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Scions of Ithelia (9.3.0)
Endless Archive (9.2.5)
Updated:03/10/24 04:21 PM
Created:02/14/14 10:28 PM
Monthly downloads:84,978
Total downloads:4,660,928
Favorites:2,744
MD5:
9.3.0
LibAddonMenu-2.0  Popular! (More than 5000 hits)
Version: 2.0 r36
by: sirinsidiator, Seerah
LibAddonMenu is a library which offers many functions for add-on authors to simplify creating a configuration panel in the game's settings menu.

Users:

If the game cannot load some addon because it is missing LibAddonMenu-2.0 as a dependency, simply download and install it like you would any other addon. In case it shows as "out of date" in the game, simply enable the "allow out of date addons" checkbox.
IMPORTANT
In case you get an error that contains text like this:
user:/AddOns/<some other addon>/Libs/LibAddonMenu-2.0

Some other addon you have installed likely contains an old version of LibAddonMenu which is loaded before the most current one.

Make sure to search for LibAddonMenu-2.0 folders in your AddOns folder and delete all of them. Afterwards install the latest version of LibAddonMenu-2.0 separately.

Check Kyzderp's guide for more detailed instructions
Developers:

Ever since I (sirinsidiator) have taken over development of LAM-2.0 in 2015, the project is available on github and open for contributions by other authors.

With the ongoing effort to get rid of LibStub in favour of the library management capabilities provided by the game itself since Summerset was released, it is no longer recommended to embed LAM, or use LibStub to access it. Instead it should simply be specified as a dependency and accessed via the new LibAddonMenu2 global variable. Instead of providing it as part of another add-on, users should install and update it separately.

Quickstart:
Simply add LAM2 as a dependency in your addon manifest:
Code:
## DependsOn: LibAddonMenu-2.0
Optionally you can require a specific minimum version of LAM in case you rely on some features that are not available in earlier versions.
Code:
## DependsOn: LibAddonMenu-2.0>=30
In your code you can simply access the library via the global variable "LibAddonMenu2" and start creating your settings panel and controls:

Lua Code:
  1. local LAM = LibAddonMenu2
  2. local saveData = {} -- TODO this should be a reference to your actual saved variables table
  3. local panelName = "MyAddOnSettingsPanel" -- TODO the name will be used to create a global variable, pick something unique or you may overwrite an existing variable!
  4.  
  5. local panelData = {
  6.     type = "panel",
  7.     name = "MyAddOn Settings",
  8.     author = "me",
  9. }
  10. local panel = LAM:RegisterAddonPanel(panelName, panelData)
  11. local optionsData = {
  12.     {
  13.         type = "checkbox",
  14.         name = "My First Checkbox",
  15.         getFunc = function() return saveData.myValue end,
  16.         setFunc = function(value) saveData.myValue = value end
  17.     }
  18. }
  19. LAM:RegisterOptionControls(panelName, optionsData)

For more examples and information you can take a look at exampleoptions.lua, AwesomeGuildStore/Settings.lua, the LAM wiki or the source code. Each control has a full list of available properties in the comment at the start of the lua file.

Features:
  • Controls - LAM offers different control types to build elaborate settings menus
  • Reset to Default - LAM can restore the settings to their default state with one key press
  • Additional AddOn Info - Add a version label and URLs for website, donations, translations or feedback
  • AddOn Search - Can't find the settings for your AddOn between the other hundred entries? No problem! Simply use the text search to quickly find what you are looking for
  • Slash Commands - Provides a shortcut to open your settings menu from chat
  • Tooltips - In case you need more space to explain what a control does, simply use a tooltip
  • Warnings - If your setting causes some unexpected behaviour, you can simply slap a warning on them
  • Dangerous Buttons - when flagged as such, a button will have red text and ask for confirmation before it runs any action
  • Required UI Reload - For cases where settings have to reload the UI or should be stored to disk right away, LAM offers a user friendly way to ask for a UI reload.
  • Support for all 5 official languages and 6 custom localisation projects

External controls:
2.0 r36
- added multiselect feature to dropdown control (#135, thanks Baertram)
- fixed anchor constraint warnings in the interface.log (#136, thanks DakJaniels)
- fixed a bug which could lead to some controls not getting created in some rare cases
- updated for Scions of Ithelia

2.0 r35
- added "resetFunc" to each control type which gets called while resetting a panel to default values (#130, thanks Baertram)
- added workaround for dropdown menus getting cut off when used inside submenus
- updated for Secret of the Telvanni

