Files
Questie-X/Compat/HBD.lua
T
Xurkon e5d7d42201 fix(minimap): zone-space projection for child-map pins (Sunstrider 1241)
Adds _ComputeZoneSpaceDiff to HBD.lua that computes minimap pin
projection in the parent zone's coordinate space (Eversong 1941) instead
of using the world-coordinate delta. On Ascension, GetPlayerMapPosition
returns Eversong-relative coords for players on Sunstrider, but
GetWorldCoordinatesFromZone(1241) treats them as Sunstrider-relative,
producing a wrong player world position and causing pins to drift or
move opposite to the player.

Fix: (1) Store original zone coords on minimap pins at registration
(AddMinimapIconMap). (2) In drawMinimapPin, recover player's actual
Eversong zone coords by reversing the 1241-bounds conversion. (3)
Convert pin's 1241 zone coord to Eversong zone coord via 1241-world.
(4) Delta in Eversong zone-space, scale to pixels using parent-width/mapRadius.

Falls back to existing world-space math for pins without zone coords.
2026-06-01 18:34:28 -05:00

1479 lines
57 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: the ghost map 946 should be treated as Eversong
-- (1941) for pin routing, but Sunstrider Isle (1241) must keep its native
-- render target. Visibility between Sunstrider and Eversong is handled
-- separately in HandleWorldMapPin() so we do not collapse the draw target.
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
-- Sunstrider calibration note:
-- 1241 is the correct uiMapId for Sunstrider Isle and 3431 is the matching
-- areaId. The map texture itself is roughly 510x500, but the Ascension minimap
-- radius is in live-world yards. Using 510x500 compresses all objective
-- distances and makes nearby pins look glued to the player. Match the existing
-- QuestieCompat calibrated pseudo-world scale instead.
local ASCENSION_ZONE_BOUNDS = {
[1241] = { 1353.0, 1353.0, -6983.33, 9766.67 },
[946] = { 1353.0, 1353.0, -6983.33, 9766.67 },
}
-- 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
data[1], data[2], data[3], data[4] = bounds[1], bounds[2], bounds[3], bounds[4]
end
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
-- Debug helper for Sunstrider calibration.
-- Future agents: use this only for map-fit work on Sunstrider Isle.
-- areaId 3431 = Sunstrider Isle subzone, uiMapId 1241 = Sunstrider Isle map.
-- It prints the world-space and zone-space values for a 1241 point so we can
-- compare the source coords against the rendered pin location.
function HBD:DebugSunstriderPoint(x, y)
local worldX, worldY, instanceId = self:GetWorldCoordinatesFromZone(x, y, 1241)
local zoneX, zoneY = nil, nil
if worldX and worldY then
zoneX, zoneY = self:GetZoneCoordinatesFromWorld(worldX, worldY, 1241)
end
print(string.format(
"[SunstriderDebug] zone=1241 input=%.4f,%.4f world=%s,%s inst=%s roundtrip=%s,%s",
x or -1,
y or -1,
tostring(worldX),
tostring(worldY),
tostring(instanceId),
tostring(zoneX),
tostring(zoneY)
))
end
ApplyAscensionBounds()
-- Re-apply Ascension bounds once the player has logged in.
local _boundsDebugPrinted = false
local function PrintBoundsDebug()
if _boundsDebugPrinted then return end
_boundsDebugPrinted = true
ApplyAscensionBounds()
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] keeps its own calibrated Sunstrider bounds. Do not force
-- 1241 through the ghost-map redirect here; visibility sharing is handled
-- separately in HandleWorldMapPin().
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] keeps its own calibrated Sunstrider bounds. Callers should
-- pass the real uiMapId they want to project, not the visibility alias.
