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Updated:06-09-10 05:11 PM
Created:03-11-10 05:23 AM
Downloads:6,761
Favorites:15
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gMinimap  Popular! (More than 5000 hits)
Version: 1.11
by: Goldpaw [More]
A simple Minimap addon that reskins the Minimap and some other minor stuff. It does the same as several other addons. And yes, it's yet another square one.

What does it do?
  • Reskins the Minimap to a minimalistic square look.
  • Hides most of the clutter such as zoom buttons, world map button, etc etc
  • Will display icons for the Dungeon Finder, PvP- and Arena, Dungeon Difficulty, and the unread mail icon.


Where is the tracking menu? Calendar? Help!
  • Right-click to get the tracking menu
  • Middle-click to get the calendar
  • Left-click to ping the Minimap
  • The clock is controlled by the Blizzard menu. Hidden by default.


How can I configure it?
  • You can't. It has no options. I might add it in the future, but have no ETA on this.
1.1
- Coordinates now update once every 1/10 seconds using gLib's task scheduler
- Reduced the FrameStrata and increased the FrameLevel of the Minimap
- Removed the background of the clock and increased the font size
- The MinimapCluster now follows the Minimap at all times
- Now uses gLib's localization and event handlers
- Now uses gLib 2.4 and gMedia 2.x

1.095
- The Minimap now hides properly without leaving the black panel visible

1.094
- Coordinate plugin now uses a new timer routine, and should update every 1/10th second

1.093
- CharacterFrame, MailFrame and many more, should once again float towards the right instead of overlapping each other

1.092
- Changed the shade texture

1.091
- Added some extra functionality to retain sizes if gUI is installed

1.09
- Fixed the .toc version number
- Added shader effects

1.081
- gMedia updated, changed the input form of gMedia:panel()
- LFDSearchStatus now has a higher framestrata

1.08
- Reworked the order of thing to avoid some nil errors and taints
- Changed the scaling routines as gMedia now provides this for different UIscales

1.07
- Removed some duplicate entries

1.06
- Changed the code to work with recent changes to gMedia and gLib

1.05
- Unregisters events when no longer needed

1.04
- Fixed the CVar for "uiScale"

1.02
- Added an internal scaling feature to the borders, making them always 1px in size no matter the resolution and UIscale

1.01
- Added some brackets to a true/false check
Optional Files (0)


Archived Files (8)
File Name
Version
Size
Author
Date
1.1
27kB
Goldpaw
06-09-10 04:09 PM
1.095
582kB
Goldpaw
04-14-10 06:59 AM
1.093
562kB
Goldpaw
04-07-10 02:07 PM
1.092
561kB
Goldpaw
04-07-10 09:14 AM
1.08
337kB
Goldpaw
03-20-10 03:35 PM
1.02
328kB
Goldpaw
03-14-10 08:01 AM
1.01
325kB
Goldpaw
03-11-10 06:28 AM
1.0
325kB
Goldpaw
03-11-10 05:23 AM


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Unread 03-13-10, 11:26 AM  
Tobbe8716
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Modify

Kinda got lost in the wall of text in the GPL but did I understand it right if I can modify this and redistribute this aslong as its free? Was thinking of moving some buttons on the map, make the zone text a bit bigger, and moving it from right to left

Btw nice and clean lua
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Unread 03-13-10, 12:57 PM  
Goldpaw
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Re: Modify

Originally posted by Tobbe8716
Kinda got lost in the wall of text in the GPL but did I understand it right if I can modify this and redistribute this aslong as its free? Was thinking of moving some buttons on the map, make the zone text a bit bigger, and moving it from right to left

Btw nice and clean lua
Do whatever you like, however you like it. That's basically what the GPL says. Ignore the wall of text.
And yeah, you got it right. As long as you don't charge people, you're free to do whatever you please.

And btw, your UI looks downright awesome! Compared to that, my own looks like a ton of bricks randomly put together by a whirlwind.
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Last edited by Goldpaw : 03-13-10 at 01:01 PM.
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Unread 03-13-10, 02:53 PM  
Tobbe8716
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Re: Re: Modify

Originally posted by Goldpaw
Do whatever you like, however you like it. That's basically what the GPL says. Ignore the wall of text.
And yeah, you got it right. As long as you don't charge people, you're free to do whatever you please.

And btw, your UI looks downright awesome! Compared to that, my own looks like a ton of bricks randomly put together by a whirlwind.

