaX, deltaY
end
--- Return the distance between two points on the same continent
-- @param oZone origin zone uiMapID
-- @param oX origin X, in local zone/point coordinates
-- @param oY origin Y, in local zone/point coordinates
-- @param dZone destination zone uiMapID
-- @param dX destination X, in local zone/point coordinates
-- @param dY destination Y, in local zone/point coordinates
-- @return distance, deltaX, deltaY in yards
function HBD:GetZoneDistance(oZone, oX, oY, dZone, dX, dY)
local oInstance, dInstance
oX, oY, oInstance = self:GetWorldCoordinatesFromZone(oX, oY, oZone)
if not oX then return nil, nil, nil end
-- translate dX, dY to the origin zone
dX, dY, dInstance = self:GetWorldCoordinatesFromZone(dX, dY, dZone)
if not dX then return nil, nil, nil end
if oInstance ~= dInstance then return nil, nil, nil end
return self:GetWorldDistance(oInstance, oX, oY, dX, dY)
end
-- Position cache: avoid hammering the C API more than 20 times per second.
-- These are invalidated on zone-change events below.
local _pos_cache_interval = 0.05
local _pzp_x, _pzp_y, _pzp_mapID, _pzp_time = nil, nil, nil, 0
local _pwp_x, _pwp_y, _pwp_inst, _pwp_time = nil, nil, nil, 0
--- Get the current world position of the player
-- The position is transformed to the current continent, if applicable
-- @return x, y, instanceID
function HBD:GetPlayerWorldPosition()
local now = GetTime()
if now - _pwp_time < _pos_cache_interval then
return _pwp_x, _pwp_y, _pwp_inst
end
local x, y, uiMapID = HBD:GetPlayerZonePosition()
if not x or not y then
_pwp_x, _pwp_y, _pwp_inst = nil, nil, nil
_pwp_time = now
return nil, nil, nil
end
local wx, wy, inst = HBD:GetWorldCoordinatesFromZone(x, y, uiMapID)
_pwp_x, _pwp_y, _pwp_inst = wx, wy, inst
_pwp_time = now
if wx and wy then
return wx, wy, inst
end
return nil, nil, nil
end
--- Get the current zone and level of the player
-- The returned mapFile can represent a micro dungeon, if the player currently is inside one.
-- @return uiMapID, mapType
function HBD:GetPlayerZone()
return QuestieCompat.GetCurrentPlayerPosition()
end
--- Get the current position of the player on a zone level
-- The returned values are local point coordinates, 0-1. The mapFile can represent a micro dungeon.
-- @param allowOutOfBounds Allow coordinates to go beyond the current map (ie. outside of the 0-1 range), otherwise nil will be returned
-- @return x, y, uiMapID, mapType
function HBD:GetPlayerZonePosition(allowOutOfBounds)
local now = GetTime()
if now - _pzp_time < _pos_cache_interval then
return _pzp_x, _pzp_y, _pzp_mapID
end
local uiMapID, x, y = QuestieCompat.GetCurrentPlayerPosition()
_pzp_x, _pzp_y, _pzp_mapID = x, y, uiMapID
_pzp_time = now
if uiMapID and x and y then
return x, y, uiMapID
end
return nil, nil, nil, nil
end
local function _InvalidatePositionCache()
_pzp_time = 0
_pwp_time = 0
end
-- Data Constants
local WORLD_MAP_ID = 947
-- upvalue lua api
local cos, sin, max = math.cos, math.sin, math.max
local type, pairs = type, pairs
-- upvalue wow api
local GetPlayerFacing = GetPlayerFacing
-- storage for minimap pins
local minimapPins = {}
local activeMinimapPins = {}
local minimapPinRegistry = {}
-- and worldmap pins
local worldmapPins = {}
local worldmapPinRegistry = {}
-- 3.3.5a: C_Minimap.GetViewRadius does NOT exist. Use Minimap:GetViewRadius() (native 3.3.5a API).
-- C_Minimap path is kept as secondary fallback in case some custom client adds it.
local MinimapRadiusAPI = (C_Minimap and C_Minimap.GetViewRadius) or Minimap.GetViewRadius
local pins = {
Minimap = Minimap,
updateFrame = CreateFrame("Frame"),
activeMinimapPins = activeMinimapPins,
worldmapPins = worldmapPins,
worldmapProvider = {
GetMap = function(self) return QuestieCompat.WorldMapFrame end,
},
}
QuestieCompat.HBDPins = pins
local minimap_size = {
indoor = {
[0] = 300, -- scale
[1] = 240, -- 1.25
[2] = 180, -- 5/3
[3] = 120, -- 2.5
[4] = 80, -- 3.75
[5] = 50, -- 6
},
outdoor = {
-- Ascension (Warcraft Reborn) calibrated values.
-- Zoom 5 base value 250.
-- Each lower zoom level multiplies by 1.2 (standard WoW zoom step ratio).