2.0 r34
- added tooltips for header and description controls (#129, thanks remosito)
- fixed old icons not being hidden when choices are updated on the icon picker (thanks Gandalf)
- updated for High Isle

2.0 r33
- fixed dropdown widget choicesValues not accepting boolean "false" (#127, thanks Baertram)
- switched to a new build system
- updated for Ascending Tide

2.0 r32
- added "createFunc", "minHeight" and "maxHeight" properties to custom control (#123, thanks Baertram)
- updated folder structure (#119)
- updated for Markarth

2.0 r31
- fixed iconpicker showing an empty tooltip when no choicesTooltips are set (#111, thanks Scootworks)
- fixed slider mouse wheel interactions (#115)
- fixed translated texts not showing in the official Russian localization (#118, thanks andy.s)
- improved dropdown choice tooltip code compatibility (#115)
- added "helpUrl" property for many control types (#109, thanks Baertram)
- added "textType" and "maxChars" properties for editbox (#110, thanks Scootworks)
- added "readOnly" property for slider (#112, thanks Scootworks)
- removed embedded copy of LibStub (#116)
- updated Japanese translation (#113, thanks Calamath)
- updated for Greymoor

2.0 r30
- updated Korean translation (thanks whya5448)
- added "enableLinks" property to description control (#102, thanks silvereyes333)
- updated for Dragonhold

2.0 r29
- fixed a rare error when a panel refresh is triggered by an addon before LAM is fully initialized (#98)
- fixed SetHandler warning showing when a scrollable dropdown is used (#97)
- improved SetHandler warning message to show the panel title instead of the internal name and in addition log to LibDebugLogger for easy access to a stack trace (#99)
- improved comments in control files (#100, thanks Phuein)
- adjusted ReloadUI warning color to match the color of the warning in the ingame video settings (#101, thanks Phuein)

2.0 r28
- fixed color picker throwing errors in gamepad mode (#94, thanks Gandalf)
- added global variable "LibAddonMenu2" for direct access without using LibStub (#95)
- added IsLibrary directive to manifest (#93)
- added warning message when an addon is setting the "OnShow", "OnEffectivelyShown", "OnHide" or "OnEffectivelyHidden" handler on a panel (#92)
- use the callbacks "LAM-PanelControlsCreated", "LAM-PanelOpened" and "LAM-PanelClosed" instead
- updated Brazilian translation (thanks FelipeS11)

2.0 r27
- fixed scrollable dropdown not working correctly (#83)
- fixed disabled sliders changing value in some situations when clicked
- fixed panel not refreshing on open when it was already selected (#82)
- added RefreshPanel function to panel control (#84)
- the panel control is returned by RegisterAddonPanel
- added "translation", "feedback" and "donation" properties to panel (#88, thanks Baertram)
- all three (and also the "website" property) accept a function or a string
- added "disabled" and "disabledLabel" property for submenus (#86, #90, thanks klingo)
- added "icon" and "iconTextureCoords" property for submenus (#91)
- added "disabled" property for descriptions (#89, thanks klingo)
- added "clampFunction" property for slider controls (#85)
- the function receives the value, min and max as arguments and has to return a clamped value
- added optional support for LibDebugLogger
- in case it is loaded, it logs the full error when control creation failed
- updated LibStub to r5

2.0 r26
- fixed error when loading LAM on an unsupported locale
- added Korean translation (thanks p.walker)
- added Brazilian translation (thanks mlsevero)

2.0 r25
- fixed tooltips not working for entries in scrollable dropdown controls (#78, thanks kyoma)
- fixed standalone LAM not loading as expected when LAM is bundled with the manifest included (#81)
- fixed slashcommands not opening the correct panel on first attempt after UI load (#79)
- fixed an error when opening the addon settings menu after Clockwork City update (#80, thanks Gandalf)

2.0 r24
- added scrollable property for dropdown controls (#71, #75, thanks kyoma)
- added Italian translation (#70, thanks JohnnyKing94)
- added Polish translation (#73, #74, thanks EmiruTegryfon)
- updated Spanish translation (thanks TERAB1T)
- updated Russian translation (thanks Morganlefai and Kwisatz)
- fixed debug code not accepting functions for widget names (#72, thanks kyoma)

