Quantcast
Download
(45 Kb)
Download
Updated: 05/21/18 02:36 AM
Pictures
File Info
Compatibility:
Summerset (4.0)
Dragon Bones (3.3)
Updated:05/21/18 02:36 AM
Created:02/14/14 10:28 PM
Monthly downloads:5,857
Total downloads:74,412
Favorites:260
MD5:
4.0
LibAddonMenu  Popular! (More than 5000 hits)
Version: 2.0 r26
by: sirinsidiator, Seerah
Since I (sirinsidiator) have taken over development of LAM-2.0 I decided it will be in the best interest of everyone to make future development a group effort.
With the consent of Seerah I have put LAM-2.0 under The Artistic License 2.0 and created a github project in order to make collaborations possible.
I also want to thank everyone who participated in planning and realizing upcoming changes, especially votan, merlight and Garkin.

If you came here because a message in chat told you so,
then you are using an outdated addon that relies on an older version of LAM-2.0 which might not be compatible with ESO update 6.
But no need to panic. There are a few things you can do in order to get it to work again:
  1. Update your addons. Maybe the author already fixed the problem.
  2. Try to find out which addon uses the outdated version and ask for help in the comment section.
  3. Ask for help in our comment section.
  4. Replace LibAddonMenu-2.0 in all your addons with the newest version.

LibAddonMenu-2.0 is now released!
Your addons will continue to work under LAM-1.0, however that version of the library will no longer be receiving updates, and you will not receive any benefits of LAM-2.0.

** NOTE: If you are using a version of LAM-2.0 earlier than r17, please update your copy of the lib in the addon. This will avoid problems with loading future versions of LAM.**


LibAddonMenu-2.0 is a library to aid addon authors in creating a configuration GUI for their addons which is located in the game's Settings menu. It supports the ability to have all of a user's addon options located in the same panel.

You may see ZAM_Stats for an example of usage.


HOW TO USE:

--Including the library with your addon--
You may either embed the library and LibStub in your addon and load the files from your addon manifest, or have the library installed like any other normal addon.

If your addon embeds the library, you may place this line in your manifest file, just in case the user also has a standalone version installed.
Code:
## OptionalDependsOn: LibAddonMenu-2.0
If you are depending on the library being installed separately and are not embedding it, then you must include this line in your text file.
Code:
## DependsOn: LibAddonMenu-2.0
Either way you choose, LibStub will ensure that only one copy of the library (the newest revision) is loaded into memory.

When embedding the libary, remove the internal LibAddonMenu-2.0 folder from the main library download. I usually place my libraries in a sub-folder called "libs", but you may put them wherever you like in your addon directory. This is how I would then list the files in my manifest. (LAM2's widget controls are broken out into their own files to keep their code clean - this is why there is so many. Good thing you only have to copy-paste this once!)

Code:
libs\LibAddonMenu-2.0\LibAddonMenu-2.0.lua
libs\LibAddonMenu-2.0\controls\panel.lua
libs\LibAddonMenu-2.0\controls\submenu.lua
libs\LibAddonMenu-2.0\controls\button.lua
libs\LibAddonMenu-2.0\controls\checkbox.lua
libs\LibAddonMenu-2.0\controls\colorpicker.lua
libs\LibAddonMenu-2.0\controls\custom.lua
libs\LibAddonMenu-2.0\controls\description.lua
libs\LibAddonMenu-2.0\controls\dropdown.lua
libs\LibAddonMenu-2.0\controls\editbox.lua
libs\LibAddonMenu-2.0\controls\header.lua
libs\LibAddonMenu-2.0\controls\slider.lua
libs\LibAddonMenu-2.0\controls\texture.lua
libs\LibAddonMenu-2.0\controls\iconpicker.lua
libs\LibAddonMenu-2.0\controls\divider.lua
(Don't forget to also embed LibStub and have it listed to load prior to LibAddonMenu!)


