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Dragonhold (5.2.0)
Scalebreaker (5.1.5)
Updated:10/03/19 04:37 AM
Created:07/11/15 10:51 AM
Monthly downloads:66,046
Total downloads:423,068
Favorites:466
MD5:
5.1.5
LibCustomMenu  Popular! (More than 5000 hits)
Version: 6.8.1
by: votan [More]
Info
This library is not intended as stand-alone. It is for addon developers, because it requires additional changes in the addon source anyway.

Description
This library is written to overcome one way to get the "Access a private function XYZ from insecure code". But beginning with version 2.0, it does additional provide a new feature: sub menus.
Beginning with version 3.0, it does additional provide a new feature: divider.

Background
Controls, created from add-on code (as part of code path) are marked as "insecure/compromissed".
Functions, which have no problem with been called from "insecure" controls, are still working perfectly.
Like those of add-ons or Show On Map, Link in Chat or Get Help.
But "secured" functions like UseItem, InitiateDestroy, PickupInventoryItem raising the error message from above.
Once you hook AddMenuItem ALL controls created for the context-menu are "insecure".

Prior to ESO 2.0.13 if an add-on offers a full custom context-menu (no built-in menu entries) and this context-menu is shown first after (re-)load UI the first menu item controls are insecure. A crash of "Use" in the inventory afterwards was guaranteed.
Starting with ESO 2.0.13 ZOS preallocates 10 "secure" menu items. See here.
But this just reduces the chance of running into that problem, it does not fix it.
Currently the number of preallocated controls is 30. Running into this problem with AddMenuItem is real rare, but inventory action slots still don't like custom menu entries.

To avoid the error message, the controls of built-in menu items and add-on menu items must be strictly separated. That's what AddCustomMenuItem of this library does. It uses an own pool of controls, which look exactly the same. Sounds strange, but works.

I don't use private functions. Why should I use this lib?
It's not you, who uses private functions. It is built-in code, which re-uses controls indirectly created by your add-on in AddMenuItem.

I want to use this lib, so what to do?
After you have included the lib in your add-on manifest (.txt) do a text search for the global function AddMenuItem (not any :AddMenuItem of other objects) and replace it with AddCustomMenuItem.
Be careful with a simple "Replace All" over all files! You probably replace the AddMenuItem of LibCustomMenu itself

Version 1.0
This version was intended as proof of concept, but was successfully used in Beartram's FCO Item Saver, Circonian's FilterIt and my Fish Fillet.

Version 2.0
In order to have more value than avoiding a rare, just annoying "bug", sirinsidiator suggested and provided proof of concept code for sub menu items.
A big thank to sirinsidiator!
I finalized it and here we are.

API 2.0
function AddCustomMenuItem(mytext, myfunction, itemType, myfont, normalColor, highlightColor, itemYPad)

Fully compatible with AddMenuItem.
mytext: string, required. Caption of menu item.
myfunction: function(), required. Called if clicked.
itemType: int, optional. MENU_ADD_OPTION_LABEL or MENU_ADD_OPTION_CHECKBOX. Default MENU_ADD_OPTION_LABEL.
myfont: string, optional.
normalColor: ZO_ColorDef, optional. Color of unselected item.
highlightColor: ZO_ColorDef, optional. Color of selected/hovered item.
itemYPad: int, optional. y-padding between items.


function AddCustomSubMenuItem(mytext, entries, myfont, normalColor, highlightColor, itemYPad)

mytext: string, required. Caption of menu item.
entries: table of sub items or callback returning table of sub items, required.
myfont: string, optional.
normalColor: ZO_ColorDef, optional. Color of unselected/normal sub item.
highlightColor: ZO_ColorDef, optional. Color of selected/hovered sub item.
itemYPad: int, optional. y-padding between sub items.

sub item:
label: string or function(rootMenu, childControl), required.
callback: function(), required.
disabled: boolean or function(rootMenu, childControl), optional. Default false. if true, sub item is visible, but gray and not clickable.
visible: boolean or function(rootMenu, childControl), optional. Default true.