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 = {}
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 = {
[0] = 466 + 2/3, -- scale
[1] = 400, -- 7/6
[2] = 333 + 1/3, -- 1.4
[3] = 266 + 2/6, -- 1.75
[4] = 200, -- 7/3
[5] = 133 + 1/3, -- 3.5
},
}
---@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 lastDebugPinPoints = setmetatable({}, { __mode = "k" })
local lastDebugPinScreens = setmetatable({}, { __mode = "k" })
local lastDebugPlayerWorldX, lastDebugPlayerWorldY
local function _GetMinimapViewRadius()
if pins.Minimap and pins.Minimap.GetViewRadius then
return pins.Minimap:GetViewRadius()
end
end
local function _IsDebuggableMinimapPin(pin, data, distance, passesCutoff)
if not pin or not data then return false end
if passesCutoff then return true end
if data.uiMapID == 1241 or data.uiMapID == 1941 or data.uiMapID == 946 then return true end
if distance and distance < 150 then return true end
local iconData = pin.data
local label = iconData and (iconData.Name or iconData.name or iconData.Title)
if label and string.find(string.lower(label), "mana", 1, true) then return true end
if iconData and (iconData.Type == "available" or iconData.Type == "complete") then return true end
local id = iconData and (iconData.Id or iconData.id or iconData.questId or iconData.QuestId or iconData.ObjectiveTargetId)
return id == 8345 or id == 8346 or id == 15274 or id == 15278 or id == 15295
end
local function _GetMinimapPinDelta(data)
local xDist, yDist = lastXY - data.x, lastYY - data.y
if rotateMinimap then
local dx, dy = xDist, yDist
xDist = dx*mapCos - dy*mapSin
yDist = dx*mapSin + dy*mapCos
end
return xDist, yDist
end
local function _GetMinimapPinScreenMetrics(data)
local xDist, yDist = _GetMinimapPinDelta(data)
local centerDist = mapRadius and mapRadius > 0 and math.sqrt(xDist*xDist + yDist*yDist) / mapRadius or nil
local screenX = mapRadius and mapRadius > 0 and (xDist / mapRadius) * minimapWidth or nil
local screenY = mapRadius and mapRadius > 0 and -(yDist / mapRadius) * minimapHeight or nil
return xDist, yDist, centerDist, screenX, screenY
end
local function _DebugMinimapPin(pin, data, index, playerX, playerY, playerInstanceID, distance, passesCutoff, cutoff)
local iconData = pin and pin.data
local label = iconData and (iconData.Name or iconData.name or iconData.Title or iconData.Id or iconData.id) or "?"
local questId = iconData and (iconData.questId or iconData.QuestId or iconData.Id or iconData.id) or "?"
local targetId = iconData and (iconData.ObjectiveTargetId or iconData.objectiveTargetId or iconData.TargetId or iconData.targetId) or "?"
local pinMapX = pin and pin.x or "?"
local pinMapY = pin and pin.y or "?"
local parent = pin and pin:GetParent()
local point1, rel1, point2, xOff, yOff
if pin and pin.GetPoint then
point1, rel1, point2, xOff, yOff = pin:GetPoint()
end
local xDist, yDist, centerDist, screenX, screenY = _GetMinimapPinScreenMetrics(data)
print(string.format(
"[QD] MinimapPin #%d label=%s type=%s quest=%s target=%s ui=%s area=%s map=(%s,%s) world=(%s,%s) player=(%s,%s) inst=%s/%s dist=%s cutoff=%s pass=%s edge=%s delta=(%s,%s) center=%s screen=(%s,%s) shown=%s hidden=%s parent=%s point=(%s,%s,%s,%s,%s)",
index,
tostring(label),
tostring(iconData and iconData.Type or "?"),
tostring(questId),
tostring(targetId),
tostring(data.uiMapID),
tostring(pin and pin.AreaID or "?"),
tostring(pinMapX),
tostring(pinMapY),
tostring(data.x),
tostring(data.y),
tostring(playerX),
tostring(playerY),
tostring(data.instanceID),
tostring(playerInstanceID),
tostring(distance),
tostring(cutoff),
tostring(passesCutoff),
tostring(data.onEdge),
tostring(xDist),
tostring(yDist),
tostring(centerDist),
tostring(screenX),
tostring(screenY),
tostring(pin and pin.IsShown and pin:IsShown() or nil),
tostring(pin and pin.hidden),
tostring(parent and parent.GetName and parent:GetName() or parent),
tostring(point1),
tostring(rel1 and rel1.GetName and rel1:GetName() or rel1),
tostring(point2),