2.0 r23
- added Chinese translation (#64, thanks bssthu)
- added tooltips for dropdown menu entries (#42)
- added support for separate values for dropdown menu entries (#65)
- added keybind for reset to defaults button (#68)
- added requireReload property for input controls (#47)
- fixed support for nested submenus (#61, thanks Baertram)
- fixed alpha and height not working on divider control (#69)

2.0 r22
- fixed mouse exit events for sliders and textures (#52, thanks silvereyes333)
- fixed decimal input on sliders (#54)
- fixed icon picker not retaining color when disabled is toggled (#58)
- fixed slider accepting mouse wheel input while being disabled (#60)
- added support for nested submenus (#53)
- added new divider widget (#56, thanks silvereyes333)
- added new function "UpdateWarning" to controls which allows to refresh the warning text (#55, thanks silvereyes333)
- added new property "website" to panels which will render a button in the panel to open the specified addon URL (#57)
- updated localization (#59, thanks everyone who helped with it)

2.0 r21
- fixed panel creation starting more than once when switching between different addon panels quickly (#40)
- fixed LAM.util getting wiped with each version load causing errors for many players (#44)
- fixed disabled controls not having the correct label color in some cases (#41)
- fixed controls not updating their own disabled state when their value changes (#51)
- added Japanese translation (thanks k0ta0uchi) (#45)
- added isDangerous flag for button controls (#50)
- when set to true it changes the text color of the button to red and opens a dialog which shows the label and the warning text before running the callback
- added new options for sliders and fixed some bugs (#49)
- autoSelect (boolean): when set to true it makes the input field select all text when it gains focus
- inputLocation (string): setting it to "right" will move the input field to the right side of the slider and make it slightly bigger. For aesthetic reasons this should only be used in custom panels and not in the addon menu
- clampInput (boolean): true by default and if set to false it allows the input values of the slider to exceed the min and max value
- for other internal code changes take a look at the git history

2.0 r20
- fixed empty panels not firing LAM-PanelControlsCreated (#32)
- removed height constraint of 2500 from submenus (#34)
- added two new callbacks LAM-PanelOpened and LAM-PanelClosed. Both pass the panel as their sole argument (#27)
- 'default' can now be a function in addition to a static value (#23)
- all labels (name, tooltip, warning, etc.) can now be a string id or function in addition to a static string (#22)
- updated LibStub to r4

2.0 r19
- made icon picker choicesTooltips array optional
- added support for custom panel objects without a GetWidth method (partially fixes #26)
- fixed controls not refreshing correctly when they are initialized with a boolean "false" on the disabled property (#35, thanks Randactyl)
- removed height constraint on the description control (#36, thanks KuroiLight)
- added "isExtraWide" property to editboxes, allowing them to utilize more space (#37, thanks KuroiLight)
- added "decimals" property to sliders to allow rounding values to x decimals (#38, implements #21, thanks KuroiLight)
- added mousewheel support for sliders (#39, implements #30, thanks KuroiLight)

2.0 r18
- major overhaul of the addon menu style (thanks votan & merlight)
- NOTE: the menu is now a bit wider than before, if you created custom elements you might need to update them accordingly
- added search box to addon list (thanks votan & merlight)
- new icon picker widget
- removed micro freeze when opening a menu with many options for the first time
- changed tooltip property to accept functions that return a string (thanks Ayantir)
- changed the label on the defaults button and menu to avoid a grammar mistake in the french localization (thanks Ayantir)
- updated LibStub to r3 (support for '.' in minor version string, e.g. "17.5")

2.0 r17
- updated for changes in 100011
- fixed OpenToPanel function
- fixed possible error with combobox names
- half width control no longer have a fixed height and instead scale automatically now
- changed controls to no longer use top level windows
- fixed problems with the loading order and added warning if an old version gets initialized first
A big thank you to everyone who helped making these changes, especially votan, merlight and Garkin!

2.0 r16
- updated for changes in 100010
- thanks to Garkin for alerting me of changes needed and for testing on the test server
- Spanish support added, translation provided by Luisen75 for their Spanish project

2.0 r14
- fixed bug where the LAM-RefreshPanel callback was being registered with CALLBACK_MANAGER multiple times
- fixed highlighting of entries in the game Settings menu (Addon Settings now properly highlights and other entries go back to normal)

2.0 r13
- one last bug ran out from anunder the dresser - I smashed it hopefully!

2.0 r12
- fix one bug another shows up...