example 1:
Lua Code:
  1. local entries = {
  2.   {
  3.     label = "Test 1",
  4.     callback = function() d("Test 1") end,
  5.   },
  6.   {
  7.     label = "Test 2",
  8.     callback = function() d("Test 2") end,
  9.     disabled = function(rootMenu, childControl) return true end,
  10.   }
  11. }
  12. ClearMenu()
  13. AddCustomSubMenuItem("Sub Menu", entries)
  14. ShowMenu()

example 2:
Lua Code:
  1. local function GetEntries(rootMenu)
  2. d("run")
  3. return {
  4.   {
  5.     label = function() return GetTimeStamp() end,
  6.     callback = function() d("Test 1") end,
  7.   },
  8.   {
  9.     label = "Test 2",
  10.     callback = function() d("Test 2") end,
  11.     disabled = function(rootMenu, childControl) return true end,
  12.   }
  13. }
  14. end
  15. ClearMenu()
  16. AddCustomSubMenuItem("Sub Menu", GetEntries)
  17. ShowMenu()
If you have Notebook or ZAM Notebook, you could copy&paste the scripts from above and execute them.

API 3.0
In addition to API 2.0:
Allow divider by setting member label to a static "-". Suggested by Beartram.

example:
Lua Code:
  1. local entries = {
  2.   {
  3.     label = "Test 1",
  4.     callback = function() d("Test 1") end,
  5.   },
  6.   {
  7.     label = "-",
  8.   },
  9.   {
  10.     label = "Test 2",
  11.     callback = function() d("Test 2") end,
  12.     disabled = function(rootMenu, childControl) return true end,
  13.   }
  14. }
  15. ClearMenu()
  16. AddCustomSubMenuItem("Sub Menu", entries)
  17. ShowMenu()

API 4.1
In addition to API 3.0:
actionSlots:AddCustomSlotAction(actionStringId, actionCallback, actionType, visibilityFunction, options)

for example while hooking ZO_InventorySlot_DiscoverSlotActionsFromActionList(inventorySlot, slotActions)
for example within the callback of API 6.0. See below.

API 5.0
In addition to API 4.1+:
New entry properties itemType and checked.
itemType = MENU_ADD_OPTION_LABEL (default) or MENU_ADD_OPTION_CHECKBOX for a checkbox
checked = false/true or function() return state end
The initial checked state than opening the sub menu.

example:
Lua Code:
  1. local myState = true
  2.     local entries = {
  3.       {
  4.         label = "Test 1",
  5.         callback = function(state) myState = state df("Test 1: %s", tostring(myState)) end,
  6.         checked = function() return myState end,
  7.         itemType = MENU_ADD_OPTION_CHECKBOX,
  8.       },
  9.       {
  10.         label = "Test 1b",
  11.         callback = function() d("Test 1b") end,
  12.         itemType = MENU_ADD_OPTION_LABEL,
  13.       },
  14.       {
  15.         label = "-",
  16.       },
  17.       {
  18.         label = "Test 2",
  19.         callback = function() d("Test 2") end,
  20.         disabled = function(rootMenu, childControl) return true end,
  21.       }
  22.     }
  23.     ClearMenu()
  24.     AddCustomSubMenuItem("Sub Menu", entries)
  25.     ShowMenu()

API 6.2
In addition to API 5+:
Added callbacks, you can register to, to hook into inventory slot context menu. You don't need to reinvent the hook and are able to control the position of your entry/entries more granular.

category
lib.CATEGORY_EARLY
lib.CATEGORY_PRIMARY
lib.CATEGORY_SECONDARY
lib.CATEGORY_TERTIARY
lib.CATEGORY_QUATERNARY
lib.CATEGORY_LATE

CATEGORY_EARLY is before the first built-in menu entry.
CATEGORY_PRIMARY is after the first built-in menu entry. And so on.
CATEGORY_LATE is after built-in menu and default.

lib:RegisterContextMenu(func, category)
Register to the context menu of the inventory mouse right click.

lib:RegisterKeyStripEnter(func, category)
Register to the inventory mouse hover used to update the keybind buttons at the bottom.