tostring(xOff),
tostring(yOff)
))
end
local function _DebugAnyMinimapPin(pin, data, index, label)
local iconData = pin and pin.data
local parent = pin and pin:GetParent()
local point1, rel1, point2, xOff, yOff
if pin and pin.GetPoint then
point1, rel1, point2, xOff, yOff = pin:GetPoint()
end
print(string.format(
"[QD] %s #%d label=%s type=%s ui=%s area=%s shown=%s hidden=%s parent=%s point=(%s,%s,%s,%s,%s) keep=%s edge=%s dataKeep=%s dataOnEdge=%s",
label,
index,
tostring(iconData and (iconData.Name or iconData.name or iconData.Title or iconData.Id or iconData.id) or "?"),
tostring(iconData and iconData.Type or "?"),
tostring(data and data.uiMapID),
tostring(pin and pin.AreaID or "?"),
tostring(pin and pin.IsShown and pin:IsShown() or nil),
tostring(pin and pin.hidden),
tostring(parent and parent.GetName and parent:GetName() or parent),
tostring(point1),
tostring(rel1 and rel1.GetName and rel1:GetName() or rel1),
tostring(point2),
tostring(xOff),
tostring(yOff),
tostring(pin and pin.shouldBeShowing),
tostring(pin and pin.onEdge),
tostring(data and data.keep),
tostring(data and data.onEdge)
))
end
local function _ComputeZoneSpaceDiff(data, pinWorldX, pinWorldY, playerWorldX, playerWorldY)
-- For pins on child maps (like Sunstrider 1241 inside Eversong 1941),
-- Ascension's GetPlayerMapPosition returns Eversong-relative coords, but
-- GetWorldCoordinatesFromZone(childZone) treats them as child-relative,
-- producing a wrong player world position.
--
-- Strategy: work entirely in the parent (Eversong/1941) zone space:
-- 1. Recover player's Eversong zone coords by reversing the (wrong)
-- 1241-bounds conversion: ep = (left_1241 - playerWorldX) / width_1241
-- 2. Convert pin's stored 1241 zone coord to Eversong zone coord:
-- pin 1241-zone → 1241-world (via 1241 bounds) → 1941-zone (via 1941 bounds)
-- 3. Delta in Eversong zone-space, scale to pixels.
local uiMapID = data and data.uiMapID
local zoneX = data and data.zoneX
local zoneY = data and data.zoneY
if not uiMapID or not zoneX or not zoneY then return nil end
-- Get the child-map bounds
local childMd = mapData[uiMapID]
if not childMd or childMd[1] == 0 or childMd[2] == 0 then
if RealHBD and RealHBD.mapData then
childMd = RealHBD.mapData[uiMapID]
end
end
if not childMd or childMd[1] == 0 or childMd[2] == 0 then return nil end
local childLeft, childTop = childMd[3], childMd[4]
local childWidth, childHeight = childMd[1], childMd[2]
-- Determine parent/common zone (Eversong 1941 for Sunstrider 1241)
local parentZone = ZONE_REDIRECT[uiMapID]
if not parentZone then
parentZone = (uiMapID == 1241) and 1941 or uiMapID
end
-- Get the parent zone bounds
local parentMd = mapData[parentZone]
if not parentMd or parentMd[1] == 0 or parentMd[2] == 0 then
if RealHBD and RealHBD.mapData then
parentMd = RealHBD.mapData[parentZone]
end
end
if not parentMd or parentMd[1] == 0 or parentMd[2] == 0 then return nil end
local parentLeft, parentTop = parentMd[3], parentMd[4]
local parentWidth, parentHeight = parentMd[1], parentMd[2]
-- Step 1: Recover player's actual Eversong zone coords.
-- playerWorldX was computed as childLeft - childWidth * ep (where ep is the
-- Eversong zone coord that GetPlayerMapPosition returned). Reverse it.
local playerEX = (childLeft - playerWorldX) / childWidth
local playerEY = (childTop - playerWorldY) / childHeight
-- Step 2: Convert pin's 1241 zone coord to Eversong world,
-- then to Eversong zone coord
local pinWorldX_child = childLeft - childWidth * zoneX
local pinWorldY_child = childTop - childHeight * zoneY
local pinEX = (parentLeft - pinWorldX_child) / parentWidth
local pinEY = (parentTop - pinWorldY_child) / parentHeight
-- Clamp to valid range
if pinEX < -0.5 or pinEX > 1.5 or pinEY < -0.5 or pinEY > 1.5 then
-- Pin is too far from the parent zone to be meaningful
return nil
end
-- Step 3: Delta in Eversong zone-space
local dX = pinEX - playerEX
local dY = pinEY - playerEY
-- Convert to minimap offset.
