Minimap: unify text sizing on one Text Size (px) control - #1808
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Clock, zone, coordinates and the FPS/MS readout each resized through a different mechanism -- a 0.5-2.0 "Scale" multiplier applied with SetScale on the host frame, plus the FPS readout carrying its own text-size slider on top of a scale. Replace all four with a single 8-30px Text Size slider applied via ApplyMinimapFont, matching the instance-difficulty control, and drop the fpsScale multiplier. - clockScale / locationScale / coordsScale -> clockSize / locationSize / coordsSize; fpsScale removed (fpsTextSize stays) - clock and zone edge-boxes now size to their text - dead _G._EBS_* globals (only used to live-SetScale from the options) removed - migration minimap_text_scale_to_font_size_v1 seeds the new *Size keys from the old scales (clock/zone x10, coords x11; fpsScale folded into fpsTextSize), clamped 8-30, so no minimap changes size Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PcbTBmdnc5d7ZXcLwVvGqe
SetScale on the clock/zone/coords/FPS host frame also multiplied that frame's SetPoint offsets, so a user's saved X/Y Offset was rendered in scaled space. Dropping to font size alone would shift any element that ran a scale other than 1.0. Fold the scale into the raw offset keys (clockOffsetX/Y, locationOffsetX/Y, coordsBelowOffsetX/Y, fpsOffsetX/Y), clamped to the slider range. The base map-edge inset was scaled too and is not compensated -- ~1px at the old 1.15 default, only visible for extreme scales. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PcbTBmdnc5d7ZXcLwVvGqe
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What does this PR do?
Unifies the five minimap text elements — clock, zone, coordinates, FPS/MS, and instance difficulty — onto a single Text Size slider (8–30 px), applied through
ApplyMinimapFontthe way the difficulty readout already was.clockScale/locationScale/coordsScale→clockSize/locationSize/coordsSize. The FPS readout's separatefpsScalemultiplier is removed; its existingfpsTextSizeis now the only control._G._EBS_*globals that only existed so the old sliders could live-SetScale, plus the hard-coded font sizes at fontstring creation.Migration
minimap_text_scale_to_font_size_v1(profile scope) keeps every existing UI looking identical:*Sizekey fromold scale × the size that scale multiplied(clock/zone 10, coords 11;fpsScalefolded intofpsTextSize), clamped 8–30SetScalealso multiplied each frame's anchor offsets, so a saved X/Y Offset was rendered in scaled space — the migration folds the old scale intoclockOffsetX/Y,locationOffsetX/Y,coordsBelowOffsetX/Y,fpsOffsetX/YtooNet effect: existing minimaps keep their current text size and position; the controls just read in pixels now.
Closes #1806
How was it tested?
Changes applied against AtrocityUI profile, small adjustments were made since I'm running Ultrawide 1440p and wanted to size up my fonts. That's what inspired this change.
Screenshots
before, trying to increase size:

immediately after migration

1px adjustments after calculations:

Checklist
SetSizeon an addon-owned box inside an existing update tick🤖 Generated with Claude Code