2.0 r11
- don't overwrite widgets list if table already exists (in case an external lib or addon registers a new widget type)
- headers, descriptions, submenus and custom widgets now have the ability to update their text when the panel and other controls refresh (simply change the name/text in the controlData table)
- custom controls now have the ability to refresh with other controls and your panel - there is a new optional field in the data table called refreshFunc (when the panel refreshes, this function will be called)

2.0 r10
- fixed display of warning icon for dropdown controls
- update LibStub.lua

2.0 r9
- added Russian locale support for RuESO project
- fixed anchoring issue with addon list (addon names are now properly in the scroll frame, so the few of you with tons installed should have no issue any longer)
- added ability to close submenus from the bottom of the submenu (there is a small strip along the bottom of the submenu that is clickable)
- edited each control to better support custom-created UIs via LAM and the parent passed through to the create functions

2.0 r8
- changed border texture around panel and addon list
- expanded maximum size of submenus from 1500 to 2500

2.0 r7
- shortened game menu entry for French and German localizations (so the text doesn't get cut off)
- fixed checkbox label coloring bug (when a checkbox that is set to "off" is re-enabled by another setting)
- fixed multi-line editbox bug (where text didn't display)
- added mousewheel scrolling for multi-line editboxes

2.0 r6
- added "LAM-PanelControlsCreated" callback when you panel has been shown for the first time and your controls have now been created
- fixed duplicate Addon Settings panels when you have a newer version of LAM overwriting an older version
- finished localizing stuff that wasn't localized yet
- added "sort" field to dropdown control

2.0 r5
- fix RefreshPanel function so that all controls now update
- add RefreshPanel call to ForceDefaults function

2.0 r4
- fix for me being an idiot. Sorry guys ><

2.0 r3
- fixed checkboxes making a sound when just refreshing
- fixed error when the lib is loaded standalone, but no addons are registered with it
- fixed error when LAM updates itself to a newer version (won't try to create two of the same frame)

2.0 r2
- LAM-2.0 is now released! See http://www.esoui.com/portal.php?&id=5&pageid=10 for a list of differences between LAM1 and LAM2, as well as a guide for usage and the library's docs

-----------------
1.0 r8
- updated APIVersion to 100004
- changed submenu so scroll bar doesn't overlap contents
- submenu should hopefully no longer occasionally show up behind the options panel

1.0 r7
- the defaults button now properly hides for each panel (Note: the keybind still works, I can't seem to get rid of that, but at least the prompt is hidden now)
- LAM now supports sub menus! See the description page for docs on usage

1.0 r6
- copy/paste fail when changing the name of an arg. Description titles will no longer hide from you.

1.0 r5
- exposed the widgets created via return

1.0 r4
-new widget: Description

1.0 r3
-fixed error with color picker in new patch

1.0 r2
-fixed bug when more than one addon panel is created
Archived Files (34)
File Name
Version
Size
Uploader
Date
2.0 r35
49kB
sirinsidiator
10/31/23 01:16 PM
2.0 r34
48kB
sirinsidiator
06/06/22 05:35 AM
2.0 r33
48kB
sirinsidiator
03/14/22 02:51 PM
2.0 r32
48kB
sirinsidiator
12/17/20 02:04 PM
2.0 r31
49kB
sirinsidiator
06/21/20 03:06 PM
2.0 r30
48kB
sirinsidiator
10/21/19 03:23 AM
2.0 r29
48kB
sirinsidiator
05/07/19 11:00 AM
2.0 r28
47kB
sirinsidiator
05/01/19 09:33 AM
2.0 r27
47kB
sirinsidiator
04/18/19 03:07 PM
2.0 r26
45kB
sirinsidiator
05/21/18 02:36 AM
2.0 r25
45kB
sirinsidiator
09/29/17 12:28 PM
2.0 r24
45kB
sirinsidiator
07/14/17 01:00 PM
2.0 r23
42kB
sirinsidiator
10/30/16 10:00 AM
2.0 r22
39kB
sirinsidiator
08/06/16 07:42 AM
2.0 r21
38kB
sirinsidiator
07/17/16 11:04 AM
2.0 r20
41kB
sirinsidiator
03/26/16 10:45 AM
2.0 r19
37kB
sirinsidiator
02/24/16 12:24 PM
2.0 r18
36kB
sirinsidiator
06/14/15 01:12 PM
2.0 r17
30kB
sirinsidiator
02/22/15 11:09 AM
2.0 r16
27kB
Seerah
11/02/14 02:03 PM
2.0 r14
26kB
Seerah
07/27/14 10:17 PM
2.0 r13
26kB
Seerah
07/20/14 09:35 PM
2.0 r12
26kB
Seerah
07/20/14 07:55 PM
2.0 r11
26kB
Seerah
07/19/14 02:49 PM
2.0 r10
25kB
Seerah
07/13/14 09:18 PM
2.0 r9
25kB
Seerah
07/05/14 06:55 PM
2.0 r8
25kB
Seerah
06/22/14 09:47 PM
2.0 r7
25kB
Seerah
06/15/14 05:17 PM
2.0 r6
25kB
Seerah
06/13/14 11:28 PM
2.0 r5
25kB
Seerah
06/12/14 10:32 PM
2.0 r4
25kB
Seerah
06/11/14 08:56 PM
2.0 r3
25kB
Seerah
06/11/14 07:49 PM
2.0 r2
24kB
Seerah
06/10/14 10:06 PM
1.0 r8
6kB
Seerah
05/24/14 10:01 PM


