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Updated: 02/05/22 09:23 AM
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Compatibility:
Ascending Tide (7.3.5)
Deadlands (7.2.5)
Waking Flame (7.1.5)
Blackwood (7.0.5)
Flames of Ambition (6.3.5)
Markarth (6.2.5)
Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:02/05/22 09:23 AM
Created:12/10/15 02:33 PM
Monthly downloads:6,169
Total downloads:296,122
Favorites:209
MD5:
libAddonKeybinds  Popular! (More than 5000 hits)
Version: 5
by: merlight, Baertram, votan
Stand-alone

This addon (it's actually no library which needs to be added as a dependency) splits the list of keybindings under Controls menu into Standard Keybinds and Addon Keybinds. It does that regardless of whether it is installed stand-alone or embedded in another add-on.


What it does
The addon hooks ZO_KeybindingsList's row setup and hide callbacks, and in these hooks fires custom callbacks via CALLBACK_MANAGER. The new callbacks are:

"libAddonKeybinds.SetupCategoryHeader" (rowControl, data)
"libAddonKeybinds.HideCategoryHeader" (rowControl, data)

"libAddonKeybinds.SetupKeybindRow" (rowControl, data)
"libAddonKeybinds.HideKeybindRow" (rowControl, data)

Example - adding custom setup/hide stuff to keybind Category header rows:
Lua Code:
  1. CALLBACK_MANAGER:RegisterCallback("libAddonKeybinds.SetupCategoryHeader",
  2.     function(rowControl, data)
  3.         df("setting up %q", data.categoryName)
  4.     end)
  5.  
  6. CALLBACK_MANAGER:RegisterCallback("libAddonKeybinds.HideCategoryHeader",
  7.     function(boundArg, rowControl, data)
  8.         df("%s %q", boundArg, data.categoryName)
  9.     end,
  10.     "hiding")
version 5
- API bump.
- Get rid of LibStub.

version 4
internal

version 3
- include AddOnVersion, IsLibrary fields in manifest
- avoid hard dependency on LibStub (not bundled anymore)

version 2
- replace colons in callback names with periods

version 1
- first release
Archived Files (3)
File Name
Version
Size
Uploader
Date
3
4kB
merlight
09/06/19 04:28 PM
2
5kB
merlight
12/15/15 02:08 PM
1
5kB
merlight
12/10/15 02:33 PM


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Unread 07/10/22, 05:47 AM  
Baertram
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Re: SOLVED ESO addon esc menu not working

This library here is not responsible for the ESC bug If you use the newest version properly. The ESC key bug haltend with older versions and especially with addons like GrdidView which are outdated and discontinued.

About libs in subfolders removal read here please:
https://www.esoui.com/forums/showthread.php?t=9149

Originally Posted by spacewolfplays
Originally Posted by Baertram
As older addons often had these libs shipped with addons in their subfolders you should always clear those AND check if they are available at Minion/esoui AND re-install via Minion/esoui then directly to your live/AddOns folder. This shoudl fix it like you also said already.
@Baertram do you have any suggestions on the best way to do this?

Or would you mind explaining roughly step by step?

Cause this libAddonKeybinds was definitely creating the esc menu issue for me, but it turns out I didnt even need this lib anymore for anything. I wasnt using Grid View for ages. I think I used it for 1hr total.

EDIT: I do need the addon for Combat Metrics. So I'm now reinstalling it to see if the updated version breaks things.
Yes! updated version of the addon fixed it. yay!


just in case this helps w/ google search. "solved eso addon esc menu not working"
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Unread 07/09/22, 12:17 AM  
spacewolfplays

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SOLVED ESO addon esc menu not working

Originally Posted by Baertram
As older addons often had these libs shipped with addons in their subfolders you should always clear those AND check if they are available at Minion/esoui AND re-install via Minion/esoui then directly to your live/AddOns folder. This shoudl fix it like you also said already.
@Baertram do you have any suggestions on the best way to do this?

Or would you mind explaining roughly step by step?

Cause this libAddonKeybinds was definitely creating the esc menu issue for me, but it turns out I didnt even need this lib anymore for anything. I wasnt using Grid View for ages. I think I used it for 1hr total.

EDIT: I do need the addon for Combat Metrics. So I'm now reinstalling it to see if the updated version breaks things.
Yes! updated version of the addon fixed it. yay!


just in case this helps w/ google search. "solved eso addon esc menu not working"
Last edited by spacewolfplays : 07/09/22 at 12:23 AM.
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Unread 04/05/22, 01:23 AM  
Baertram
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Re: Minion missed a v3 update...

Thanks for your kind words and that info. It's the 2nd time I actually heard that now and I think this happens because:
Minion 3 uses the version that esoui provides as you install it the first time via Minion.
But if you donwload any addon where that lib was bundled in a subfolder it was never installed via Minion!
Minion 3 stores the installed addons and libs in the Minion.xml file, locally at your computer.
Minion 3 never "scans your folders" for the addons and libs if you do not re install Minion 3 or rest it to scan the game folder again etc.
And this will only be done once, after that the Minion.xml file is taking the lead and stores your actual version etc. even though you could manualyl delete and change files at your folders.