-- Eversong zone delta * parentWidth = world-yard delta.
-- Normalize by mapRadius, scale to pixel half-width.
local mapRad = (mapRadius and mapRadius > 0) and mapRadius or 1
local diffX = dX * (parentWidth / mapRad)
local diffY = dY * (parentHeight / mapRad)
return diffX, diffY
end
local function drawMinimapPin(pin, data)
local xDist, yDist = _GetMinimapPinDelta(data)
-- Try zone-space projection when the pin has uiMapID and zone coords.
-- This avoids the world-coordinate conversion path that depends on
-- ASCENSION_ZONE_BOUNDS being perfectly calibrated.
local zDiffX, zDiffY
if data and data.uiMapID and data.zoneX and data.zoneY and lastXY and lastYY then
zDiffX, zDiffY = _ComputeZoneSpaceDiff(
data, data.x, data.y, lastXY, lastYY)
end
-- Debug: trace pin projection when QuestieDebugPins is enabled
if _G.QuestieDebugPins and pin and data then
local iconData = pin.data
local label = iconData and (iconData.Name or iconData.name or iconData.Title or "?") or "?"
local pinType = iconData and iconData.Type or "?"
-- Only print for available/complete quest pins (the ? and ! markers)
if pinType == "available" or pinType == "complete" or pinType == "turnin" then
local diffX_debug = mapRadius and mapRadius ~= 0 and (xDist / mapRadius) or 0
local diffY_debug = mapRadius and mapRadius ~= 0 and (yDist / mapRadius) or 0
local mmpw = minimapWidth or 0
local mmph = minimapHeight or 0
local screenX_debug = diffX_debug * mmpw
local screenY_debug = -diffY_debug * mmph
if zDiffX then
print(string.format(
"[QD] drawPin ZONE label=%s type=%s zDiff=(%.4f,%.4f) zScreen=(%.1f,%.1f) | world delta=(%.2f,%.2f) diff=(%.4f,%.4f)",
tostring(label), tostring(pinType),
zDiffX, zDiffY, zDiffX * mmpw, -zDiffY * mmph,
xDist, yDist, diffX_debug, diffY_debug))
else
print(string.format(
"[QD] drawPin label=%s type=%s pinWorld=(%.2f,%.2f) playerWorld=(%.2f,%.2f) delta=(%.2f,%.2f) diff=(%.4f,%.4f) radius=%.2f screen=(%.1f,%.1f)",
tostring(label), tostring(pinType),
data.x or 0, data.y or 0,
lastXY or 0, lastYY or 0,
xDist, yDist,
diffX_debug, diffY_debug,
mapRadius or 0,
screenX_debug, screenY_debug))
end
end
end
-- Use zone-space diff if available, otherwise fall back to world-space
local diffX, diffY
if zDiffX and zDiffY then
diffX, diffY = zDiffX, zDiffY
else
diffX = xDist / mapRadius
diffY = yDist / mapRadius
end
-- 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
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.
local wx, wy, inst = HBD:GetPlayerWorldPosition()
if _G.QuestieDebugPins and wx and wy then
local px, py = pins.Minimap:GetCenter()
local indoors = IsIndoor and IsIndoor() or false
local viewRadius = _GetMinimapViewRadius()
local zoom = pins.Minimap and pins.Minimap:GetZoom() or 0
local shape = GetMinimapShape and GetMinimapShape() or "?"