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Unread 10/16/14, 02:00 AM  
Fyrakin
 
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Forum posts: 129
File comments: 866
Uploads: 7
Re: PTS Server patch

I found that controls\button.lua also need a little update

in function LAMCreateControl.button

Code:
+	local data = {}
+	data.tooltipText =buttonData.tooltip
+	button.data = data
	button:SetHandler("OnMouseEnter", ZO_Options_OnMouseEnter)
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Unread 10/15/14, 06:20 PM  
neonatura
 
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PTS Server patch

Originally Posted by Garkin
It seems that it will need just a small change.
May not be fair.. anything under 1000 lines is small to a coder..

The following changes worked for me. I tested it on both 100009 and 100010 (PTS) api versions.

At the top add:
Code:
local apiVersion = 100009
At the bottom add:
Code:
local function InitApiVer()
    if KEYBOARD_OPTIONS then
        apiVersion = 100010
    end
end

--INITIALIZING
InitApiVer()
...
And then in the OpenToPanel function:
Code:
			ZO_GameMenu_InGame.gameMenu.headerControls[locSettings]:SetOpen(true)
			SCENE_MANAGER:AddFragment(OPTIONS_WINDOW_FRAGMENT)
+			if apiVersion < 100010 then
				ZO_OptionsWindow_ChangePanels(lam.panelID)
+			else
+				KEYBOARD_OPTIONS:ChangePanels(lam.panelID)
+			end
			if not lam.panelSubCategoryControl then
				lam.panelSubCategoryControl = _G["ZO_GameMenu_InGameNavigationContainerScrollChildZO_GameMenu_SubCategory"..(lam.panelID + 1)]
			end
+			if apiVersion < 100010 then
				ZO_TreeEntry_OnMouseUp(lam.panelSubCategoryControl, true)
+                        end
			panel:SetHidden(false)
In CreateAddonSettingsPanel function:
Code:
ZO_OptionsWindow_AddUserPanel(controlPanelID, controlPanelNames[GetCVar("Language.2")] or controlPanelName["en"])

		lam.panelID = _G[controlPanelID]
		
+		if apiVersion < 100010 then 
			ZO_PreHook("ZO_OptionsWindow_ChangePanels", HandlePanelSwitching)
+                else
+			ZO_PreHook(ZO_SharedOptions, "ZO_OptionsWindow_ChangePanels", HandlePanelSwitching)
+                end
		
		LAMSettingsPanelCreated = true
And finally, in CreateAddonList:
Code:
	list.controlType = OPTIONS_CUSTOM
	list.panel = lam.panelID
	
+	if apiVersion < 100010 then 
		ZO_OptionsWindow_InitializeControl(list)
+	else
+		list.data = {}
+		list.data.controlType = OPTIONS_CUSTOM
+		list.data.panel = lam.panelID
+		KEYBOARD_OPTIONS:InitializeControl(list)
+	end
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Unread 10/14/14, 07:29 PM  
Seerah
Fishing Trainer
 
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Forum posts: 648
File comments: 112
Uploads: 1
Thanks, guys!
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Unread 10/14/14, 08:58 AM  
Randactyl
 
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Originally Posted by Garkin
I don't think that it is depreciated, function ZO_OptionsWindow_InitializeControl still works.
I wonder what will happen when gamepad options will be available. My guess is that there will be one common function (such as ZO_OptionsWindow_InitializeControl) which will check if IsInGamepadPreferredMode() and then call InitializeControl method of keyboard or gamepad options.
That would make sense when gamepad stuff decides to show up. I only said this because of their included comment: "keep this around for backwards compatibility"
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Unread 10/14/14, 05:36 AM  
Garkin
 
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Originally Posted by Randactyl
Originally Posted by Garkin
It seems that it will need just a small change.
Came here to give these details and Garkin beat me to it without even being able to log in!

