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Updated: 11-02-20 03:16 PM
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Shadowlands pre-patch (9.0.1)
Updated:11-02-20 03:16 PM
Created:08-06-18 09:54 AM
Downloads:3,133
Favorites:18
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Categories:Map, Coords, Compasses, Miscellaneous

ObeliskMinimap

Version: r14
by: Malakahh [More]

This addon reskins your minimap and removes clutter.

You can move it with shift + dragging.


Features:

  • Movable minimap
  • Coordinates
  • Removes clutter from minimap and moves it to its own information bar below the minimap
  • Collects addon minimap buttons and places them in a collapsable menu

Optional Files (0)


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Unread 08-09-18, 02:23 PM  
Ammako
A Frostmaul Preserver
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Forum posts: 256
File comments: 29
Uploads: 8
Originally Posted by Malakahh
Using mouse scroll for minimap zoom in addons, instead of the dedicated buttons, is fairly common practise at this point, and I feel it is a very intuitive solution so I'm okay removing the dedicated buttons.
As for the tracking and calendar however, I think having to randomly right click things is just going to lead to a lot of questions. Their buttons are hidden away in the collapsible menu. I feel hiding them further will just serve to obfuscate them.
That's fair. I'd probably be able to edit things myself to achieve that functionality for myself so it's not a really big deal.
It might be neat to have it in as an option but I understand why you may not want that.
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Unread 08-09-18, 11:19 AM  
Malakahh
An Aku'mai Servant
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File comments: 26
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Thanks for the feedback!


Originally Posted by Ammako
I don't use any addons that have a minimap button, so my collapsable menu only contains the minimap tracking button and the calendar button, and in general it just looks strange to me to have them grouped with addon buttons.

What if the minimap tracking options were accessed via right-clicking the minimap instead, just like how the +/- buttons have been replaced with mouse wheel scroll functionality? Then the button for it could be hidden entirely.

As for the calendar, I was thinking we could have it appear on right-clicking the clock
Using mouse scroll for minimap zoom in addons, instead of the dedicated buttons, is fairly common practise at this point, and I feel it is a very intuitive solution so I'm okay removing the dedicated buttons.
As for the tracking and calendar however, I think having to randomly right click things is just going to lead to a lot of questions. Their buttons are hidden away in the collapsible menu. I feel hiding them further will just serve to obfuscate them.


Originally Posted by Ammako
(which, speaking of, left-clicking on the clock is supposed to bring up the clock settings menu, with the stopwatch and timers and everything, but that's missing right now and might be worth adding in.)
Yes. I completely missed this. Thanks

Originally Posted by Ammako
Also, the arrow texture for the icon collector looks really strange. The way it's being done right now, you have both an up and a down arrow overlapping each other once you click on it. The Checked texture shows up as partially transparent, and I'm really not sure why.
Yep. Hadn't bothered to fix this until the upcoming update. Strange behaviour indeed.
My understanding of how they work, which could be completely wrong: The normal texture is the texture for the checkbox, and the checked texture is simply a check mark, layered on top.
At least this would explain the weird behaviour you're seeing here. I think I'll just end up swapping the texture based on the checked status.
Last edited by Malakahh : 08-09-18 at 11:19 AM.
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Unread 08-08-18, 11:29 PM  
Ammako
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So, I'm looking at this, and I quite like the look of it, but I have one (or two) requests.


I don't use any addons that have a minimap button, so my collapsable menu only contains the minimap tracking button and the calendar button, and in general it just looks strange to me to have them grouped with addon buttons.

What if the minimap tracking options were accessed via right-clicking the minimap instead, just like how the +/- buttons have been replaced with mouse wheel scroll functionality? Then the button for it could be hidden entirely.

As for the calendar, I was thinking we could have it appear on right-clicking the clock (which, speaking of, left-clicking on the clock is supposed to bring up the clock settings menu, with the stopwatch and timers and everything, but that's missing right now and might be worth adding in.)


Also, the arrow texture for the icon collector looks really strange. The way it's being done right now, you have both an up and a down arrow overlapping each other once you click on it. The Checked texture shows up as partially transparent, and I'm really not sure why.

I'm not entirely familiar with the inner workings of checkboxes, so there may be a simpler and more straightforward way to fix it, but one way to fix it without requiring major changes would be to make sure that both the Normal and Checked textures remain the same at all times (and you can swap between them in your OnClick handler so the arrow flips up and down when opened and closed. )

If you're interested, this is how I achieve that:

lua Code:
  1. frame.buttonCollectorToggle = CreateFrame("CheckButton", addonName .. "ButtonCollectorToggle", frame)
  2. frame.buttonCollectorToggle:SetSize(38, 38)
  3. frame.buttonCollectorToggle:SetPoint("TOPRIGHT", -10, -8)
  4. frame.buttonCollectorToggle:SetScript("OnClick", function (self, btn, down)
  5.     if ns.ButtonCollectorDropdown:IsVisible() then
  6.         if OMM.InformationFrame.Placement == "Bottom" then
  7.             frame.buttonCollectorToggle:SetNormalTexture("Interface\\VEHICLES\\UI-VEHICLES-BUTTON-PITCHDOWN-UP")
  8.             frame.buttonCollectorToggle:SetCheckedTexture("Interface\\VEHICLES\\UI-VEHICLES-BUTTON-PITCHDOWN-UP")
  9.         elseif OMM.InformationFrame.Placement == "Top" then
  10.             frame.buttonCollectorToggle:SetNormalTexture("Interface\\VEHICLES\\UI-Vehicles-Button-Pitch-Up")
  11.             frame.buttonCollectorToggle:SetCheckedTexture("Interface\\VEHICLES\\UI-Vehicles-Button-Pitch-Up")
  12.         end
  13.         ns.ButtonCollectorDropdown:Hide()
  14.     else
  15.         if OMM.InformationFrame.Placement == "Bottom" then
  16.             ns.ButtonCollectorDropdown:ClearAllPoints()
  17.             ns.ButtonCollectorDropdown:SetPoint("TOP", frame, "TOP", 0, -47)
  18.             frame.buttonCollectorToggle:SetNormalTexture("Interface\\VEHICLES\\UI-Vehicles-Button-Pitch-Up")
  19.             frame.buttonCollectorToggle:SetCheckedTexture("Interface\\VEHICLES\\UI-Vehicles-Button-Pitch-Up")
  20.         elseif OMM.InformationFrame.Placement == "Top" then
  21.             ns.ButtonCollectorDropdown:ClearAllPoints()
  22.             ns.ButtonCollectorDropdown:SetPoint("BOTTOM", frame, "TOP", 0, -10)
  23.             frame.buttonCollectorToggle:SetNormalTexture("Interface\\VEHICLES\\UI-VEHICLES-BUTTON-PITCHDOWN-UP")
  24.             frame.buttonCollectorToggle:SetCheckedTexture("Interface\\VEHICLES\\UI-VEHICLES-BUTTON-PITCHDOWN-UP")
  25.         end
  26.         ns.ButtonCollectorDropdown:Show()
  27.     end
  28. end)
  29.  
  30. function frame:Place()
  31.     if OMM.InformationFrame.Placement == "Bottom" then
  32.         frame:ClearAllPoints()
  33.         frame:SetPoint("TOP", Minimap, "BOTTOM", 0, 5)
  34.  
  35.         frame.buttonCollectorToggle:SetNormalTexture("Interface\\VEHICLES\\UI-VEHICLES-BUTTON-PITCHDOWN-UP")
  36.         frame.buttonCollectorToggle:SetCheckedTexture("Interface\\VEHICLES\\UI-VEHICLES-BUTTON-PITCHDOWN-UP")
  37.     elseif OMM.InformationFrame.Placement == "Top" then
  38.         frame:ClearAllPoints()
  39.         frame:SetPoint("BOTTOM", Minimap, "TOP", 0, -30)
  40.  
  41.         frame.buttonCollectorToggle:SetNormalTexture("Interface\\VEHICLES\\UI-Vehicles-Button-Pitch-Up")
  42.         frame.buttonCollectorToggle:SetCheckedTexture("Interface\\VEHICLES\\UI-Vehicles-Button-Pitch-Up")
  43.     end
  44. end

It looks a little strange, bloated, and redundant, but as I said this is only a solution I've come up with, and there might be a cleaner and more straightforward way to fix it by preventing the CheckedTexture from being transparent.

Also, the "-Down" textures are for the pressed state of those vehicle buttons (see here, vs the correct one), so using them here makes things look slightly off and jittery.
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Unread 08-07-18, 02:19 PM  
Malakahh
An Aku'mai Servant
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Forum posts: 30
File comments: 26
Uploads: 5
Originally Posted by Imithat
Crashed with gw2 ui
(no actionbar when obeliskminimap loaded)
Any lua error or anything?
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Unread 08-07-18, 09:56 AM  
Imithat
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Crashed with gw2 ui
(no actionbar when obeliskminimap loaded)
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Unread 08-07-18, 07:45 AM  
Malakahh
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Originally Posted by DreamsUnderStars
I like putting the minimap in the bottom left corner, I would like it if I could have the option to have collapsable menu on the top.
Makes sense to have that. Here you go
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Unread 08-06-18, 05:53 PM  
DreamsUnderStars
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I like putting the minimap in the bottom left corner, I would like it if I could have the option to have collapsable menu on the top.
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Unread 08-06-18, 04:23 PM  
Malakahh
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Re: Nice

Originally Posted by nemis
I like this mini map a lot.
But it is sticking to my Quest bar and will not detach.
So i cannot move it to were i want it to go.
Any ideas?
Thanks for letting me know.
Yes, others have found this as well. This is a bug and I'm working on a fix.
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Unread 08-06-18, 01:30 PM  
nemis
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Nice

I like this mini map a lot.
But it is sticking to my Quest bar and will not detach.
So i cannot move it to were i want it to go.
Any ideas?
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