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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:80,777
Total downloads:4,674,264
Favorites:2,750
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 In case it shows as "out of date" in the game, simply enable the "allow out of date addons" checkbox.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 01/11/17, 06:53 PM  
Phinix
 
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Happy new year, sirinsidiator.

Having a bit of trouble with a dropdown + button combo. Basically, I want to have a dropdown list of sorted names, and let the user select one. Then if they click the button, it deletes the name from the list.

I have registerForRefresh set on my panel, however when I click the button the name remains in the dropdown list until I /reloadui.

Is there any way to force the contents of the dropdown to refresh when I hit the button? I have tried a function that manually rebuilds my choice table when I hit the button, but it still won't refresh until a /reloadui.

EDIT:

I tried your workaround below using the CALLBACK_MANAGER and a global reference on the button, however it seems to not work with buttons since they aren't actually changing anything, it doesn't trigger a refresh of the other controls.

Of course, I can't put it on my dropdown as that will refresh all BUT the list...

Is there a way to trigger this exclusive refresh from a button control reference?

EDIT EDIT:

I tried setting a disabled function on my dropdown control to disable the button if nothing was selected, then set the selection back to nothing when I hit the button, thinking changing the button state from enabled to disabled MIGHT trigger the callback...

Nope.

EDIT EDIT EDIT:

I tried creating a new checkbox control that is always off but gets set on when you choose a name in the dropdown, and set back off when you hit the delete button, and attached the workaround callback to that control.

This still doesn't update the contents of the dropdown table.

EDIT EDIT EDIT EDIT:

So I just worked around this for now by adding a warning that clicking the delete button will reload the UI then added ReloadUI() to the button's function.
Last edited by Phinix : 01/11/17 at 07:47 PM.
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Unread 01/04/17, 06:35 AM  
sirinsidiator
 
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Re: Italian localization

Originally Posted by JohnnyKing94
I just made a PR on Github for the italian localization dude. Just check it out

LINK: https://github.com/sirinsidiator/ESO...onMenu/pull/70
Thanks! I'll take a look.
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Unread 01/04/17, 05:38 AM  
JohnnyKing94
 
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Italian localization

I just made a PR on Github for the italian localization dude. Just check it out

LINK: https://github.com/sirinsidiator/ESO...onMenu/pull/70
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Unread 12/26/16, 02:18 PM  
sirinsidiator
 
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Re: Re: Re: Re: Re: Re: Re: Custom controls not refreshing on init

Originally Posted by Aetheron
Originally Posted by sirinsidiator
Ah yes. I didn't try it myself and also didn't read the whole code when I wrote it.
RequestRefreshIfNeeded expects any control except for the panel (maybe something I should fix), so you can set a global reference on one of your controls and use that instead:

Lua Code:
  1. local panel = LAM:RegisterAddonPanel(...)
  2. local optionsData = {
  3.   {
  4.     type = "checkbox",
  5.     ...
  6.     reference = "MyAddonSettingControl1"
  7.   }
  8. }
  9.  
  10. ...
  11. CALLBACK_MANAGER:RegisterCallback("LAM-PanelControlsCreated", function(newPanel)
  12.   if(newPanel == panel) then
  13.     LAM.util.RequestRefreshIfNeeded(MyAddonSettingControl1)
  14.   end
  15. end)
This worked - mostly. Oddly, when I call the refresh function using a random control reference, all my controls are refreshed except for the one I used as a reference. If I call refresh twice using different control references, then everything gets refreshed. I wonder if there's some kind of callback re-entrancy check that's blocking the refresh on the initiating reference control? Anyway, I'm good for now. Are you planning a release with the bug fix anytime soon? If so, I may wait for that; otherwise I'll just use the work around.

Thanks for the help!
-A
That's right. The function is actually an internal one that is used to refresh all other controls on the panel when one is changed. It checks that the control is not the same as the one that was updated as it has already been refreshed. As this is only a workaround for a bug, I think it's should be okay.