Also, ZO_OptionsWindow_InitializeControl seems to be depreciated. Might as well change line 301 from
Lua Code:
  1. ZO_OptionsWindow_InitializeControl(list)
to
Lua Code:
  1. KEYBOARD_OPTIONS:InitializeControl(list)
I don't think that it is depreciated, function ZO_OptionsWindow_InitializeControl still works.
I wonder what will happen when gamepad options will be available. My guess is that there will be one common function (such as ZO_OptionsWindow_InitializeControl) which will check if IsInGamepadPreferredMode() and then call InitializeControl method of keyboard or gamepad options.
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Unread 10/14/14, 01:18 AM  
Randactyl
 
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Originally Posted by Garkin
It seems that it will need just a small change.
Came here to give these details and Garkin beat me to it without even being able to log in!

Also, ZO_OptionsWindow_InitializeControl seems to be depreciated. Might as well change line 301 from
Lua Code:
  1. ZO_OptionsWindow_InitializeControl(list)
to
Lua Code:
  1. KEYBOARD_OPTIONS:InitializeControl(list)
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Unread 10/13/14, 08:03 PM  
Garkin
 
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Forum posts: 832
File comments: 1097
Uploads: 33
Originally Posted by Atropos
Seems like this might need an update for 1.5 now live on the PTS

Lua Code:
  1. EsoUI/Common/ZO_Options/ZO_SharedOptions.lua:23: attempt to index a nil value
  2. stack traceback:
  3.     EsoUI/Common/ZO_Options/ZO_SharedOptions.lua:23: in function 'ZO_SharedOptions:InitializeControl'
  4.     EsoUI/Common/ZO_Options/Keyboard/ZO_Options_Keyboard.lua:61: in function 'ZO_KeyboardOptions:InitializeControl'
  5.     EsoUI/Common/ZO_Options/Keyboard/ZO_Options_Keyboard.lua:98: in function 'ZO_OptionsWindow_InitializeControl'
  6.     user:/AddOns/FoundryTacticalCombat/lib/LAM/LibAddonMenu-2.0.lua:300: in function 'CreateAddonList'
  7.     user:/AddOns/FoundryTacticalCombat/lib/LAM/LibAddonMenu-2.0.lua:308: in function '(main chunk)'

Thanks for all your hard work on this lib!
It seems that it will need just a small change.

Change lines 297 and 298 in LibAddonMenu-2.0.lua:
Lua Code:
  1. list.controlType = OPTIONS_CUSTOM
  2. list.panel = lam.panelID
to:
Lua Code:
  1. list.data = {}
  2. list.data.controlType = OPTIONS_CUSTOM
  3. list.data.panel = lam.panelID

It is untested as I'm currently not able login to the PTS (I'm not getting email with access code )


EDIT:
I have found another issue - ZO_OptionsWindow_ChangePanels() is now replaced by KEYBOARD_OPTIONS:ChangePanels(panel).
So in the LibAddonMenu-2.0.lua change lines 60-64 from:
Lua Code:
  1. ZO_OptionsWindow_ChangePanels(lam.panelID)
  2. if not lam.panelSubCategoryControl then
  3.     lam.panelSubCategoryControl = _G["ZO_GameMenu_InGameNavigationContainerScrollChildZO_GameMenu_SubCategory"..(lam.panelID + 1)]
  4. end
  5. ZO_TreeEntry_OnMouseUp(lam.panelSubCategoryControl, true)
to single line:
Lua Code:
  1. KEYBOARD_OPTIONS:ChangePanels(lam.panelID)

line 200 from:
Lua Code:
  1. local function HandlePanelSwitching(panel)
to:
Lua Code:
  1. local function HandlePanelSwitching(self, panel)

And line 234 from:
Lua Code:
  1. ZO_PreHook("ZO_OptionsWindow_ChangePanels", HandlePanelSwitching)
to:
Lua Code:
  1. ZO_PreHook(ZO_SharedOptions, "ChangePanels", HandlePanelSwitching)
Last edited by Garkin : 10/16/14 at 05:38 PM.
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Unread 10/13/14, 07:09 PM  
Atropos
 