func: callback function to be called.
Signature:
Lua Code:
  1. local function func(inventorySlot, slotActions)
  2. end

category: optional. defaults to CATEGORY_LATE.

lib:RegisterKeyStripExit(func)
Register to the inventory mouse hover used to update the keybind buttons at the bottom, if the mouse exits an inventory slot.

func: callback function to be called.
Signature:
Lua Code:
  1. local function func()
  2. end

example:
Lua Code:
  1. ZO_CreateStringId("SI_BINDING_NAME_SHOW_POPUP", "Show in Popup")
  2. local function AddItem(inventorySlot, slotActions)
  3.   local valid = ZO_Inventory_GetBagAndIndex(inventorySlot)
  4.   if not valid then return end
  5.   slotActions:AddCustomSlotAction(SI_BINDING_NAME_SHOW_POPUP, function()
  6.     local bagId, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot)
  7.     local itemLink = GetItemLink(bagId, slotIndex)
  8.     ZO_PopupTooltip_SetLink(itemLink)
  9.   end , "")
  10. end
  11.  
  12. LibCustomMenu:RegisterContextMenu(AddItem, LibCustomMenu.CATEGORY_PRIMARY)

example 2:
Lua Code:
  1. local function AddItem(inventorySlot, slotActions)
  2.   local bagId, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot)
  3.   if not CanItemBePlayerLocked(bagId, slotIndex) then return end
  4.   local locked = IsItemPlayerLocked(bagId, slotIndex)
  5.  
  6.   slotActions:AddCustomSlotAction(locked and SI_ITEM_ACTION_UNMARK_AS_LOCKED or SI_ITEM_ACTION_MARK_AS_LOCKED, function()
  7.     SetItemIsPlayerLocked(bagId, slotIndex, not locked)
  8.   end, "keybind2")
  9.   -- you can use: "primary", "secondary", "keybind1", "keybind2"
  10. end
  11.  
  12. local menu = LibCustomMenu
  13. --menu:RegisterContextMenu(AddItem, menu.CATEGORY_PRIMARY)
  14. menu:RegisterKeyStripEnter(AddItem, menu.CATEGORY_LATE)
Not really practical, because it hides the built-in keybind.
But you could use the callback just to be notified as well.

API 6.8
In addition to API 6.2+:
Added functionality to add an optional tooltip to a menu entry.
For the top level menu entries there is a new global function:
function AddCustomMenuTooltip(tooltip, index)
tooltip: Either a string shown as a simple tooltip or a callback function to let you do everything.
Signature:
Lua Code:
  1. local function func(control, inside)
  2. end
control: the menu entry control.
inside: The function is called on mouse enter with inside=true and on mouse exit with inside=false.

index: Optional. Index of the menu entry, the tooltip is for. By default the index of the last added item is used. => You call AddCustomMenuItem and when AddCustomMenuTooltip.

For sub-menus a new key "tooltip" can be used. Again it is either a string or the callback function with the signature from above.

example:
Lua Code:
  1. local myState = true
  2.     local entries = {
  3.       {
  4.         label = "Test 1",
  5.         callback = function(state) myState = state df("Test 1: %s", tostring(myState)) end,
  6.         checked = function() return myState end,
  7.         itemType = MENU_ADD_OPTION_CHECKBOX,
  8.         tooltip = "This is Test 1",
  9.       },
  10.       {
  11.         label = "Test 1b",
  12.         callback = function() d("Test 1b") end,
  13.         itemType = MENU_ADD_OPTION_LABEL,
  14.         tooltip = "This is Test 2",
  15.       },
  16.       {
  17.         label = "-",
  18.       },
  19.       {
  20.         label = "Test 2",
  21.         callback = function() d("Test 2") end,
  22.         disabled = function(rootMenu, childControl) return true end,
  23.       }
  24.     }
  25.     ClearMenu()
  26.     AddCustomSubMenuItem("Sub Menu", entries)
  27.     AddCustomMenuTooltip("A sub-menu")
  28.     AddCustomMenuItem("-", function() d("soso") end)
  29.     AddCustomMenuItem("Button", function() d("jojo") end)
  30.     AddCustomMenuTooltip(function(control, inside) if inside then d("A great button") end end)
  31.     AddCustomMenuItem("CheckBox", function() d("soso") end, MENU_ADD_OPTION_CHECKBOX)
  32.     ShowMenu()
How to use Checkbox at top level
Lua Code:
  1. local index = AddCustomMenuItem("CheckBox", function() <your callback> end, MENU_ADD_OPTION_CHECKBOX)
  2. if needToCheckIt then
  3.     ZO_CheckButton_SetChecked(ZO_Menu.items[index].checkbox)
  4. end
version 6.8.1:
- Update to API 100029 "Dragonhold".