--Getting the library from LibStub (required)--
Lua Code:
  1. local LAM = LibStub:GetLibrary("LibAddonMenu-2.0")
  2. --OR--
  3. local LAM = LibStub("LibAddonMenu-2.0")
  4.      --returns a reference to the library table


Please see the LAM-2.0 wiki on github for guides and docs, as well as a list of differences between LAM-1.0 and LAM-2.0

Details on LAM2 data tables
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 (24)
File Name
Version
Size
Author
Date
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
sirinsidiator
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


Post A Reply Comment Options
Unread 06/14/18, 04:58 AM  
sirinsidiator
 
sirinsidiator's Avatar
AddOn Author - Click to view AddOns

Forum posts: 1063
File comments: 657
Uploads: 27
Originally Posted by Phuein
I added a YES/NO confirmation dialogue to some of my controls. (It's for changes that require immediate UI reload.) I had some trouble figuring out, with the checkbox, how to reset (refresh) the value when No was selected, as it wasn't actually changed.

It appears that the control value is toggled OnMouseUp always. I would like to request the option to Return a value that disables that behavior.

Also it would be nice to have simpler (wiki?) access to control refreshing from the setFunc itself. And it would be awesome to have confirmation dialogues for controls.

This is my working example, hacking a solution with a delayed refresh:

Code:
[5]={
    type = "checkbox",
    name = "NAME",
    tooltip = "TOOLTIP",
    getFunc = function() return nil end,
    setFunc = function(value)
        local confirmDialog = {
            title = {text = "TITLE"},
            mainText = {text = "TEXT"},
            buttons = {
                [1]={
                    text = "YES", callback = function()
                        -- Stuff happens and then...
                        ReloadUI("ingame")
                    end
                    },
                [2]={
                    text = "NO", callback = function()
                        zo_callLater(function() CALLBACK_MANAGER:FireCallbacks("LAM-RefreshPanel", LAM2.currentAddonPanel) end, 100)
                end
                }
            }
        }
        ZO_Dialogs_RegisterCustomDialog("THISADDONS_CONFIRMDIALOG", confirmDialog)
        ZO_Dialogs_ShowDialog("THISADDONS_CONFIRMDIALOG")
        end,
    warning = "Will need to reload the UI!",
    },
LAM already offers a proper way to request a ui reload from users after they are done changing their settings, via the requiresReload flag. Does this not work for you? Can you explain your use case that requires such a hack to immediately force a reload?

Please also keep in mind that the current LAM version was not made with dynamic settings menus and exotic options in mind. Maybe some day there will be a LAM3 which will take all these features into account, but for now you'll either have to hack your own solution or stick to how it was intended to be used.
__________________
>siri.exe MyAddon
Does your addon work? [y/n] n
There is a typo in there.
Report comment to moderator  
Reply With Quote
Unread 06/13/18, 11:20 PM  
Phuein
AddOn Author - Click to view AddOns

Forum posts: 35
File comments: 29
Uploads: 5
I added a YES/NO confirmation dialogue to some of my controls. (It's for changes that require immediate UI reload.) I had some trouble figuring out, with the checkbox, how to reset (refresh) the value when No was selected, as it wasn't actually changed.

It appears that the control value is toggled OnMouseUp always. I would like to request the option to Return a value that disables that behavior.

Also it would be nice to have simpler (wiki?) access to control refreshing from the setFunc itself. And it would be awesome to have confirmation dialogues for controls.

This is my working example, hacking a solution with a delayed refresh:

Code:
[5]={
    type = "checkbox",
    name = "NAME",
    tooltip = "TOOLTIP",
    getFunc = function() return nil end,
    setFunc = function(value)
        local confirmDialog = {
            title = {text = "TITLE"},
            mainText = {text = "TEXT"},
            buttons = {
                [1]={
                    text = "YES", callback = function()
                        -- Stuff happens and then...
                        ReloadUI("ingame")
                    end
                    },
                [2]={
                    text = "NO", callback = function()
                        zo_callLater(function() CALLBACK_MANAGER:FireCallbacks("LAM-RefreshPanel", LAM2.currentAddonPanel) end, 100)
                end
                }
            }
        }
        ZO_Dialogs_RegisterCustomDialog("THISADDONS_CONFIRMDIALOG", confirmDialog)
        ZO_Dialogs_ShowDialog("THISADDONS_CONFIRMDIALOG")
        end,
    warning = "Will need to reload the UI!",
    },
Report comment to moderator  
Reply With Quote
Unread 05/21/18, 06:12 AM  
mizrolist