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Seems like this might need an update for 1.5 now live on the PTS

Lua Code:
  1. EsoUI/Common/ZO_Options/ZO_SharedOptions.lua:23: attempt to index a nil value
  2. stack traceback:
  3.     EsoUI/Common/ZO_Options/ZO_SharedOptions.lua:23: in function 'ZO_SharedOptions:InitializeControl'
  4.     EsoUI/Common/ZO_Options/Keyboard/ZO_Options_Keyboard.lua:61: in function 'ZO_KeyboardOptions:InitializeControl'
  5.     EsoUI/Common/ZO_Options/Keyboard/ZO_Options_Keyboard.lua:98: in function 'ZO_OptionsWindow_InitializeControl'
  6.     user:/AddOns/FoundryTacticalCombat/lib/LAM/LibAddonMenu-2.0.lua:300: in function 'CreateAddonList'
  7.     user:/AddOns/FoundryTacticalCombat/lib/LAM/LibAddonMenu-2.0.lua:308: in function '(main chunk)'

Thanks for all your hard work on this lib!
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Unread 08/02/14, 07:09 AM  
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Originally Posted by wmrojer
Documentation for the "default" parameter for the colorpicker widget is wrong in the controls\colorpicker.lua

In the lua file
Lua Code:
  1. default = {defaults.r, defaults.g, defaults.b, defaults.a}, --(optional) table of default color values

But here on the web its
Lua Code:
  1. default = {r=defaults.r, g=defaults.g, b=defaults.b, a=defaults.a}, --(optional) table of default color values

Only the variant described here on the web works. (Which is a pain imho, since it's makes for a much more complicated code on my side )
<...snip...>
The best way I have found is using the ZO_ColorDef object.

Lua Code:
  1. local defaultColor = ZO_ColorDef:New(1,1,1,1)
  2. local myColor = ZO_ColorDef:New(unpack(savedVars.color))
  3.  
  4. -- definition of the colorpicker widget:
  5. {
  6.    type = "colorpicker",
  7.    name = "Colorpicker name",
  8.    tooltip = "Colorpicker tooltip text",
  9.    getFunc = function() return myColor:UnpackRGBA() end,
  10.    setFunc = function(...)
  11.          myColor:SetRGBA(...)
  12.          savedVars.color = {...}
  13.       end,
  14.    default = defaultColor, --or you can use directly default color definition object like ZO_NORMAL_TEXT or ZO_ERROR_COLOR
  15. },
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Unread 08/02/14, 06:12 AM  
wmrojer

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Documentation for the "default" parameter for the colorpicker widget is wrong in the controls\colorpicker.lua

In the lua file
Lua Code:
  1. default = {defaults.r, defaults.g, defaults.b, defaults.a}, --(optional) table of default color values

But here on the web its
Lua Code:
  1. default = {r=defaults.r, g=defaults.g, b=defaults.b, a=defaults.a}, --(optional) table of default color values

Only the variant described here on the web works. (Which is a pain imho, since it's makes for a much more complicated code on my side )

By just adding a few lines to the controls\colorpicker.lua both variants can be supported.
Lua Code:
  1. local function UpdateValue(control, forceDefault, valueR, valueG, valueB, valueA)
  2.     if forceDefault then    --if we are forcing defaults
  3.         local color = control.data.default
  4.         if color.r ~= nil and color.g ~= nil and color.b ~= nil then
  5.             valueR, valueG, valueB, valueA = color.r, color.g, color.b, color.a
  6.         else
  7.             valueR, valueG, valueB, valueA = color[1], color[2], color[3], color[4]
  8.         end
  9.         control.data.setFunc(valueR, valueG, valueB, valueA or 1)
  10.     elseif valueR and valueG and valueB then
  11.         control.data.setFunc(valueR, valueG, valueB, valueA or 1)
  12.         --after setting this value, let's refresh the others to see if any should be disabled or have their settings changed
  13.         if control.panel.data.registerForRefresh then
  14.             cm:FireCallbacks("LAM-RefreshPanel", control)
  15.         end
  16.     else
  17.         valueR, valueG, valueB, valueA = control.data.getFunc()
  18.     end
  19.  
  20.     control.thumb:SetColor(valueR, valueG, valueB, valueA or 1)
  21. end
Last edited by wmrojer : 08/02/14 at 06:19 AM.
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Unread 07/28/14, 03:50 PM  
Seerah
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Originally Posted by Atropos
Turns out this is the link I need: http://www.esoui.com/portal.php?&id=5&pageid=15
Yep, that's linked at the bottom of the main docs page.
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Unread 07/28/14, 01:04 PM  
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Hi Seerah,

Thanks for the response, glad to know this is easier than I initially thought. I looked over the docs on your portal but it wasn't obvious to me at the time that this was possible.