[0] = 622.08, -- zoom5 * 1.2^5
[1] = 518.40, -- zoom5 * 1.2^4
[2] = 432.00, -- zoom5 * 1.2^3
[3] = 360.00, -- zoom5 * 1.2^2
[4] = 300.00, -- zoom5 * 1.2^1
[5] = 250.00, -- base value
},
}
---@class MinimapShapes
local minimap_shapes = {
-- { upper-left, lower-left, upper-right, lower-right }
["SQUARE"] = { false, false, false, false },
["CORNER-TOPLEFT"] = { true, false, false, false },
["CORNER-TOPRIGHT"] = { false, false, true, false },
["CORNER-BOTTOMLEFT"] = { false, true, false, false },
["CORNER-BOTTOMRIGHT"] = { false, false, false, true },
["SIDE-LEFT"] = { true, true, false, false },
["SIDE-RIGHT"] = { false, false, true, true },
["SIDE-TOP"] = { true, false, true, false },
["SIDE-BOTTOM"] = { false, true, false, true },
["TRICORNER-TOPLEFT"] = { true, true, true, false },
["TRICORNER-TOPRIGHT"] = { true, false, true, true },
["TRICORNER-BOTTOMLEFT"] = { true, true, false, true },
["TRICORNER-BOTTOMRIGHT"] = { false, true, true, true },
}
local tableCache = setmetatable({}, {__mode='k'})
local function newCachedTable()
local t = next(tableCache)
if t then
tableCache[t] = nil
else
t = {}
end
return t
end
local function recycle(t)
tableCache[t] = true
end
-------------------------------------------------------------------------------------------
-- Minimap pin position logic
-- minimap rotation
local rotateMinimap = GetCVar("rotateMinimap") == "1"
-- is the minimap indoors or outdoors
local indoors = GetCVar("minimapZoom")+0 == pins.Minimap:GetZoom() and "outdoor" or "indoor"
local minimapPinCount, queueFullUpdate = 0, false
---@type unknown, MinimapShapes?
local minimapScale, minimapShape, mapRadius, minimapWidth, minimapHeight, mapSin, mapCos
local lastZoom, lastFacing, lastXY, lastYY
local function drawMinimapPin(pin, data)
local xDist, yDist = lastXY - data.x, lastYY - data.y
-- handle rotation
if rotateMinimap then
local dx, dy = xDist, yDist
xDist = dx*mapCos - dy*mapSin
yDist = dx*mapSin + dy*mapCos
end
-- adapt delta position to the map radius
local diffX = xDist / mapRadius
local diffY = yDist / mapRadius
-- different minimap shapes
---@type boolean|number
local isRound = true
if minimapShape and not (xDist == 0 or yDist == 0) then
isRound = (xDist < 0) and 1 or 3
if yDist < 0 then
isRound = minimapShape[isRound]
else
isRound = minimapShape[isRound + 1]
end
end
-- calculate distance from the center of the map
local dist
if isRound then
dist = (diffX*diffX + diffY*diffY) / 0.9^2
else
dist = max(diffX*diffX, diffY*diffY) / 0.9^2
end
-- if distance > 1, then adapt node position to slide on the border
if dist > 1 and data.floatOnEdge then
dist = dist^0.5
diffX = diffX/dist
diffY = diffY/dist
end
-- Questie Modification.
-- data.floatOnEdge is replaced by (data.floatOnEdge and ((pin.texture and pin.texture.a and pin.texture.a ~= 0) or pin.texture == nil))
-- icons will now only float on edge if they have an opacity which is not 0 or if no texture exist.
data.distanceFromMinimapCenter = dist
-- Minimap range cutoff: only clamp icons that fall OUTSIDE the minimap's visible
-- radius (dist > 1, i.e. edge-floating icons). Icons that are actually within the
-- visible minimap circle must always show, otherwise the cutoff hides quest icons
-- that are clearly on the minimap whenever its view radius (133-466 yd depending on
-- zoom) exceeds the cutoff yard value — the regression reported in #17. The cutoff
-- then only limits how far edge-floating icons reach for far-apart objectives.
local minimapVisibilityCutoff = pin.minimapVisibilityCutoff
or (Questie and Questie.db and Questie.db.profile and Questie.db.profile.minimapIconRangeCutoff)
if dist > 1 and minimapVisibilityCutoff and lastXY and lastYY and data.x and data.y then
local xd, yd = lastXY - data.x, lastYY - data.y
local distance = (xd * xd + yd * yd)^0.5
if distance > minimapVisibilityCutoff then
pin:Hide()
data.onEdge = nil
data.keep = nil
return
end
end
if dist <= 1 or (data.floatOnEdge and ((pin.texture and pin.texture.a and pin.texture.a ~= 0) or pin.texture == nil)) then
pin:Show()
pin:ClearAllPoints()
pin:SetPoint("CENTER", pins.Minimap, "CENTER", diffX * minimapWidth, -diffY * minimapHeight)
data.onEdge = (dist > 1)
else
pin:Hide()
data.onEdge = nil
pin.keep = nil
end
end
local function _GetEffectiveMinimapPlayerWorldPosition()
-- For minimap pins we MUST use HBD's native world coordinate space.