Unfortunatley I don't have enough time to update it right now, so unless you want to wait a month or two, you should just go ahead and release your addon with this workaround.
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Unread 12/26/16, 10:17 AM  
Aetheron
 
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Re: Re: Re: Re: Re: Re: Custom controls not refreshing on init

Originally Posted by sirinsidiator
Ah yes. I didn't try it myself and also didn't read the whole code when I wrote it.
RequestRefreshIfNeeded expects any control except for the panel (maybe something I should fix), so you can set a global reference on one of your controls and use that instead:

Lua Code:
  1. local panel = LAM:RegisterAddonPanel(...)
  2. local optionsData = {
  3.   {
  4.     type = "checkbox",
  5.     ...
  6.     reference = "MyAddonSettingControl1"
  7.   }
  8. }
  9.  
  10. ...
  11. CALLBACK_MANAGER:RegisterCallback("LAM-PanelControlsCreated", function(newPanel)
  12.   if(newPanel == panel) then
  13.     LAM.util.RequestRefreshIfNeeded(MyAddonSettingControl1)
  14.   end
  15. end)
This worked - mostly. Oddly, when I call the refresh function using a random control reference, all my controls are refreshed except for the one I used as a reference. If I call refresh twice using different control references, then everything gets refreshed. I wonder if there's some kind of callback re-entrancy check that's blocking the refresh on the initiating reference control? Anyway, I'm good for now. Are you planning a release with the bug fix anytime soon? If so, I may wait for that; otherwise I'll just use the work around.

Thanks for the help!
-A
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Unread 12/26/16, 02:54 AM  
sirinsidiator
 
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Re: Re: Re: Re: Re: Custom controls not refreshing on init

Originally Posted by Aetheron
Hi again,
I've tried this work around, but it causes an error at line 122 in LibAddonMenu-2.lua - indexing a nil value. It seems that the control.panel is still nil when the created event is received.

-A
Ah yes. I didn't try it myself and also didn't read the whole code when I wrote it.
RequestRefreshIfNeeded expects any control except for the panel (maybe something I should fix), so you can set a global reference on one of your controls and use that instead:

Lua Code:
  1. local panel = LAM:RegisterAddonPanel(...)
  2. local optionsData = {
  3.   {
  4.     type = "checkbox",
  5.     ...
  6.     reference = "MyAddonSettingControl1"
  7.   }
  8. }
  9.  
  10. ...
  11. CALLBACK_MANAGER:RegisterCallback("LAM-PanelControlsCreated", function(newPanel)
  12.   if(newPanel == panel) then
  13.     LAM.util.RequestRefreshIfNeeded(MyAddonSettingControl1)
  14.   end
  15. end)
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Unread 12/25/16, 07:03 PM  
Aetheron
 
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Re: Re: Re: Re: Custom controls not refreshing on init

Originally Posted by sirinsidiator
Originally Posted by Aetheron
Originally Posted by sirinsidiator
Hi. Thanks for the report. This is a bug, but as far as I can see it has been in since almost two years ago, back when I changed the panel creation routine to throttle control creation. The refresh callback is fired before the panel controls are actually created. Not sure how it could have worked before, unless you use a way outdated version of LAM or I am missing something obvious.

For now you can listen to LAM-PanelControlsCreated and trigger the refresh manually:
Lua Code:
  1. local panel = LAM:RegisterAddonPanel(...)
  2.  
  3. ...
  4. CALLBACK_MANAGER:RegisterCallback("LAM-PanelControlsCreated", function(newPanel)
  5.   if(newPanel == panel) then
  6.     LAM.util.RequestRefreshIfNeeded(panel)
  7.   end
  8. end)
It's possible I just remember it working when I first wrote Combat Reticle, then never noticed again (until recently) I also took about a year off from ESO in between.

One more question while I'm at it: is there a reason/advantage to delay settings panel initialization using the LAM-PanelControlsCreated event? I've always just initialized it in my onLoaded handler and it seems to work well.

Thanks,
-A
The LAM-PanelControlsCreated callback is fired when the settings panel finished creating all of its control elements after you open it for the first time. You mustn't move the panel initialization in there, as your panel would not show up anymore unless another addon's panel has finished creating it's controls.
My code just shows a workaround for the refresh callback not being called at the correct time and is independent of your initialization code.