version 6.8.0:
- Fix layout of built-in checkbox button of menu top level entries
- Added tooltip support: Either callback function or text string.

version 6.7.1:
- Update to API 100028 "Scalebreaker".

version 6.7.0:
- API bump 100027 "Elsweyr".
- Accessible via LibCustomMenu.
- Use of LibStub is optional.

version 6.6.3:
- Update to API 100026 "Wrathstone".

version 6.6.2:
- Reverted back to depend on LibStub. It is too early for that.

version 6.6.1:
- Update to API 100025 "Murkmire".
- Work without LibStub as well.

version 6.6:
- Update to API 100024 "Wolfhunter".
- New library load structure.

version 6.5: Fix for PTS.

version 6.4: Fixed compatibility with other addons hooking the context-menu. Like Craft Bag Extended.

version 6.3:
- Improve compabitility with AGS.

version 6.2:
- Handle inventory context menu and key strip menu. Take 2.


version 6.1:
- Fixed a conflict with CraftBagExtended.

version 6:
- Handle inventory context menu and key strip menu.


version 5:
- Supporting checkboxes in submenus.
- Fixed Divider menu item.

version 4.3:
- Update for "Horns of the Reach".

version 4.2.0:
- Fixed rare timing issue closing menu while mouse is over sub-menu.
- APIVersion update to 100017.

version 4.1.1:
- APIVersion update to 100014.

version 4.1:
- Added ZO_InventorySlotActions:AddCustomSlotAction. (Requested by merlight)
- APIVersion update to 100013.

version 4: * Working with Orsinium. Just the manifest APIVersion must be updated
- Fixed issue: main menu not closing if sub-menu used outside inventory. Thanks to circonian.

version 3:
- New menu item type: Divider. A static text "-" will be displayed as a divider. You can use <lib>.DIVIDER for better readability.

version 2:
- New global function AddCustomSubMenuItem

version 1:
- New global function AddCustomMenuItem as a replacement for AddMenuItem.
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Archived Files (20)
File Name
Version
Size
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Date
6.8.0
7kB
votan
08/07/19 01:15 PM
6.7.1
7kB
votan
07/30/19 11:57 AM
6.7.0
7kB
votan
05/18/19 08:07 AM
6.6.3
16kB
votan
02/23/19 10:15 AM
6.6.2
8kB
votan
10/21/18 09:31 AM
6.6.1
7kB
votan
10/19/18 12:13 PM
6.6
14kB
votan
08/13/18 11:17 AM
6.5
8kB
votan
04/22/18 05:21 AM
6.4
7kB
votan
04/16/18 11:45 AM
6.3
7kB
votan
03/03/18 10:58 AM
6.2
8kB
votan
02/02/18 12:35 AM
5
7kB
votan
01/27/18 03:11 PM
5
7kB
votan
08/15/17 12:34 PM
4.3
6kB
votan
07/15/17 01:00 PM
4.2.0
6kB
votan
10/12/16 12:56 PM
4.1.1
6kB
votan
03/07/16 12:13 PM
4.1.0
6kB
votan
11/22/15 02:24 PM
4.0.0
6kB
votan
08/06/15 10:48 AM
3.0.0
6kB
votan
07/25/15 05:36 AM
2.0.0
5kB
votan
07/11/15 10:51 AM


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Unread 08/01/19, 02:47 AM  
Baertram
 
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Re: Tooltip for menu items

Originally Posted by @DeadSoon
Is it basically possible to add a tooltip for menu items? So if I move the mouse over an menu element to see a tooltip?
Yes it is. I think I have added this in FCOStarveStop where in the LAM Settings menu the dropdown box for the potions (the dropdown box is also a ZO_Menu which builds the base for the context menus) to show an itemlink itemtooltip for the currently mouse overed entry of the dropdown box.
You could also use the normal text tooltip instead of the itemtooltip here.