-- Minimap pins store their positions in HBD world coords, so the player
-- position must also be in HBD world coords. The calibrated pseudo-world
-- space (used by the arrow) has a different origin/scale on Ascension and
-- must never be mixed with minimap pin positions.
return HBD:GetPlayerWorldPosition()
end
local function UpdateMinimapPins(force)
-- get the current player position
local x, y, instanceID = _GetEffectiveMinimapPlayerWorldPosition()
-- get data from the API for calculations
local zoom = pins.Minimap:GetZoom()
local diffZoom = zoom ~= lastZoom
-- for rotating minimap support
local facing
if rotateMinimap then
facing = GetPlayerFacing()
else
facing = lastFacing
end
-- check for all values to be available (starting with 7.1.0, instances don't report coordinates)
if not x or not y or (rotateMinimap and not facing) then
minimapPinCount = 0
for pin in pairs(activeMinimapPins) do
pin:Hide()
activeMinimapPins[pin] = nil
end
return
end
local newScale = pins.Minimap:GetScale()
if minimapScale ~= newScale then
minimapScale = newScale
force = true
end
if x ~= lastXY or y ~= lastYY or diffZoom or facing ~= lastFacing or force then
-- minimap information
minimapShape = GetMinimapShape and minimap_shapes[GetMinimapShape() or "ROUND"]
-- Compute mapRadius and width/height from the same minimap_size table each frame.
-- Both values must stay in sync regardless of UI scale changes.
-- mapRadius: used for diffX/diffY normalization in drawMinimapPin
-- minimapWidth/minimapHeight: used for pixel offset in SetPoint
if MinimapRadiusAPI then
mapRadius = MinimapRadiusAPI(Minimap)
else
local sizeTable = minimap_size[indoors] or minimap_size.outdoor
local size = sizeTable[zoom]
or sizeTable[5] or sizeTable[4] or sizeTable[3]
or sizeTable[2] or sizeTable[1] or sizeTable[0]
mapRadius = size / 2
end
-- SetPoint offsets are in the minimap parent's coordinate space, not
-- physical pixels. Keep width/height unscaled so non-1 UI/minimap scales
-- do not push pins away from the native minimap blips (#6).
minimapWidth = pins.Minimap:GetWidth() / 2
minimapHeight = pins.Minimap:GetHeight() / 2
--[[ DEBUG: One-shot per (zoom, indoors, diffZoom) — shows pixel math state
if not _G.QuestieDebugPinMath then _G.QuestieDebugPinMath = {} end
local dbgKey = zoom .. ":" .. (indoors or "?") .. ":" .. tostring(diffZoom)
if not _G.QuestieDebugPinMath[dbgKey] then
_G.QuestieDebugPinMath[dbgKey] = true
print("QDMATH:", dbgKey,
"mw="..math.floor(minimapWidth),
"mh="..math.floor(minimapHeight),
"mapR="..math.floor(mapRadius),
"ratio="..math.floor((minimapWidth/mapRadius)*100)/100)
end
--]]
local px, py = x, y
local pInst = instanceID
--[[ DEBUG: One-shot on first UpdateMinimapPins entry
if not _G.QuestieDebugPinMath.entering then
_G.QuestieDebugPinMath.entering = true
print("UPDATE entering")
end
--]]
lastFacing = facing
lastXY, lastYY = x, y
if rotateMinimap then
mapSin = sin(facing)
mapCos = cos(facing)
end
for pin, data in pairs(minimapPins) do
if instanceID == data.instanceID and math.abs(x-data.x) + math.abs(y-data.y) < 500 then -- questie specific fix
activeMinimapPins[pin] = data
data.keep = true
-- draw the pin (this may reset data.keep if outside of the map)
drawMinimapPin(pin, data)
end
end
minimapPinCount = 0
for pin, data in pairs(activeMinimapPins) do
if not data.keep then
pin:Hide()
activeMinimapPins[pin] = nil
else
minimapPinCount = minimapPinCount + 1
data.keep = nil
end
end
end
end
local function UpdateMinimapIconPosition()
-- we have no active minimap pins, just return early
if minimapPinCount == 0 then return end
local x, y = _GetEffectiveMinimapPlayerWorldPosition()
--[[ DEBUG: per-frame player world X trace — fires on first 5 calls then on x change
if not _G.QuestieDebugPinMath.iconCalled then
_G.QuestieDebugPinMath.iconCalled = 0
_G.QuestieDebugPinMath.iconCalled_lastXY = -9999
end
_G.QuestieDebugPinMath.iconCalled = _G.QuestieDebugPinMath.iconCalled + 1
local call = _G.QuestieDebugPinMath.iconCalled
if call <= 5 or x ~= _G.QuestieDebugPinMath.iconCalled_lastXY then
print("ICON", call, "x=", x and math.floor(x*100)/100, "lastXY=", lastXY and math.floor(lastXY*100)/100, "diffX=", x and (x-lastXY) and math.floor((x-lastXY)*100)/100 or "nil", "zoom=", zoom)
end
_G.QuestieDebugPinMath.iconCalled_lastXY = x
--]]
local zoom = pins.Minimap:GetZoom()
local diffZoom = zoom ~= lastZoom
-- if the map zoom changed, run a full update sweep
if diffZoom then
UpdateMinimapPins()
return
end
-- for rotating minimap support
local facing
if rotateMinimap then
facing = GetPlayerFacing()
else
facing = lastFacing
end
-- check for all values to be available (starting with 7.1.0, instances don't report coordinates)
if not x or not y or (rotateMinimap and not facing) then
UpdateMinimapPins()
return
end
local refresh
local newScale = pins.Minimap:GetScale()
if minimapScale ~= newScale then
minimapScale = newScale
refresh = true
end
if x ~= lastXY or y ~= lastYY or facing ~= lastFacing or refresh then
-- Use mapRadius for width/height to stay self-consistent with the minimap_size
-- lookup table. GetWidth() returns scaled size which diverges from mapRadius
-- when UI/interface scale changes, causing drift at different zoom levels.