local mmpw = pins.Minimap:GetWidth() and (pins.Minimap:GetWidth() / 2) or 0
local mmph = pins.Minimap:GetHeight() and (pins.Minimap:GetHeight() / 2) or 0
print(string.format(
"[QD] PlayerPos world=(%.2f,%.2f) viewRadius=%.2f zoom=%d shape=%s indoors=%s mmpSize=(%.1f,%.1f)",
wx, wy, viewRadius or -1, zoom, tostring(shape), tostring(indoors), mmpw, mmph
))
end
return wx, wy, inst
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"]
minimapWidth = pins.Minimap:GetWidth() / 2
minimapHeight = pins.Minimap:GetHeight() / 2
local viewRadius = _GetMinimapViewRadius()
if viewRadius then
mapRadius = viewRadius
elseif MinimapRadiusAPI then
mapRadius = C_Minimap.GetViewRadius()
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
-- update upvalues for icon placement
lastZoom = zoom
lastFacing = facing
lastXY, lastYY = x, y
if rotateMinimap then
mapSin = sin(facing)
mapCos = cos(facing)
end
local debugPins = _G.QuestieDebugPins
local debugPinIndex = 0
if debugPins then
_G.QuestieDebugPins = false
print(string.format("[QD] UpdateMinimapPins playerWorld=(%s,%s) inst=%s zoom=%s radius=%s size=(%s,%s) rotate=%s totalPins=%s",
tostring(x), tostring(y), tostring(instanceID), tostring(zoom), tostring(mapRadius),
tostring(minimapWidth), tostring(minimapHeight), tostring(rotateMinimap), tostring(minimapPinCount)))
end
local playerMoveX, playerMoveY
if debugPins and lastDebugPlayerWorldX and lastDebugPlayerWorldY then
playerMoveX = x - lastDebugPlayerWorldX
playerMoveY = y - lastDebugPlayerWorldY
end
if debugPins then
lastDebugPlayerWorldX, lastDebugPlayerWorldY = x, y
end
local debugDeferredPins = {}
local debugDeferredCount = 0
local debugLimit = _G.QuestieDebugPinLimit or 8
for pin, data in pairs(minimapPins) do
-- Use the live minimap radius when the client exposes it. Sunstrider
-- uses inflated pseudo-world bounds for placement, so mapData size is
-- no longer a good visibility cutoff there.
local cutoff = mapRadius and (mapRadius * 1.05) or 500
if not _GetMinimapViewRadius() and data.uiMapID and HBD.mapData[data.uiMapID] then
local w, h = HBD.mapData[data.uiMapID][1], HBD.mapData[data.uiMapID][2]
if w and h and w > 0 and h > 0 then
cutoff = math.max(100, math.min(500, math.sqrt(w*w + h*h) * 0.15))
end
end
local rawXDist, rawYDist = x - data.x, y - data.y
local distance = math.sqrt(rawXDist*rawXDist + rawYDist*rawYDist)
local passesCutoff = instanceID == data.instanceID and distance <= cutoff
if debugPins and debugPinIndex < debugLimit and passesCutoff then
debugPinIndex = debugPinIndex + 1
_DebugMinimapPin(pin, data, debugPinIndex, x, y, instanceID, distance, passesCutoff, cutoff)
elseif debugPins and _IsDebuggableMinimapPin(pin, data, distance, passesCutoff) then
debugDeferredCount = debugDeferredCount + 1
debugDeferredPins[debugDeferredCount] = {pin, data, distance, passesCutoff, cutoff}
end
if debugPins and pin and data then
local _, _, _, screenX, screenY = _GetMinimapPinScreenMetrics(data)
local lastScreen = lastDebugPinScreens[pin]
if lastScreen and screenX and screenY then
print(string.format(
"[QD] PinMotion name=%s pass=%s playerMove=(%s,%s) screenMove=(%s,%s) screenNow=(%s,%s) screenPrev=(%s,%s)",
tostring(pin:GetName()),
tostring(passesCutoff),
tostring(playerMoveX),
tostring(playerMoveY),
tostring(screenX - lastScreen[1]),
tostring(screenY - lastScreen[2]),
tostring(screenX),
tostring(screenY),
tostring(lastScreen[1]),
tostring(lastScreen[2])
))
end
if screenX and screenY then
lastDebugPinScreens[pin] = { screenX, screenY }
end
end
if passesCutoff 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)
if debugPins and pin and pin.GetPoint then
local point1, rel1, point2, xOff, yOff = pin:GetPoint()
local pointKey = table.concat({
tostring(point1),
tostring(rel1 and rel1.GetName and rel1:GetName() or rel1),
tostring(point2),
tostring(xOff),
tostring(yOff)
}, "|")
if lastDebugPinPoints[pin] ~= pointKey then
print(string.format(
"[QD] PinAnchorChanged name=%s point=(%s,%s,%s,%s,%s) shown=%s hidden=%s parent=%s",