Example code:
Lua Code:
  1. --Set variable "activeDropdown" to the currently shown dropdown control (dropdown = the context menu of the dropdown) -> Used if multiple dropdowns get controlled via this ZO_PreHook and ZO-PreHook of ZO_Menu_SetSelectedIndex (See below)
  2. local dropdown = myLAMDropdownControlWithTooltip.dropdown
  3.                 ZO_PreHook(dropdown, "SetVisible", function(self, visible)
  4.                     if(visible) then
  5.                         activeDropdown = self
  6.                     else
  7.                         activeDropdown = nil
  8.                     end
  9.                 end)
  10.  
  11. --Show tooltips in LAM2's dropdown menus, if the dropdown box is allowed
  12.             ZO_PreHook("ZO_Menu_SetSelectedIndex", function(index)
  13.                 if(not activeDropdown) then return end
  14.                 ClearTooltip(ItemTooltip)
  15.                 if(not index or not ZO_Menu.items) then return end
  16.  
  17.                 index = zo_max(zo_min(index, #ZO_Menu.items), 1)
  18.  
  19.                 local qsItemLink = GetSlotItemLink(FCOSS.quickSlotsMapping[index])
  20.                 if qsItemLink ~= "" then
  21.                     local mouseOverControl = WINDOW_MANAGER:GetMouseOverControl()
  22.                     if not mouseOverControl then return fals end
  23.                     InitializeTooltip(ItemTooltip, mouseOverControl, TOPLEFT, 0, 0, BOTTOMRIGHT)
  24.                     ItemTooltip:SetLink(qsItemLink)
  25.                     ItemTooltipTopLevel:BringWindowToTop()
  26.                 end
  27.             end)
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Unread 06/20/19, 08:57 AM  
@DeadSoon
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Tooltip for menu items

Is it basically possible to add a tooltip for menu items? So if I move the mouse over an menu element to see a tooltip?
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Unread 05/24/19, 11:28 AM  
@DeadSoon
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Re: Re: SubSubMenu

Originally Posted by votan
Originally Posted by @DeadSoon
Hey votan,

it is possible to create SubSubMenu's ? So when I create a AddCustomSubMenuItem, how I can add further submenu's inside of the subMenu ?

So far I haven't found a way.

Many thanks and best regards
Hi DeadSoon,

you are right, it is not possible.
I decided not to implement this super cascading menu after menu after menu. Sorry
Alright, good to know.
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Unread 05/24/19, 10:46 AM  
votan
 
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Re: SubSubMenu

Originally Posted by @DeadSoon
Hey votan,

it is possible to create SubSubMenu's ? So when I create a AddCustomSubMenuItem, how I can add further submenu's inside of the subMenu ?

So far I haven't found a way.

Many thanks and best regards
Hi DeadSoon,

you are right, it is not possible.
I decided not to implement this super cascading menu after menu after menu. Sorry
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Unread 05/23/19, 12:30 PM  
@DeadSoon
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SubSubMenu

Hey votan,

it is possible to create SubSubMenu's ? So when I create a AddCustomSubMenuItem, how I can add further submenu's inside of the subMenu ?

So far I haven't found a way.

Many thanks and best regards
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Unread 03/04/19, 07:21 PM  
zgwortz

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Hi! I was just wondering if the inclusion of Votan's Addon List module inside this one was an oversight or intentional? I added this through Minion when another addon failed to load because this was a dependency and the other addon had an older version, and was surprised to find the Addon list layout completely changed after reloading.