if MinimapRadiusAPI then
mapRadius = MinimapRadiusAPI(Minimap)
else
local sizeTable = minimap_size[indoors] or minimap_size.outdoor
local size = sizeTable[zoom]
or sizeTable[5]
or sizeTable[4]
or sizeTable[3]
or sizeTable[2]
or sizeTable[1]
or sizeTable[0]
mapRadius = size / 2
end
-- SetPoint offsets are in the minimap parent's coordinate space, not
-- physical pixels. Keep width/height unscaled so non-1 UI/minimap scales
-- do not push pins away from the native minimap blips (#6).
minimapWidth = pins.Minimap:GetWidth() / 2
minimapHeight = pins.Minimap:GetHeight() / 2
--[[ DEBUG: One-shot per (zoom, indoors) per-pin — shows ratio stability across zooms
if not _G.QuestieDebugPinMath.pinMath then _G.QuestieDebugPinMath.pinMath = {} end
local pmKey = zoom .. ":" .. (indoors or "?")
if not _G.QuestieDebugPinMath.pinMath[pmKey] then
_G.QuestieDebugPinMath.pinMath[pmKey] = true
-- diffX = xDist / mapRadius, then final = diffX * minimapWidth
-- If mapRadius changes but minimapWidth doesn't, the multiplier (minimapWidth/mapRadius) changes per zoom
-- If both change proportionally, multiplier stays near 1.0
print("QDMATH:", pmKey,
"mw="..math.floor(minimapWidth),
"mh="..math.floor(minimapHeight),
"mapR="..math.floor(mapRadius),
"ratio="..math.floor((minimapWidth/mapRadius)*100)/100)
end
--]]
-- Compute pixel offset for this pin
lastXY, lastYY = x, y
lastFacing = facing
if rotateMinimap then
mapSin = sin(facing)
mapCos = cos(facing)
end
-- iterate all nodes and check if they are still in range of our minimap display
for pin, data in pairs(activeMinimapPins) do
-- update the position of the node
drawMinimapPin(pin, data)
end
end
end
local function UpdateMinimapZoom()
if not MinimapRadiusAPI then
local zoom = pins.Minimap:GetZoom()
if GetCVar("minimapZoom") == GetCVar("minimapInsideZoom") then
pins.Minimap:SetZoom(zoom < 2 and zoom + 1 or zoom - 1)
end
indoors = GetCVar("minimapZoom")+0 == pins.Minimap:GetZoom() and "outdoor" or "indoor"
pins.Minimap:SetZoom(zoom)
end
end
function pins:RefreshMinimap()
queueFullUpdate = true
UpdateMinimapPins(true)
UpdateMinimapIconPosition()
end
-- Returns the minimap's current visible radius in yards (last value computed by
-- UpdateMinimapPins). Used by Questie's minimap FadeLogic so the range cutoff only
-- clips icons that are genuinely OUTSIDE the visible minimap, never icons within it.
function pins:GetMinimapRadius()
return mapRadius
end
function pins:SetMinimapVisibilityCutoff(cutoff)
for pin, data in pairs(minimapPins) do
pin.minimapVisibilityCutoff = cutoff
data.minimapVisibilityCutoff = cutoff
end
for pin, data in pairs(activeMinimapPins) do
pin.minimapVisibilityCutoff = cutoff
data.minimapVisibilityCutoff = cutoff
end
end
-------------------------------------------------------------------------------------------
-- WorldMap data provider
local Enum = {
-- https://wowpedia.fandom.com/wiki/Enum.UIMapType
UIMapType = {
Cosmic = 0,
World = 1,
Continent = 2,
Zone = 3,
Dungeon = 4,
Micro = 5,
Orphan = 6
}
}
local worldmapWidth, worldmapHeight
local function HandleWorldMapPin(icon, data)
if not WorldMapFrame:IsVisible() then return end
local uiMapID = QuestieCompat.GetCurrentUiMapID()
-- check for a valid map
if not uiMapID then return end
--Questie Modification
-- Child-map / zone-redirect exception: if we're viewing a child map (e.g. Sunstrider 1241)
-- and the pin belongs to a parent map (e.g. Eversong 1941) or a zone that shares the same
-- coordinate space, SHOW_CURRENT pins should still be visible.
