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advanced navmap base init - #20

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josbyte wants to merge 1 commit into
TheStarport:masterfrom
josbyte:advanced_navmap_base
Open

advanced navmap base init#20
josbyte wants to merge 1 commit into
TheStarport:masterfrom
josbyte:advanced_navmap_base

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@josbyte

@josbyte josbyte commented Sep 3, 2025

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@Lazrius Lazrius left a comment

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Looks good, mostly just some minor stylistic changes

std::vector<std::string> displayable_systems;

// Configuración del mapa
bool show_player_position = true;

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Can we make it so our fields are camelCase to keep things consistent

std::string name;
float posX;
float posY;
float scale = 1.0f; // escala del sistema para el navmap

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Would it be possible make this comments in English so we can all understand them? : )

~NavmapWindow();
void RenderWindowContents() override;

struct VisitedSystem {

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Can you make sure that in whatever IDE you are using, clang-format is activated so the code format conforms to the standard?

std::vector<VisitedSystem> found_systems;

private:
char systemNameBuf[128];

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Can you change this to an std::array<char, 128>


class NavmapWindow final : public FlWindow
{
public:

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Our classes are typically private, public order

}
if (hasVisitedBase) {
auto nameW = Fluf::GetInfocardName(sys->idsName);
std::string name = WideToUtf8(nameW);

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We have a standard function for converting between the two. We use StringUtils::stows / wstos almost everywhere else

OutputDebugStringA("RENDER: Continuing because showMessage is TRUE\n");

// Render the NavmapWindow if it exists
if (navmapWindow) {

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is it possible for this to be null? If ImGui is not active in the OnGameLoad hook, we should throw a ModuleLoadException to unload the dll.

@@ -0,0 +1,944 @@
#include "PCH.hpp"
#include "../Include/advanced_navmap.hpp"

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Include should be implicitly available, so no need to do the "../Include" part

{
g_navmapWindow = this;
CenterWindow();
SetSize(ImVec2(620, 700));

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In a recent update, I added SetSizeWithAspectRatio, which is a lot better to use in my opinion

return s;
}

void NavmapWindow::RenderWindowContents()

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This function is massive, it might be a good idea to split it up into smaller functions for rendering specific bits which this function then calls.

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2 participants