Forum posts: 2
File comments: 5
Uploads: 0
Originally Posted by RavenMind
Hello. I was wondering if it would be okay to copy the LibAddonMenu-2.0.lua file into the \libs\LibAddonMenu-2.0\ folder for those add ons which are not using the current version 25? I assume Add-on authors aren't changing anything in that lib file themselves so it shouldn't break anything, right? Thanks!!
I just did that a couple of days ago, it worked for every old addon I'm using.
Report comment to moderator  
Reply With Quote
Unread 04/26/18, 12:40 AM  
RavenMind
 
RavenMind's Avatar

Forum posts: 0
File comments: 149
Uploads: 0
Hello. I was wondering if it would be okay to copy the LibAddonMenu-2.0.lua file into the \libs\LibAddonMenu-2.0\ folder for those add ons which are not using the current version 25? I assume Add-on authors aren't changing anything in that lib file themselves so it shouldn't break anything, right? Thanks!!
Report comment to moderator  
Reply With Quote
Unread 04/08/18, 11:28 AM  
tomtomhotep
 
tomtomhotep's Avatar
AddOn Author - Click to view AddOns

Forum posts: 21
File comments: 131
Uploads: 6
Question Enhancement Request

I would like to request an enhancement to the editbox widget:

Could you add the following optional parameters to the editboxData table:

Lua Code:
  1. isNumeric = false,   -- boolean, default false, set to true to allow only numeric input
  2. min = 0,             -- same meaning as with sliders, only used if isNumeric = true
  3. max = 20,            -- same meaning as with sliders, only used if isNumeric = true
  4. multiplesOf = 1,     -- numeric, default 1.  If provided, clamp input to a multiple of this number (only used if isNumeric = true)
  5. decimals = 0,        -- same meaning as with sliders, only used if isNumeric = true
  6. autoSelect = false,  -- boolean, automatically select everything in the text input field when it gains focus (not related to isNumeric)




...Also, with the slider widget, when sliderData.clampInput = true and sliderData.step ~= 1, I believe the input should be clamped to an exact multiple of step.



Thanks!
Report comment to moderator  
Reply With Quote
Unread 03/26/18, 08:21 PM  
p.walker

Forum posts: 0
File comments: 1
Uploads: 0
About Korean Translation Patch Support

Some of the ESO users in Korea are making translation patches.
Could you put a string for Korean on your add-on?
The strings required for the Korean language are as follows :

Lua Code:
  1. kr = {
  2.         PANEL_NAME = "蝠盜蠨",
  3.         VERSION = "纄訄: <<X:1>>",
  4.         WEBSITE = "裹芬襴钸 縩紸",
  5.         PANEL_INFO_FONT = "EsoKR/fonts/Univers57.otf|14|soft-shadow-thin",
  6.         RELOAD_UI_WARNING = "襴 茤訕襄 绀溽靘籴 風滼筼 訁袩靘瀰褄靴 UI 苈穜滠遨襴 靄袔革瓈瓤.",
  7.         RELOAD_DIALOG_TITLE = "UI 苈穜滠遨 靄袔",
  8.         RELOAD_DIALOG_TEXT = "绀溽瘜 茤訕 謑 UI 苈穜滠遨襄 靄袔穜靘璔 芬靭襴 覈蒵瓈瓤. 诀瀈 苈穜滠遨靘蓜溠蒵瓈灌? 蝄瓈籴 绀溽襄 迨莌靘蓜溠蒵瓈灌?",
  9.         RELOAD_DIALOG_RELOAD_BUTTON = "苈穜滠遨",
  10.         RELOAD_DIALOG_DISCARD_BUTTON = "绀溽迨莌",
  11.     }
Last edited by p.walker : 04/24/18 at 07:15 PM.
Report comment to moderator  
Reply With Quote
Unread 01/24/18, 04:41 PM  
tomtomhotep
 