-- Also handles the reverse: pins tagged 1241/946 should show on 1941, and vice versa,
-- because these maps share the same rendered area on Ascension.
local effectiveUiMapID = ResolveZone(uiMapID)
local effectiveDataUiMapID = ResolveZone(data.uiMapID)
local isChildMap = false
local ancestorMapID = HBD.mapData[uiMapID] and HBD.mapData[uiMapID].parentMapID
while ancestorMapID and HBD.mapData[ancestorMapID] do
if ancestorMapID == data.uiMapID then
isChildMap = true
break
end
ancestorMapID = HBD.mapData[ancestorMapID].parentMapID
end
-- Zone-redirect equivalence: if the viewed map and pin's map redirect to the same
-- target, they share the same coordinate space and should show each other's pins.
local isSameZoneSpace = (effectiveUiMapID == effectiveDataUiMapID)
if (Questie.db.profile.hideIconsOnContinents == true) and (HBD.mapData[uiMapID].mapType == Enum.UIMapType.Continent or uiMapID == 947) or (uiMapID ~= data.uiMapID and data.worldMapShowFlag == HBD_PINS_WORLDMAP_SHOW_CURRENT and not isChildMap and not isSameZoneSpace) then
icon:Hide();
return;
elseif(uiMapID == data.uiMapID and data.worldMapShowFlag == HBD_PINS_WORLDMAP_SHOW_CURRENT) or (isChildMap and data.worldMapShowFlag == HBD_PINS_WORLDMAP_SHOW_CURRENT) or (isSameZoneSpace and data.worldMapShowFlag == HBD_PINS_WORLDMAP_SHOW_CURRENT) then
icon:Show();
end
if icon.type == "line" then return end
local x, y
if uiMapID == WORLD_MAP_ID then
-- should this pin show on the world map?
if uiMapID ~= data.uiMapID and data.worldMapShowFlag ~= HBD_PINS_WORLDMAP_SHOW_WORLD then return end
-- translate to the world map
x, y = HBD:GetAzerothWorldMapCoordinatesFromWorld(data.x, data.y, data.instanceID)
else
-- check that it matches the instance
if not HBD.mapData[uiMapID] or HBD.mapData[uiMapID].instance ~= data.instanceID then return end
if uiMapID ~= data.uiMapID then
local mapType = HBD.mapData[uiMapID].mapType
if not data.uiMapID then
if mapType == Enum.UIMapType.Continent and data.worldMapShowFlag >= HBD_PINS_WORLDMAP_SHOW_CONTINENT then
--pass
elseif mapType ~= Enum.UIMapType.Zone and mapType ~= Enum.UIMapType.Dungeon and mapType ~= Enum.UIMapType.Micro then
-- fail
return
end
else
local show = true -- Questie fix to show icons in neighbour areas
local parentMapID = HBD.mapData[data.uiMapID].parentMapID
while parentMapID and HBD.mapData[parentMapID] do
if parentMapID == uiMapID then
local parentMapType = HBD.mapData[parentMapID].mapType
-- show on any parent zones if they are normal zones
if data.worldMapShowFlag >= HBD_PINS_WORLDMAP_SHOW_PARENT and
(parentMapType == Enum.UIMapType.Zone or parentMapType == Enum.UIMapType.Dungeon or parentMapType == Enum.UIMapType.Micro) then
show = true
-- show on the continent
elseif data.worldMapShowFlag >= HBD_PINS_WORLDMAP_SHOW_CONTINENT and
parentMapType == Enum.UIMapType.Continent then
show = true
elseif data.worldMapShowFlag == HBD_PINS_WORLDMAP_SHOW_CURRENT then
-- Questie modifications!
show = false
end
break
-- worldmap is handled above already
else
parentMapID = HBD.mapData[parentMapID].parentMapID
end
end
if not show then return end
end
end
-- translate coordinates
-- Ascension: mapData[1241] has calibrated Sunstrider bounds matching
-- the game engine's coordinate space. Pins on zone 1241 use these
-- bounds for world coord conversion, so they align with the player.
x, y = HBD:GetZoneCoordinatesFromWorld(data.x, data.y, uiMapID)
-- [HBD-Pins] pin position debug disabled
end
if x and y then
icon:ClearAllPoints()
-- SetPoint offsets are in units of the icon's own effective scale, not
-- WorldMapButton's. worldmapWidth/Height are pre-multiplied by
-- WorldMapButton's effective scale (see UpdateWorldMap), so divide back
-- out by the icon's effective scale to get the correct local offset.
