351 Downloads Last Updated: Jun 12, 2022 Game Version: 8.0  

How to use:

First you have to add the pinType:

Lua Code:
  1. COMPASS_PINS:AddCustomPin( pinType, pinCallback, layout )

pinType is a unique string eg "MySkyshards"
pinCallback is a callback function which receives a pinManager (more further below)
layout is a table which specifies texture and other settings for the pins of this pinType

The callback function
The callback function is called everytime, the compass is refreshed.
This function creates the pins via the given pinManager (first and only parameter).

Lua Code:
  1. function( pinManager )
  2.     for _, pin in pairs( pins ) do
  3.         pinManager:CreatePin( pinType, pinTag, pin.x, pin.y )
  4.     end
  5. end

The pinManager has only one method: CreatePin( pinType, pinTag, xLoc, yLoc )
pinType the pinType the created pin belongs to
pinTag an unique identifier for the pin. You can pass additional attributes to the pin via the pinTag, which can later be used (see layout for more information).
xLocyLoc position of the pin in normalized map coordinates. (0,0 = topleft, 1,1 = bottomright)

The layout table
The layout table must have the following keys:
maxDistance the maximal distance (in normalized map units) for the pin to be visible (it will slowly fade out, when the pin gets close to the maxDistance)
texture the filepath to the texture

optional keys:
FOV the field of view in radians. eg 2pi will result in the pin being always visible, pi means the pin is visible as long it is not behind the player.
sizeCallback a function which receives the pin, the angle between the player and the pin, the normalized angle (-1 = left border of the compass, 1 = right border of the compass, 0 = center of the compass), normalizedDistance (0 = same position as player, 1 = pin is at maxDistance)
This function can modify the size of the pin via pin:SetDimension(width, height)
If no function is given, the pin has a size of 32x32 and will become smaller if abs(normalizedAngle) > 0.25
additionalLayout another table with 2 components, each one needs to be a function.
The first one receives the same parameters as the sizeCallback function. It can be used to implement additional visual effects. eg: you could do something like pin:SetColor(1,0,0,1) to make the pin red.
The second function receives only a pin as parameter. As the pins are pooled (saved to be used again), the additional modifications of the pin need to be cleared again. So in the previous example this function should call pin:SetColor(1,1,1,1) to make the pin white again.

The pin object
a pin has the following attributes:
pin.xLoc x coordinate
pin.yLoc y coordinate
pin.pinType the pinType
pin.pinTag the pinTag
As the pin is the first given parameter in the layout callback functions, you can pass any data to these functions via the pinTag (eg an alternate texture that is different from the one specified in the layout table)

important functions
pin:SetAlpha(value) 1 = pin is opaque, 0 = pin is transparent. Usefull for fadeout effects.
pin:SetHidden(bool) if bool is true, the pin is invisible
pin:SetDimensions(width, height) sets the width and height of the pin (usefull if you want to implement your own a zoom effect near the border or something like that)
pin:SetColor(r, g, b, a) changes the pins color. you can create some kind of highlighting effect with this.
pin:GetNamedChild( "Background" ) returns the texture control.