Turns out this is the link I need: http://www.esoui.com/portal.php?&id=5&pageid=15

I'll take another crack at this and try to get FTC running on AddonMenu2.0 for my next update. Thanks for your support.

Atropos
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Unread 07/27/14, 09:15 PM  
Seerah
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@Atropos
What you want to do is 100% possible with LAM-2.0. Especially since you reload the UI when enabling/disabling modules in FTC - this becomes even simpler. There are several ways this can be accomplished. You can set the controls for that module to be disabled (and greyed out) if the module is not active (this is actually the easiest way, and then you don't even need to reload the UI), or you can do the below if you don't want the settings to show up at all (and still reload the UI when modules are turned on/off).

Lua Code:
  1. local optionsTable = {
  2.      [1] = {
  3.           type = "checkbox",
  4.           name = "Frames Module",
  5.           etc...
  6.      },
  7.      [2] = {
  8.           type = "checkbox",
  9.           name = "Combat Text Module",
  10.           etc...
  11.      },
  12. }
  13. local ufModuleOptions = {
  14.      type = "submenu",
  15.      name = "Unit Frames",
  16.      controls = {
  17.           [1] = {option 1 table data stuff},
  18.           [2] = {option 2 table data stuff},
  19.           [3] = {ect...},
  20.      }
  21. }
  22. local textModuleOptions = {
  23.      type = "submenu",
  24.      name = "Combat Text",
  25.      controls = {
  26.           [1] = {option 1 table data stuff},
  27.           [2] = {option 2 table data stuff},
  28.           [3] = {ect...},
  29.      }
  30. }
  31. local function SetUpOptions()
  32.      if ufModuleEnabled then
  33.           table.insert(optionsTable, ufModuleOptions)
  34.      end
  35.      if textModuleEnabled then
  36.           table.insert(optionsTable, textModuleOptions)
  37.      end
  38.  
  39.      LAM2:RegisterOptionControls("FoundryTacticalCombat", optionsTable)
  40. end
Last edited by Seerah : 07/27/14 at 09:16 PM.
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Unread 07/27/14, 10:07 AM  
Atropos
 
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Hello Seerah,

Thank you for your hard work on providing this (and other) libraries, I'm certain they make the lives of addon authors much easier.

I put in some time this weekend on finally bringing my addon, Foundry Tactical Combat, up to speed with the 2.0 version of LibAddonMenu. Unfortunately, I abandoned the work halfway through and have decided to stick with the 1.0 version of the lib (at least for now). I thought I would give a bit of feedback as to why.

My addon is modular, there are 5 different "core components", each of which has the option of being toggled outright (enable/disable). For components that are enabled, each component has several options for its configuration. In the 1.0 version of the lib, I was able to generate my addon menu controls using conditional logic, if the component is enabled, display the sub-options for that component, if it's not enabled, display nothing (or something else).

In the 2.0 version of the lib, it seems like I have to declare all my menu controls at once, and pass the construction of them through an arguments table. While this is probably easier for most users of the lib, it's definitely less flexible than the 1.0 version.

Perhaps there is already a way to do this in a clever way with the 2.0 lib, and I'm missing it. If so please let me know. Otherwise, it would be nice for a future version if you would consider a way to allow menu controls to be configured conditionally. I hope this feedback is clear. Keep up the good work!
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Unread 07/25/14, 09:53 PM  
Seerah
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I'm... sorry? You seem as if you're angry with me for some reason.

It's a table. You can name it whatever you want, so long as you pass the correct variable reference to the function. In fact, you don't even *need* to assign your table to a variable - you can make an anonymous table right within the function call, so long as you don't need to access it later. (Though this is bad for readability. )

In fact, I believe the reason why I named it differently in exampleOptions.lua (I'm pretty sure it was always called optionsTable in that file - I don't remember changing it at least) was to show that the reference *can* be different from what's in the docs. It's just an example, though, not something that has to be followed literally. But I'm just a teacher, so what do I know? hehe

/edit: oh, and you're welcome
Last edited by Seerah : 07/25/14 at 09:54 PM.
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