tostring(pin:GetName()),
tostring(point1),
tostring(rel1 and rel1.GetName and rel1:GetName() or rel1),
tostring(point2),
tostring(xOff),
tostring(yOff),
tostring(pin:IsShown()),
tostring(pin.hidden),
tostring(pin:GetParent() and pin:GetParent():GetName() or pin:GetParent())
))
lastDebugPinPoints[pin] = pointKey
end
end
else
pin:Hide()
data.onEdge = nil
data.keep = nil
activeMinimapPins[pin] = nil
end
end
if debugPins then
local i = 1
while debugPinIndex < debugLimit and i <= debugDeferredCount do
local entry = debugDeferredPins[i]
debugPinIndex = debugPinIndex + 1
_DebugMinimapPin(entry[1], entry[2], debugPinIndex, x, y, instanceID, entry[3], entry[4], entry[5])
i = i + 1
end
if debugPinIndex == 0 then
local fallbackIndex = 0
for pin, data in pairs(minimapPins) do
fallbackIndex = fallbackIndex + 1
if fallbackIndex > debugLimit then break end
_DebugAnyMinimapPin(pin, data, fallbackIndex, "MinimapPinState")
end
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
if debugPins then
print("[QD] QuestieDebugPins complete; set QuestieDebugPins=true again for another one-shot trace.")
end
end
end
local function UpdateMinimapIconPosition()
-- get the current map zoom
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
-- we have no active minimap pins, just return early
if minimapPinCount == 0 then return end
local x, y = _GetEffectiveMinimapPlayerWorldPosition()
-- 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
-- update radius of the map
local viewRadius = _GetMinimapViewRadius()
if viewRadius then
mapRadius = viewRadius
elseif MinimapRadiusAPI then
mapRadius = C_Minimap.GetViewRadius()
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
-- update upvalues for icon placement
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 _GetMinimapViewRadius() and 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
-------------------------------------------------------------------------------------------
-- 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.
-- Sunstrider and Eversong share visibility, but 1241 must remain the actual render target.
local effectiveUiMapID = ResolveZone(uiMapID)
local effectiveDataUiMapID = ResolveZone(data.uiMapID)
local sharesSunstriderSpace = (
(uiMapID == 1241 and data.uiMapID == 1941) or
(uiMapID == 1941 and data.uiMapID == 1241) or
(uiMapID == 946 and data.uiMapID == 1241) or
(uiMapID == 1241 and data.uiMapID == 946) or
(uiMapID == 946 and data.uiMapID == 1941) or
(uiMapID == 1941 and data.uiMapID == 946) or
(effectiveUiMapID == 1941 and effectiveDataUiMapID == 1941 and (uiMapID == 1241 or data.uiMapID == 1241 or uiMapID == 946 or data.uiMapID == 946))
)
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) or sharesSunstriderSpace
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()
icon:SetPoint("CENTER", WorldMapButton, "TOPLEFT", x * worldmapWidth, -y * worldmapHeight)
icon:Show()
else
icon:Hide()
end
end
-- map event handling
local function UpdateMinimap()
UpdateMinimapZoom()
UpdateMinimapPins()
end
local function UpdateWorldMap()
if not WorldMapFrame:IsVisible() then return end
local scale = WorldMapButton:GetScale()
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
local last_update = 0
local function OnUpdateHandler(frame, elapsed)
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
-- Sunstrider is small enough that edge-floating objective pins read like
-- player-following pins. Hide out-of-radius pins instead.
if uiMapID == 1241 then
floatOnEdge = false
end
self:AddMinimapIconWorld(ref, icon, instanceID, xCoord, yCoord, floatOnEdge)
-- store extra information
minimapPins[icon].uiMapID = uiMapID
minimapPins[icon].showInParentZone = showInParentZone
-- store original 0-1 zone coords so drawMinimapPin can compute a
-- zone-space delta without going through world-conversion bounds
minimapPins[icon].zoneX = x
minimapPins[icon].zoneY = y
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