As for why I added the throttling, that is just a measure to prevent the game from freezing / crashing when an addon has many options, as they were all created within one frame in the past.
Hi again,
I've tried this work around, but it causes an error at line 122 in LibAddonMenu-2.lua - indexing a nil value. It seems that the control.panel is still nil when the created event is received.

-A
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Unread 12/25/16, 11:57 AM  
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Re: Re: Re: Custom controls not refreshing on init

Originally Posted by Aetheron
Originally Posted by sirinsidiator
Originally Posted by Aetheron
Hi,
I'm using custom controls to display textures in a bunch of subpanels and I've defined a refreshFunc for these controls that properly initializes the control. The problem is that the refresh function is only called when the control is changed, and not when it is first displayed. I'm thinking that LAM should call refresh on controls that have such a function defined just after panel creation as well as on refresh events. I also think something changed in LAM as my code used to work as-is. Is there a new method to do this (like an init function)?

Thanks,
-A
Hi. Thanks for the report. This is a bug, but as far as I can see it has been in since almost two years ago, back when I changed the panel creation routine to throttle control creation. The refresh callback is fired before the panel controls are actually created. Not sure how it could have worked before, unless you use a way outdated version of LAM or I am missing something obvious.

For now you can listen to LAM-PanelControlsCreated and trigger the refresh manually:
Lua Code:
  1. local panel = LAM:RegisterAddonPanel(...)
  2.  
  3. ...
  4. CALLBACK_MANAGER:RegisterCallback("LAM-PanelControlsCreated", function(newPanel)
  5.   if(newPanel == panel) then
  6.     LAM.util.RequestRefreshIfNeeded(panel)
  7.   end
  8. end)
It's possible I just remember it working when I first wrote Combat Reticle, then never noticed again (until recently) I also took about a year off from ESO in between.

One more question while I'm at it: is there a reason/advantage to delay settings panel initialization using the LAM-PanelControlsCreated event? I've always just initialized it in my onLoaded handler and it seems to work well.

Thanks,
-A
The LAM-PanelControlsCreated callback is fired when the settings panel finished creating all of its control elements after you open it for the first time. You mustn't move the panel initialization in there, as your panel would not show up anymore unless another addon's panel has finished creating it's controls.
My code just shows a workaround for the refresh callback not being called at the correct time and is independent of your initialization code.

As for why I added the throttling, that is just a measure to prevent the game from freezing / crashing when an addon has many options, as they were all created within one frame in the past.
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Unread 12/25/16, 09:56 AM  
Aetheron
 
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Re: Re: Custom controls not refreshing on init

Originally Posted by sirinsidiator
Originally Posted by Aetheron
Hi,
I'm using custom controls to display textures in a bunch of subpanels and I've defined a refreshFunc for these controls that properly initializes the control. The problem is that the refresh function is only called when the control is changed, and not when it is first displayed. I'm thinking that LAM should call refresh on controls that have such a function defined just after panel creation as well as on refresh events. I also think something changed in LAM as my code used to work as-is. Is there a new method to do this (like an init function)?

Thanks,
-A
Hi. Thanks for the report. This is a bug, but as far as I can see it has been in since almost two years ago, back when I changed the panel creation routine to throttle control creation. The refresh callback is fired before the panel controls are actually created. Not sure how it could have worked before, unless you use a way outdated version of LAM or I am missing something obvious.

For now you can listen to LAM-PanelControlsCreated and trigger the refresh manually:
Lua Code:
  1. local panel = LAM:RegisterAddonPanel(...)
  2.  
  3. ...
  4. CALLBACK_MANAGER:RegisterCallback("LAM-PanelControlsCreated", function(newPanel)
  5.   if(newPanel == panel) then
  6.     LAM.util.RequestRefreshIfNeeded(panel)
  7.   end
  8. end)
It's possible I just remember it working when I first wrote Combat Reticle, then never noticed again (until recently) I also took about a year off from ESO in between.

One more question while I'm at it: is there a reason/advantage to delay settings panel initialization using the LAM-PanelControlsCreated event? I've always just initialized it in my onLoaded handler and it seems to work well.

Thanks,
-A
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Unread 12/24/16, 05:56 PM  
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Re: Custom controls not refreshing on init

Originally Posted by Aetheron
Hi,
I'm using custom controls to display textures in a bunch of subpanels and I've defined a refreshFunc for these controls that properly initializes the control. The problem is that the refresh function is only called when the control is changed, and not when it is first displayed. I'm thinking that LAM should call refresh on controls that have such a function defined just after panel creation as well as on refresh events. I also think something changed in LAM as my code used to work as-is. Is there a new method to do this (like an init function)?

Thanks,
-A
Hi. Thanks for the report. This is a bug, but as far as I can see it has been in since almost two years ago, back when I changed the panel creation routine to throttle control creation. The refresh callback is fired before the panel controls are actually created. Not sure how it could have worked before, unless you use a way outdated version of LAM or I am missing something obvious.

For now you can listen to LAM-PanelControlsCreated and trigger the refresh manually:
Lua Code:
  1. local panel = LAM:RegisterAddonPanel(...)
  2.  
  3. ...
  4. CALLBACK_MANAGER:RegisterCallback("LAM-PanelControlsCreated", function(newPanel)
  5.   if(newPanel == panel) then
  6.     LAM.util.RequestRefreshIfNeeded(panel)
  7.   end
  8. end)
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Unread 12/24/16, 12:37 PM  
Aetheron
 
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Custom controls not refreshing on init

Hi,
I'm using custom controls to display textures in a bunch of subpanels and I've defined a refreshFunc for these controls that properly initializes the control. The problem is that the refresh function is only called when the control is changed, and not when it is first displayed. I'm thinking that LAM should call refresh on controls that have such a function defined just after panel creation as well as on refresh events. I also think something changed in LAM as my code used to work as-is. Is there a new method to do this (like an init function)?

Thanks,
-A
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Unread 11/22/16, 04:08 AM  
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Re: dropdowns and choicesValues

Originally Posted by tomtomhotep
I think it's great that you added the choicesValues field to the dropdown data table!

One thing, tho. false is a perfectly valid and common value for a variable, but you don't support the (boolean) false as a value in the choicesValues table.

I think you should fix this. I believe you only need to make 3 changes in dropdown.lua:

One, in function UpdateChoices, change:

Lua Code:
  1. for i = 1, #choices do
  2.         local entry = control.dropdown:CreateItemEntry(choices[i], DropdownCallback)
  3.         entry.control = control
  4.         if choicesValues then
  5.             entry.value = choicesValues[i]
  6.         end
  7.         control.choices[entry.value or entry.name] = entry.name
  8.         control.dropdown:AddItem(entry, not control.data.sort and ZO_COMBOBOX_SUPRESS_UPDATE)
  9.     end

to:

Lua Code:
  1. for i = 1, #choices do
  2.         local entry = control.dropdown:CreateItemEntry(choices[i], DropdownCallback)
  3.         entry.control = control
  4.         local value = entry.name
  5.         if choicesValues then
  6.             entry.value = choicesValues[i]   -- this can't be nil, can it?
  7.             value = entry.value
  8.         end
  9.         control.choices[value] = entry.name
  10.         control.dropdown:AddItem(entry, not control.data.sort and ZO_COMBOBOX_SUPRESS_UPDATE)
  11.     end



Two, change:

Lua Code:
  1. local function DropdownCallback(control, choiceText, choice)
  2.     choice.control:UpdateValue(false, choice.value or choiceText)
  3. end

to:

Lua Code:
  1. local function DropdownCallback(control, choiceText, choice)
  2.     local value = choiceText
  3.     if (choice.value ~= nil) then value = choice.value end
  4.     choice.control:UpdateValue(false, value)
  5. end


Three, in function UpdateValue change:

Lua Code:
  1. elseif value then

to:

Lua Code:
  1. elseif (value ~= nil) then


Of course, i didn't make these mods on my copy, I just used a simple work-around in my getFunc and setFunc.
Hey. I didn't think anyone would use the dropdown for boolean values as these are covered by checkboxes. xD
Still, I can add your changes. If you have a github account, feel free to open a ticket, otherwise I'll do it myself when I start collecting info for the next update.
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Unread 11/21/16, 05:07 PM  
tomtomhotep
 
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dropdowns and choicesValues

I think it's great that you added the choicesValues field to the dropdown data table!

One thing, tho. false is a perfectly valid and common value for a variable, but you don't support the (boolean) false as a value in the choicesValues table.

I think you should fix this. I believe you only need to make 3 changes in dropdown.lua:

One, in function UpdateChoices, change:

Lua Code:
  1. for i = 1, #choices do
  2.         local entry = control.dropdown:CreateItemEntry(choices[i], DropdownCallback)
  3.         entry.control = control
  4.         if choicesValues then
  5.             entry.value = choicesValues[i]
  6.         end
  7.         control.choices[entry.value or entry.name] = entry.name
  8.         control.dropdown:AddItem(entry, not control.data.sort and ZO_COMBOBOX_SUPRESS_UPDATE)
  9.     end

to:

Lua Code:
  1. for i = 1, #choices do
  2.         local entry = control.dropdown:CreateItemEntry(choices[i], DropdownCallback)
  3.         entry.control = control
  4.         local value = entry.name
  5.         if choicesValues then
  6.             entry.value = choicesValues[i]   -- this can't be nil, can it?
  7.             value = entry.value
  8.         end
  9.         control.choices[value] = entry.name
  10.         control.dropdown:AddItem(entry, not control.data.sort and ZO_COMBOBOX_SUPRESS_UPDATE)
  11.     end



Two, change:

Lua Code:
  1. local function DropdownCallback(control, choiceText, choice)
  2.     choice.control:UpdateValue(false, choice.value or choiceText)
  3. end

to:

Lua Code:
  1. local function DropdownCallback(control, choiceText, choice)
  2.     local value = choiceText
  3.     if (choice.value ~= nil) then value = choice.value end
  4.     choice.control:UpdateValue(false, value)
  5. end


Three, in function UpdateValue change:

Lua Code:
  1. elseif value then

to:

Lua Code:
  1. elseif (value ~= nil) then


Of course, i didn't make these mods on my copy, I just used a simple work-around in my getFunc and setFunc.
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Unread 11/05/16, 11:08 AM  
Geraintmawr

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Re: Re: Constant Catchup

I am honestly not sure how this is in any way related to LibAddonMenu. It would probably be better if you made a post in the general authoring section about this topic.
The update message for addons is not from ZOS btw. It is generated by a library which is bundled in some popular addons, because many users report issues that have been fixed for a long time instead of updating their addons first.

Thanks for the response!

I'm not sure either! If I had been awake then Lib Addon >>>> Menu <<<< would have been a dead giveaway!!! XD

Interesting point about the update thing and a valid reminder whoever it comes from.

I'll take your advice on the use of the proper forum!
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Unread 11/04/16, 06:20 AM  
sirinsidiator
 
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Re: Constant Catchup

Originally Posted by Geraintmawr
Why do you guys have to constantly update your addons to keep up with ZOS' moving goal posts?

In the bad old days of the 1970s, when I was a young COBOL programmer, there was a central module in every suite of programs, that sat above all the others. It was the font of all knowledge and sequencing for the rest of the suite.

Is there some way that we could all (players and authors) have a similar, single, over arching API addon that one person updates and all addons access?

In that way I would not be getting ig messages from ZOS suggesting that I update my addons, when I do so religiously (thank Stendarr) as soon as minion tells me there is an update available.

Is this what you are talking about here?
Or have I missed the point?
I am honestly not sure how this is in any way related to LibAddonMenu. It would probably be better if you made a post in the general authoring section about this topic.
The update message for addons is not from ZOS btw. It is generated by a library which is bundled in some popular addons, because many users report issues that have been fixed for a long time instead of updating their addons first.
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