tomtomhotep's Avatar
AddOn Author - Click to view AddOns

Forum posts: 21
File comments: 131
Uploads: 6
Re: Re: Re: Re: colored sliders

Originally Posted by sirinsidiator
Of course - it's simply a backdrop control after all (control.slider.bg:SetCenterColor should do the trick), but since it is not officially supported it could in theory break in the future if I ever need to change something in the library.
Hehe. I do a number of things with your controls that aren't officially supported. I'll keep an eye out!

Originally Posted by sirinsidiator
For example, have you considered using the half-width flag so you can put the first slider to the left and the second to the right in the same line?
I am actually considering that as well. I'm gonna play with it both ways.

Originally Posted by sirinsidiator
I'd also suggest you use submenus for each crafting type so you don't have all of those sliders in a long list.
Yes, that is prolly a good idea.
Report comment to moderator  
Reply With Quote
Unread 01/24/18, 01:45 PM  
sirinsidiator
 
sirinsidiator's Avatar
AddOn Author - Click to view AddOns

Forum posts: 1063
File comments: 657
Uploads: 27
Re: Re: Re: colored sliders

Originally Posted by tomtomhotep
Originally Posted by sirinsidiator
Originally Posted by tomtomhotep
Is there any way for me to change the color of a slider control (created by LAM in my Addon Settings) from the standard grey to a different color?
What exactly is the usecase here?
The use case is that I have a slider in my addon settings for setting the selling prices per unit of material for every single crafting material in the game (metals, woods, clothiers, pot runes, ess runes, tempers, style mats) That's like over 100!

I need to add a second slider under each of those 100 or so existing ones, for the user to set the trade-in discount price (buying price). I would like them to stand out, since they will be interspersed (sell price, buy price, sell price, buy price, ..........)

I can settle for coloring the slider label with a simple |c color code, but it would look even nicer if the sliders themselves were tinted as well.


Originally Posted by sirinsidiator
There is currently no way to do this, because the idea is to have all controls of a type look the same between all addons.
There's no option in your library, but is there any way in LUA to tint the underlying Texture control itself?
Of course - it's simply a backdrop control after all (control.slider.bg:SetCenterColor should do the trick), but since it is not officially supported it could in theory break in the future if I ever need to change something in the library.

But aside from that - and not having seen your menu - it honestly sounds like you should restructure it instead of changing the color of the slider.
For example, have you considered using the half-width flag so you can put the first slider to the left and the second to the right in the same line?
You could also make a visible break in between each material with title or line controls.
I'd also suggest you use submenus for each crafting type so you don't have all of those sliders in a long list.
__________________
>siri.exe MyAddon
Does your addon work? [y/n] n
There is a typo in there.
Report comment to moderator  
Reply With Quote
Unread 01/24/18, 12:17 PM  
tomtomhotep
 
tomtomhotep's Avatar
AddOn Author - Click to view AddOns

Forum posts: 21
File comments: 131
Uploads: 6
Re: Re: colored sliders

Originally Posted by sirinsidiator
Originally Posted by tomtomhotep
Is there any way for me to change the color of a slider control (created by LAM in my Addon Settings) from the standard grey to a different color?
What exactly is the usecase here?
The use case is that I have a slider in my addon settings for setting the selling prices per unit of material for every single crafting material in the game (metals, woods, clothiers, pot runes, ess runes, tempers, style mats) That's like over 100!

I need to add a second slider under each of those 100 or so existing ones, for the user to set the trade-in discount price (buying price). I would like them to stand out, since they will be interspersed (sell price, buy price, sell price, buy price, ..........)

I can settle for coloring the slider label with a simple |c color code, but it would look even nicer if the sliders themselves were tinted as well.