-- Needed because zoom addons (e.g. Magnify, bundled with LootCollector)
-- rescale an ancestor frame instead of WorldMapButton itself.
local iconEffScale = icon:GetEffectiveScale()
icon:SetPoint("CENTER", WorldMapButton, "TOPLEFT", (x * worldmapWidth) / iconEffScale, -(y * worldmapHeight) / iconEffScale)
icon:Show()
-- Manual GetLeft/Right/Top/Bottom-vs-GetCenter overflow culling used to live here
-- (Questie fix for Magnify/LootCollector zoom). Removed: it compared Get*() values
-- across frames with different effective scales (icon's scale is dragged around by
-- Magnify's WorldMapDetailFrame:SetScale() zoom, WorldMapScrollFrame's isn't), which
-- are only directly comparable at equal effective scale -- at high zoom ratios the
-- mismatch made the check fail for every icon, hiding the entire map. Icons are
-- already parented inside WorldMapButton, itself inside Magnify's real
-- WorldMapScrollFrame:SetScrollChild() subtree once SetDrawOrder correctly detects
-- Magnify (see Modules/Map/QuestieMapUtils.lua), so the engine's native scroll-child
-- clip now handles this on all 4 edges, during pan, with no Lua-side math needed.
else
icon:Hide()
end
end
-- map event handling
local function UpdateMinimap()
UpdateMinimapZoom()
UpdateMinimapPins()
end
local function UpdateWorldMap()
if not WorldMapFrame:IsVisible() then return end
-- Use effective (inherited) scale, not WorldMapButton's own scale: zoom addons
-- like Magnify (bundled with LootCollector) hardcode WorldMapButton's own scale
-- to 1 and instead rescale an ancestor frame (WorldMapDetailFrame), so only
-- GetEffectiveScale() reflects the actual on-screen size in all cases.
local scale = WorldMapButton:GetEffectiveScale()
worldmapWidth = WorldMapButton:GetWidth()*scale
worldmapHeight = WorldMapButton:GetHeight()*scale
local mapScale = QuestieMap.GetScaleValue()
for icon, data in pairs(worldmapPins) do
icon:Hide()
--icon:ClearAllPoints()
QuestieMap.utils:RescaleIcon(icon, mapScale)
HandleWorldMapPin(icon, data)
end
end
pins.UpdateWorldMap = UpdateWorldMap
-- Questie fix: WorldMapButton can be resized/rescaled by things we have no event for
-- (this client's "show objective" side panel, third-party map-zoom addons, etc).
-- Poll its size/effective-scale each frame like we already do for the minimap, and only
-- pay for a full reposition when it actually changed. Effective scale (not own scale) is
-- required because zoom addons like Magnify rescale an ancestor frame instead of
-- WorldMapButton itself, leaving WorldMapButton:GetScale() frozen at 1.
local lastWorldMapRawWidth, lastWorldMapRawHeight, lastWorldMapEffScale
local function CheckWorldMapSizeChanged()
if not WorldMapFrame:IsVisible() then return end
local w, h, s = WorldMapButton:GetWidth(), WorldMapButton:GetHeight(), WorldMapButton:GetEffectiveScale()
if w ~= lastWorldMapRawWidth or h ~= lastWorldMapRawHeight or s ~= lastWorldMapEffScale then
lastWorldMapRawWidth, lastWorldMapRawHeight, lastWorldMapEffScale = w, h, s
UpdateWorldMap()
end
end
local last_update = 0
local function OnUpdateHandler(frame, elapsed)
CheckWorldMapSizeChanged()
last_update = last_update + elapsed
if last_update > 1 or queueFullUpdate then
UpdateMinimapPins(queueFullUpdate)
last_update = 0
queueFullUpdate = false
else
UpdateMinimapIconPosition()
end
end
pins.updateFrame:SetScript("OnUpdate", OnUpdateHandler)
local function OnEventHandler(frame, event, ...)
if event == "CVAR_UPDATE" then
local cvar, value = ...
if cvar == "ROTATE_MINIMAP" then
rotateMinimap = (value == "1")
queueFullUpdate = true
end
elseif event == "MINIMAP_UPDATE_ZOOM" then
UpdateMinimap()
elseif event == "PLAYER_LOGIN" then
-- recheck cvars after login
rotateMinimap = GetCVar("rotateMinimap") == "1"
elseif event == "PLAYER_ENTERING_WORLD" then
_InvalidatePositionCache()
UpdateMinimap()
UpdateWorldMap()
elseif event == "WORLD_MAP_UPDATE" then
UpdateWorldMap()
elseif string.find(event, "ZONE_CHANGED") then
_InvalidatePositionCache()
UpdateMinimap()
UpdateWorldMap()
end
end
pins.updateFrame:SetScript("OnEvent", OnEventHandler)
pins.updateFrame:RegisterEvent("CVAR_UPDATE")
pins.updateFrame:RegisterEvent("MINIMAP_UPDATE_ZOOM")
pins.updateFrame:RegisterEvent("WORLD_MAP_UPDATE")
pins.updateFrame:RegisterEvent("ZONE_CHANGED_NEW_AREA")
pins.updateFrame:RegisterEvent("ZONE_CHANGED")
pins.updateFrame:RegisterEvent("ZONE_CHANGED_INDOORS")
pins.updateFrame:RegisterEvent("PLAYER_LOGIN")
pins.updateFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
-- Showing quest objectives does not trigger WORLD_MAP_UPDATE event
hooksecurefunc("WorldMapFrame_DisplayQuests", UpdateWorldMap)
--- Add a icon to the minimap (x/y world coordinate version)
-- Note: This API does not let you specify a map to limit the pin to, it'll be shown on all maps these coordinates are valid for.
-- @param ref Reference to your addon to track the icon under (ie. your "self" or string identifier)
-- @param icon Icon Frame
-- @param instanceID Instance ID of the map to add the icon to
-- @param x X position in world coordinates
-- @param y Y position in world coordinates
-- @param floatOnEdge flag if the icon should float on the edge of the minimap when going out of range, or hide immediately (default false)
function pins:AddMinimapIconWorld(ref, icon, instanceID, x, y, floatOnEdge)
if not ref then
error(MAJOR..": AddMinimapIconWorld: 'ref' must not be nil", 2)
end
if type(icon) ~= "table" or not icon.SetPoint then
error(MAJOR..": AddMinimapIconWorld: 'icon' must be a frame", 2)
end
if type(instanceID) ~= "number" or type(x) ~= "number" or type(y) ~= "number" then
error(MAJOR..": AddMinimapIconWorld: 'instanceID', 'x' and 'y' must be numbers", 2)
end
if not minimapPinRegistry[ref] then
minimapPinRegistry[ref] = {}
end
minimapPinRegistry[ref][icon] = true
local t = minimapPins[icon] or newCachedTable()
t.instanceID = instanceID
t.x = x
t.y = y
t.floatOnEdge = floatOnEdge
t.uiMapID = nil
t.showInParentZone = nil
minimapPins[icon] = t
queueFullUpdate = true
icon:SetParent(pins.MinimapGroup or pins.Minimap)
end
--- Add a icon to the minimap (UiMapID zone coordinate version)
-- The pin will only be shown on the map specified, or optionally its parent map if specified
-- @param ref Reference to your addon to track the icon under (ie. your "self" or string identifier)
-- @param icon Icon Frame
-- @param uiMapID uiMapID of the map to place the icon on
-- @param x X position in local/point coordinates (0-1), relative to the zone
-- @param y Y position in local/point coordinates (0-1), relative to the zone
-- @param showInParentZone flag if the icon should be shown in its parent zone - ie. an icon in a microdungeon in the outdoor zone itself (default false)
-- @param floatOnEdge flag if the icon should float on the edge of the minimap when going out of range, or hide immediately (default false)
function pins:AddMinimapIconMap(ref, icon, uiMapID, x, y, showInParentZone, floatOnEdge)
if not ref then
error(MAJOR..": AddMinimapIconMap: 'ref' must not be nil", 2)
end
if type(icon) ~= "table" or not icon.SetPoint then
error(MAJOR..": AddMinimapIconMap: 'icon' must be a frame", 2)
end
if type(uiMapID) ~= "number" or type(x) ~= "number" or type(y) ~= "number" then
error(MAJOR..": AddMinimapIconMap: 'uiMapID', 'x' and 'y' must be numbers", 2)
end
-- convert to world coordinates and use our known adding function
local xCoord, yCoord, instanceID = HBD:GetWorldCoordinatesFromZone(x, y, uiMapID)
if not xCoord then return end
self:AddMinimapIconWorld(ref, icon, instanceID, xCoord, yCoord, floatOnEdge)
-- store extra information
minimapPins[icon].uiMapID = uiMapID
minimapPins[icon].showInParentZone = showInParentZone
end
--- Check if a floating minimap icon is on the edge of the map
-- @param icon the minimap icon
function pins:IsMinimapIconOnEdge(icon)
if not icon then return false end
local data = minimapPins[icon]
if not data then return nil end
return data.onEdge
end
--- Remove a minimap icon
-- @param ref Reference to your addon to track the icon under (ie. your "self" or string identifier)
-- @param icon Icon Frame
function pins:RemoveMinimapIcon(ref, icon)
if not ref or not icon or not minimapPinRegistry[ref] then return end
minimapPinRegistry[ref][icon] = nil
if minimapPins[icon] then
recycle(minimapPins[icon])
minimapPins[icon] = nil
activeMinimapPins[icon] = nil
end
icon:Hide()
end
--- Remove all minimap icons belonging to your addon (as tracked by "ref")
-- @param ref Reference to your addon to track the icon under (ie. your "self" or string identifier)
function pins:RemoveAllMinimapIcons(ref)
if not ref or not minimapPinRegistry[ref] then return end
for icon in pairs(minimapPinRegistry[ref]) do
recycle(minimapPins[icon])
minimapPins[icon] = nil
activeMinimapPins[icon] = nil
icon:Hide()
end
wipe(minimapPinRegistry[ref])
end
--- Set the minimap object to position the pins on. Needs to support the usual functions a Minimap-type object exposes.
-- @param minimapObject The new minimap object, or nil to restore the default
function pins:SetMinimapObject(minimapObject)
pins.Minimap = minimapObject or Minimap
for pin in pairs(minimapPins) do
pin:SetParent(pins.Minimap)
end
UpdateMinimapPins(true)
end
-- world map constants
-- show worldmap pin only on zone map (Questie modification)
HBD_PINS_WORLDMAP_SHOW_CURRENT = -1
-- show worldmap pin on its parent zone map (if any)
HBD_PINS_WORLDMAP_SHOW_PARENT = 1
-- show worldmap pin on the continent map
HBD_PINS_WORLDMAP_SHOW_CONTINENT = 2
-- show worldmap pin on the continent and world map
HBD_PINS_WORLDMAP_SHOW_WORLD = 3
--- Add a icon to the world map (x/y world coordinate version)
-- Note: This API does not let you specify a map to limit the pin to, it'll be shown on all maps these coordinates are valid for.
-- @param ref Reference to your addon to track the icon under (ie. your "self" or string identifier)
-- @param icon Icon Frame
-- @param instanceID Instance ID of the map to add the icon to
-- @param x X position in world coordinates
-- @param y Y position in world coordinates
-- @param showFlag Flag to control on which maps this pin will be shown
-- @param frameLevel Optional Frame Level type registered with the WorldMapFrame, defaults to PIN_FRAME_LEVEL_AREA_POI
function pins:AddWorldMapIconWorld(ref, icon, instanceID, x, y, showFlag, frameLevel)
if not ref then
error(MAJOR..": AddWorldMapIconWorld: 'ref' must not be nil", 2)
end
if type(icon) ~= "table" or not icon.SetPoint then
error(MAJOR..": AddWorldMapIconWorld: 'icon' must be a frame", 2)
end
if type(instanceID) ~= "number" or type(x) ~= "number" or type(y) ~= "number" then
error(MAJOR..": AddWorldMapIconWorld: 'instanceID', 'x' and 'y' must be numbers", 2)
end
if showFlag ~= nil and type(showFlag) ~= "number" then
error(MAJOR..": AddWorldMapIconWorld: 'showFlag' must be a number (or nil)", 2)
end
if not worldmapPinRegistry[ref] then
worldmapPinRegistry[ref] = {}
end
worldmapPinRegistry[ref][icon] = true
local t = worldmapPins[icon] or newCachedTable()
t.instanceID = instanceID
t.x = x
t.y = y
t.uiMapID = nil
t.worldMapShowFlag = showFlag or 0
t.frameLevelType = frameLevel
worldmapPins[icon] = t
icon.icon = icon --LOL!
icon:SetParent(WorldMapButton)
HandleWorldMapPin(icon, t)
end
--- Add a icon to the world map (uiMapID zone coordinate version)
-- @param ref Reference to your addon to track the icon under (ie. your "self" or string identifier)
-- @param icon Icon Frame
-- @param uiMapID uiMapID of the map to place the icon on
-- @param x X position in local/point coordinates (0-1), relative to the zone
-- @param y Y position in local/point coordinates (0-1), relative to the zone
-- @param showFlag Flag to control on which maps this pin will be shown
-- @param frameLevel Optional Frame Level type registered with the WorldMapFrame, defaults to PIN_FRAME_LEVEL_AREA_POI
function pins:AddWorldMapIconMap(ref, icon, uiMapID, x, y, showFlag, frameLevel)
if not ref then
error(MAJOR..": AddWorldMapIconMap: 'ref' must not be nil", 2)
end
if type(icon) ~= "table" or not icon.SetPoint then
error(MAJOR..": AddWorldMapIconMap: 'icon' must be a frame", 2)
end
if type(uiMapID) ~= "number" or type(x) ~= "number" or type(y) ~= "number" then
error(MAJOR..": AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers", 2)
end
if showFlag ~= nil and type(showFlag) ~= "number" then
error(MAJOR..": AddWorldMapIconMap: 'showFlag' must be a number (or nil)", 2)
end
-- convert to world coordinates
local xCoord, yCoord, instanceID = HBD:GetWorldCoordinatesFromZone(x, y, uiMapID)
if not xCoord then return end
if not worldmapPinRegistry[ref] then
worldmapPinRegistry[ref] = {}
end
worldmapPinRegistry[ref][icon] = true
local t = worldmapPins[icon] or newCachedTable()
t.instanceID = instanceID
t.x = xCoord
t.y = yCoord
t.uiMapID = uiMapID
t.worldMapShowFlag = showFlag or 0
t.frameLevelType = frameLevel
worldmapPins[icon] = t
icon.icon = icon --LOL!
icon:SetParent(WorldMapDetailFrame or WorldMapButton or WorldMapFrame)
HandleWorldMapPin(icon, t)
end
--- Remove a worldmap icon
-- @param ref Reference to your addon to track the icon under (ie. your "self" or string identifier)
-- @param icon Icon Frame
function pins:RemoveWorldMapIcon(ref, icon)
if not ref or not icon or not worldmapPinRegistry[ref] then return end
worldmapPinRegistry[ref][icon] = nil
if worldmapPins[icon] then
recycle(worldmapPins[icon])
worldmapPins[icon] = nil
end
icon:Hide()
icon:ClearAllPoints()
icon:SetParent(UiParent)
end
--- Remove all worldmap icons belonging to your addon (as tracked by "ref")
-- @param ref Reference to your addon to track the icon under (ie. your "self" or string identifier)
function pins:RemoveAllWorldMapIcons(ref)
if not ref or not worldmapPinRegistry[ref] then return end
for icon in pairs(worldmapPinRegistry[ref]) do
recycle(worldmapPins[icon])
worldmapPins[icon] = nil
icon:Hide()
icon:ClearAllPoints()
icon:SetParent(UiParent)
end
wipe(worldmapPinRegistry[ref])
end