Thanks
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Unread 03-14-10, 04:34 AM  
Tobbe8716
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Suggestion

Making an achor for objectives tracking to the minimap. Its nice when you move the map around so the quest tracking doesnt appear to the right

Btw found your chat addon to very nice testing them both next update on my ui
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Last edited by Tobbe8716 : 03-14-10 at 04:47 AM.
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Unread 03-14-10, 05:39 AM  
Goldpaw
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Re: Suggestion

Originally posted by Tobbe8716
Making an achor for objectives tracking to the minimap. Its nice when you move the map around so the quest tracking doesnt appear to the right

Btw found your chat addon to very nice testing them both next update on my ui
Yes, I've been thinking about that.

Currently I have all the "movers" handled by my main UI file. Meaning the watchframe, the objectives (like waves in Stratholme or resources in battlegrounds), capture bars, vehicle and durability frames, all those. But I might add that to the Minimap, OR release a minor addon with the sole purpose of handling those "loose" frames, with options to anchor the items to various UI objects.

Choices, so many choices...
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Unread 03-14-10, 06:53 AM  
Bellkin
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Hey, first of all I'd like to say really nice minimap. It's rare that you find a sleak looking minimal minimap these days.

Only slight issue I've had with it is this:



Any idea why there's a black vertical line on the right hand side?

Any help with this would be great.

Thanks.
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Unread 03-14-10, 07:33 AM  
Goldpaw
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Originally posted by Bellkin
Hey, first of all I'd like to say really nice minimap. It's rare that you find a sleak looking minimal minimap these days.

Only slight issue I've had with it is this:



Any idea why there's a black vertical line on the right hand side?

Any help with this would be great.

Thanks.
Interesting.
What is your screen resolution? And your UIScale? You can retrieve the exact UIScale setting by typing the following in-game:

Code:
/run print(GetCVar("UIScale"))
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Unread 03-14-10, 07:35 AM  
Goldpaw
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Ignore my last comment. I've already figured it out. My Minimap is currently highly UIScale dependant since it uses 1px borders. It needs 1px to be 1px, which it hardly ever is with most scales.

So I'm going to attempt to add a little internal rescaling for the Minimap only, to "fix" this for other than perfect UIscales.

Brb...
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Last edited by Goldpaw : 03-14-10 at 08:04 AM.
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Unread 03-14-10, 08:03 AM  
Goldpaw
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Should be fixed now, as soon as 1.02 becomes available for download, that is. I changed it so that the borders are scaled to your current resolution and UIscale to once more become 1px (or 3px as they truly are), while the Minimap retains the same size.

Or in other words;
It should look as intended for everybody now.
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Last edited by Goldpaw : 03-14-10 at 08:04 AM.
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Unread 03-14-10, 09:47 AM  
Bellkin
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Thanks for such a quick fix Goldpaw
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Unread 03-14-10, 09:55 AM  
Goldpaw
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Originally posted by Bellkin
Thanks for such a quick fix Goldpaw
Well, I'm kind of ecstatic right now. This put me on the track to making my UI and all it's tiny tiny borders look good in every resolution without having to mess with people's UIscale.

So I wouldn't be surprised if I've created tons of new bugs in the rush to fix the old ones. I tend to miss things when I'm excited. :S
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Unread 03-14-10, 10:19 AM  
Bellkin
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Originally posted by Goldpaw
Well, I'm kind of ecstatic right now. This put me on the track to making my UI and all it's tiny tiny borders look good in every resolution without having to mess with people's UIscale.

So I wouldn't be surprised if I've created tons of new bugs in the rush to fix the old ones. I tend to miss things when I'm excited. :S
I'm currently in the process of making my own UI too. Based on pixel borders etc. I'll be interested to see yours when you're done

Another question I might add, is there a way to make the borders on the minimap 1px black? Just a single plain border. I'm no professional when it comes to LUA so I'm still learning.

Edit:

I've just updated to the latest release and upon loading the game the minimap is the default style until I do a /rl and then it's gMinimap!
Last edited by Bellkin : 03-14-10 at 12:14 PM.
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Unread 03-14-10, 12:13 PM  
cherieann
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might be something stupid but...

How do I see the Calendar with your minimap addon?
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Unread 03-14-10, 12:16 PM  
Bellkin
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Originally posted by cherieann
might be something stupid but...

How do I see the Calendar with your minimap addon?
Tracking on right click, calendar on middle, ping on left.

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Unread 03-14-10, 12:53 PM  
seebs
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Couple notes:

1. v.object:ClearAllPoints(); <-- extra semicolon
2. Might be nice to be able to hint that the map should move itself out from under bars or things at the top of the screen, though it's easy enough to do manually.
3. Although it has nothing to do with your code, as an experiment, I moved TimeManagerClockButton into the list of things to hide, but it didn't stay hidden. It seems as though something loading after your addon is re-showing it. (I don't want a clock button, 'cuz I already have one.)

In any event, cool addon. It really does make my display prettier. Now if I could just convince gatherer to not draw a circle of nodes that would have been off the edge of the regular minimap...
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