I'm okay either way - I can always disable the new layout, but wanted to bring it up just in case it wasn't the intended behavior.
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Unread 10/24/18, 11:17 AM  
votan
 
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Originally Posted by Marazota
so i figured out this bug
ALL ADDONS LAST VERSION AND WAS REINSTALLED by Minion few times

1. AGS ALONE - all ok, can list items from craft bags

2. AGS+LibStub+LibCustomMenu - CANT list items from bags, only RETRIEVE


AGS embeds an old version of LibCustomMenu the old way. Remove it.
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Unread 10/23/18, 06:04 PM  
Marazota

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so i figured out this bug
ALL ADDONS LAST VERSION AND WAS REINSTALLED by Minion few times

1. AGS ALONE - all ok, can list items from craft bags

2. AGS+LibStub+LibCustomMenu - CANT list items from bags, only RETRIEVE


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Unread 10/21/18, 07:07 AM  
DesertDwellers
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Originally Posted by votan
We are working on that already. Did you use the lastest version of AGS and did it happen again?
I downloaded the latest version of libCustomMenu from here, and it is still breaking AGS. I did notice the file version in 6.6.1 is saying 6.6 if that helps. It also appears to be no different than the one I downloaded on 10/15.
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Unread 06/02/18, 04:37 AM  
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We are working on that already. Did you use the lastest version of AGS and did it happen again?
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Unread 06/02/18, 03:33 AM  
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This error seems to be occurring with some frequency among users of Awesome Guild Store. Looks like that thread is starting to fill up. I'll keep an eye on it there. Thanks!
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Unread 05/30/18, 03:21 AM  
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Originally Posted by votan
Do you have Advanced Filter and use the drop-down to filter items?
I do have Advanced Filters but I don't use the dropdown menu.
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Unread 05/30/18, 02:55 AM  
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Originally Posted by RavenMind
It occurs when double clicking an item to withdraw/deposit, and a second of this type of error occurs when using the keyboard to do the same. When that happens, neither keyboard nor mouse will work & I have to reloadUI (which seems to "fix" it for a while.
Do you have Advanced Filter and use the drop-down to filter items?
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Unread 05/30/18, 02:15 AM  
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Hi Votan. I'm still quite often getting the following error at banks:
Code:
EsoUI/Ingame/Inventory/InventorySlot.lua:697: Attempt to access a private function 'PickupInventoryItem' from insecure code. The callstack became untrusted 3 stack frame(s) from the top.
stack traceback:
	EsoUI/Ingame/Inventory/InventorySlot.lua:697: in function 'TryBankItem'
	EsoUI/Ingame/Inventory/InventorySlot.lua:1516: in function 'INDEX_ACTION_CALLBACK'
	EsoUI/Ingame/Inventory/InventorySlotActions.lua:96: in function 'ZO_InventorySlotActions:DoPrimaryAction'
	EsoUI/Ingame/Inventory/ItemSlotActionController.lua:30: in function 'callback'
	EsoUI/Libraries/ZO_KeybindStrip/ZO_KeybindStrip.lua:645: in function 'ZO_KeybindStrip:TryHandlingKeybindDown'
	(tail call): ?
	(tail call): ?
It occurs when double clicking an item to withdraw/deposit, and a second of this type of error occurs when using the keyboard to do the same. When that happens, neither keyboard nor mouse will work & I have to reloadUI (which seems to "fix" it for a while.
I've updated all my addons to use this latest version of LibCustomMenu (as well as LibAddonMenu). I don't understand scripting very well, but I gather that this problem is one that this Lib tries to address. Do you think this error is occurring because of something with the lib, or the improper use of the lib by other authors? Not sure who to try to contact to let them know that this is a problem. Thanks!
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Unread 04/27/18, 12:03 AM  
votan
 
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Originally Posted by silvereyes
Originally Posted by votan
As @silvereyes released 6.5, it is the current version, but 6.4 is not out-dated.
Sorry about that. I kinda forgot that libstub would overwrite *everyone's* LCM with the latest version, not just in my addons. Didn't mean to force 6.5 out of beta.

I reaaaaaally don't like it when nobody can use PTS inventory because of my addons throwing permissions errors. Guess I kinda panicked.

Btw, thanks for the API changes regarding hooks. I plan to rewrite my hooking stuff in CraftBagExtended to use it.
Hey, no worries
Imagine how it felt that "your"(=mine) lib causing trouble for everybody on PTS
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