Originally Posted by sirinsidiator
There is currently no way to do this, because the idea is to have all controls of a type look the same between all addons.
There's no option in your library, but is there any way in LUA to tint the underlying Texture control itself?
Report comment to moderator  
Reply With Quote
Unread 01/24/18, 10:09 AM  
sirinsidiator
 
sirinsidiator's Avatar
AddOn Author - Click to view AddOns

Forum posts: 1063
File comments: 657
Uploads: 27
Re: colored sliders

Originally Posted by tomtomhotep
Is there any way for me to change the color of a slider control (created by LAM in my Addon Settings) from the standard grey to a different color?
What exactly is the usecase here? There is currently no way to do this, because the idea is to have all controls of a type look the same between all addons.
__________________
>siri.exe MyAddon
Does your addon work? [y/n] n
There is a typo in there.
Report comment to moderator  
Reply With Quote
Unread 01/23/18, 01:10 PM  
tomtomhotep
 
tomtomhotep's Avatar
AddOn Author - Click to view AddOns

Forum posts: 21
File comments: 131
Uploads: 6
Question colored sliders

Is there any way for me to change the color of a slider control (created by LAM in my Addon Settings) from the standard grey to a different color?
Report comment to moderator  
Reply With Quote
Unread 11/19/17, 02:51 AM  
Letho
AddOn Author - Click to view AddOns

Forum posts: 194
File comments: 74
Uploads: 1
Heyhey, could you implement two new functions for iconselect?
- icon padding
- iconselect size

Setting both after creating the iconselect does not work and I just don't manage to find out why. Btw. you could add "AuraMastery" to the addons using LAM section on github, if u like

/edit: Found another feature that would be nice: Colorpicker and iconpicker have a Getfunction that is called upon initialization. The update functions are local functions. In some cases it is neccessary to call the GetFunc in the middle of the game, so a public function that let's us make a preselection would be really handy. Implementing that thing can easily be done by the addon author, but i thought it would probably be nice to include it into the baseline functionality.

Cheers,
Letho
Last edited by Letho : 11/19/17 at 04:29 AM.
Report comment to moderator  
Reply With Quote
Unread 09/29/17, 06:51 AM  
sirinsidiator
 
sirinsidiator's Avatar
AddOn Author - Click to view AddOns

Forum posts: 1063
File comments: 657
Uploads: 27
I settled for a variation on your first fix since there is a difference between using the LAM internal ScrollDataIntoView and ZO_ScrollList_ScrollDataIntoView with more than just a handful of addons enabled.
__________________
>siri.exe MyAddon
Does your addon work? [y/n] n
There is a typo in there.
Report comment to moderator  
Reply With Quote
Unread 09/26/17, 08:33 AM  
sirinsidiator
 
sirinsidiator's Avatar
AddOn Author - Click to view AddOns

Forum posts: 1063
File comments: 657
Uploads: 27
Thanks. I haven't had the chance to log into PTS yet, but I'll put together an update as soon as I can.
__________________
>siri.exe MyAddon
Does your addon work? [y/n] n
There is a typo in there.
Report comment to moderator  
Reply With Quote
Unread 09/23/17, 01:22 PM  
Gandalf
 
Gandalf's Avatar

Forum posts: 4
File comments: 5
Uploads: 0
Update 16 PTS - Breaks LibAddonMenu - better fix

I verified the visual effect of LibAddonMenu's ScrollDataIntoView function with the effect of the standard ZO_ScrollList_ScrollDataIntoView function. I could not find any reason for not using the standard function.

This also drops the need of using ZO internal data structures that break on PTS.

Therefore:
Code:
#524 ScrollDataIntoView(addonList, selectedData)
#602 ScrollDataIntoView(addonList, selectedData)
should be changed to:
Code:
#524 ZO_ScrollList_ScrollDataIntoView(addonList, selectedData.sortIndex)
#602 ZO_ScrollList_ScrollDataIntoView(addonList, selectedData.sortIndex)
and the local function ScrollDataIntoView can be dropped.
Last edited by Gandalf : 09/23/17 at 01:29 PM.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: