QuestieOcto.Visuals = QuestieOcto.Visuals or {} local V = QuestieOcto.Visuals local ICON_ROOT="Interface\\AddOns\\Questie-Octo\\UI\\Icons\\" local TEX_GLOW=ICON_ROOT.."glow" local function Settings() return QuestieOcto.MinimapSettings end local function NextRandom(seed) seed=math.mod(seed*214013+2531011,4294967296) local value=math.mod(math.floor(seed/65536),32768)/32767 return seed,value end local function SeedColor(seed) seed=tonumber(seed) or 0 local r,g,b seed,r=NextRandom(seed) seed,g=NextRandom(seed) seed,b=NextRandom(seed) return 0.45+r/2,0.45+g/2,0.45+b/2 end function V:GetQuestColor(questID) return SeedColor(tonumber(questID) or 0) end function V:GetObjectiveColor(questID,objectiveIndex) return SeedColor((tonumber(questID) or 0)+32768*(tonumber(objectiveIndex) or 0)) end function V:IsObjectiveRole(role) return role=="objectiveCreature" or role=="objectiveObject" or role=="objectiveItemSource" end function V:EnsureGlow(pin) if not pin or pin.glowTexture then return end -- Questie 3.3.5 compatibility bridge: -- glow = same icon frame, ARTWORK sublevel -1 -- icon = same icon frame, OVERLAY local tex=pin:CreateTexture(nil,"ARTWORK") if tex.SetDrawLayer then tex:SetDrawLayer("ARTWORK",-1) end tex:SetTexture(TEX_GLOW) tex:SetWidth(18) tex:SetHeight(18) tex:SetPoint("CENTER",pin,"CENTER",0,0) tex:Hide() pin.glowTexture=tex end function V:ResizeGlow(pin) if not pin or not pin.glowTexture then return end local width=pin:GetWidth() or 16 local height=pin:GetHeight() or 16 pin.glowTexture:SetWidth(width*1.13) pin.glowTexture:SetHeight(height*1.13) pin.glowTexture:ClearAllPoints() pin.glowTexture:SetPoint("CENTER",pin,"CENTER",0,0) end function V:ClearPin(pin,alpha) if not pin then return end alpha=tonumber(alpha) or 1 pin.iconR,pin.iconG,pin.iconB=1,1,1 pin.glowR,pin.glowG,pin.glowB=1,1,1 if pin.texture then pin.texture:SetVertexColor(1,1,1,alpha) end if pin.glowTexture then pin.glowTexture:Hide() end end function V:ApplyPin(pin,node,isMinimap,alpha) if not pin or not node then return end alpha=tonumber(alpha) or 1 self:EnsureGlow(pin) local objective=self:IsObjectiveRole(node.role) local colorEnabled local glowEnabled if isMinimap then colorEnabled=Settings():Get("questMinimapObjectiveColors") and true or false glowEnabled=Settings():Get("alwaysGlowMinimap") and true or false else colorEnabled=Settings():Get("questObjectiveColors") and true or false glowEnabled=Settings():Get("alwaysGlowMap") and true or false end local r,g,b=1,1,1 -- Quest pickup/turn-in presentation priority is PvP > Repeatable > Event > -- Turtle low-level gray > Normal. Gray uses dedicated artwork like the other -- quest-start variants; objective tinting never recolors pickup/turn-in icons. if (node.pvp or node.repeatable) and (node.role=="available" or node.role=="itemStart" or node.role=="turnin") then r,g,b=1,1,1 elseif objective and colorEnabled then r,g,b=self:GetQuestColor(node.questID) end pin.iconR,pin.iconG,pin.iconB=r,g,b if pin.texture then pin.texture:SetVertexColor(r,g,b,alpha) end if objective and glowEnabled and pin.glowTexture then local gr,gg,gb=self:GetObjectiveColor(node.questID,node.objectiveIndex) pin.glowR,pin.glowG,pin.glowB=gr,gg,gb pin.glowTexture:SetVertexColor(gr,gg,gb,alpha) self:ResizeGlow(pin) pin.glowTexture:Show() elseif pin.glowTexture then pin.glowTexture:Hide() end end function V:ApplyFullNode(pin,node,isMinimap,alpha) if not pin or not node or not pin.texture then return end -- pfQuest's ordinary spawn nodes are deliberately compact and subdued. -- Full Nodes use pfQuest's native 14px baseline and 15% transparency; -- the user's only size control is the global map/minimap scale. alpha=(tonumber(alpha) or 1)*0.85 local r,g,b=self:GetQuestColor(node.questID) r,g,b=r*0.72,g*0.72,b*0.72 pin.iconR,pin.iconG,pin.iconB=r,g,b pin.texture:SetTexture("Interface\\AddOns\\Questie-Octo\\UI\\Icons\\pfquest_node") pin.texture:SetVertexColor(r,g,b,alpha) if pin.glowTexture then pin.glowTexture:Hide() end pin.fullNode=true pin.fullNodeNode=node end function V:SetAlpha(pin,alpha) if not pin then return end alpha=tonumber(alpha) or 1 if pin.fullNode then alpha=alpha*0.85 end if alpha<0 then alpha=0 end if alpha>1 then alpha=1 end if pin.texture then pin.texture:SetVertexColor(pin.iconR or 1,pin.iconG or 1,pin.iconB or 1,alpha) end if pin.glowTexture and pin.glowTexture:IsShown() then pin.glowTexture:SetVertexColor(pin.glowR or 1,pin.glowG or 1,pin.glowB or 1,alpha) end end