So if you never manually installed LibAddonKeybinds via Minion, without having it shipped with any other addon, and you have not reset Minion to rescan the folders, and even then the shipped libraries do NOT include the txt file of the library which tells Minion and the ingame addon manager that there IS a lib in a subfolder and it GOT a version -> you won't get noticed about any updated version!
That's why we, especially me, force you guys to properly remove the libs in subfolders AND/OR include them with their proper txt files.

As older addons often had these libs shipped with addons in their subfolders you should always clear those AND check if they are available at Minion/esoui AND re-install via Minion/esoui then directly to your live/AddOns folder. This shoudl fix it like you also said already.

Originally Posted by Tazmyr
Hey guys, just FYI...

I was getting the ipairs error on hittting ESC, and discovered the lib was at v3.
It was in the correct location, no embedded duplicate hiding, but Minion didn't see the need to update it.
I told minion to force the current version, and that fixed it. Kinda odd, something to be aware of.

(And thanks for the Library and Addons. I know how hard you guys work at this and how MUCH it improves my enjoyment of the game!)

Cheers,
Taz
Last edited by Baertram : 04/05/22 at 01:25 AM.
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Unread 04/04/22, 05:47 PM  
Tazmyr
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Minion missed a v3 update...

Hey guys, just FYI...

I was getting the ipairs error on hittting ESC, and discovered the lib was at v3.
It was in the correct location, no embedded duplicate hiding, but Minion didn't see the need to update it.
I told minion to force the current version, and that fixed it. Kinda odd, something to be aware of.

(And thanks for the Library and Addons. I know how hard you guys work at this and how MUCH it improves my enjoyment of the game!)

Cheers,
Taz
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Unread 03/19/22, 10:12 AM  
Baertram
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Originally Posted by zillaf
Originally Posted by Baertram
InventoryGridView is outdated and broken and it needs to be replaced by other addns, like "GridList", so please do so!


Code:
InventoryGridView/lib/libAddonkeybinds
I hate to reapeat this but embedded hardcoded libraries are f***ing up everyhting since years now...
I totaly agree with you with the hardcoded stuff...
But just to mention, a guild mate said that your modified version from IGV back from 2020 works.
(You have posted it in the comments and did remove the hardcoded libs...)
What tells us, people, read the comments first before you post
Yeah, but it was in 2020 and the addon is still broken since then, never was officially updated.
If I post updated versions to the comments it's becasue someone asked for it, but it always is better to search replacemnts that work and get updates officially.
IGV is not compatible with other addons, since 2019, that's why Grid List was mentioned everywhere as replacement since then.
If your guildmate got no problems and it works, he is lucky. But you always might get in trouble with the next update or other addon or lib installed! So better move on now.

We only waited for Randactyl if he might come back, but as it looks like he wont
Last edited by Baertram : 03/19/22 at 10:16 AM.
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Unread 03/19/22, 09:14 AM  
zillaf

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Originally Posted by Baertram
InventoryGridView is outdated and broken and it needs to be replaced by other addns, like "GridList", so please do so!


Code:
InventoryGridView/lib/libAddonkeybinds
I hate to reapeat this but embedded hardcoded libraries are f***ing up everyhting since years now...
I totaly agree with you with the hardcoded stuff...
But just to mention, a guild mate said that your modified version from IGV back from 2020 works.
(You have posted it in the comments and did remove the hardcoded libs...)
What tells us, people, read the comments first before you post
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Unread 03/16/22, 05:44 AM  
Baertram
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We are aware there were changes done by ZOS in the keybind settings menu which might now throw an error message as you try to bind a keybind, if libAddonKeybinds is enabled.

Please check if your libAddonKeybinds "loaded" is version 5!
Any lower version is old and needs to be replaced!
You can easily check this by moving your mouse above the library in the addon manager and reading the version shown at the tooltip.



If you still get that error message:
Please disable libAddonKeybinds for the moment and check for an update later on. We need to analyze the ZOs changes first.

Originally Posted by ClevaTreva
I'm getting this error when I try to assign keybinds. This pops up on clicking the bind so I'm unable to set any key at all.

Happy to provide more info if I can but not sure where to start with this?

Last edited by Baertram : 03/16/22 at 05:54 AM.
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Unread 03/15/22, 07:42 PM  
ClevaTreva

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I'm getting this error when I try to assign keybinds. This pops up on clicking the bind so I'm unable to set any key at all.

Happy to provide more info if I can but not sure where to start with this?

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Unread 03/15/22, 08:15 AM  
Baertram
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InventoryGridView is outdated and broken and it needs to be replaced by other addns, like "GridList", so please do so!


Code:
InventoryGridView/lib/libAddonkeybinds
I hate to reapeat this but embedded hardcoded libraries are f***ing up everyhting since years now...
You clearly see the reason (included library in subfolder "libs" which will always be called hardcoded from InventoryGridView.txt file and thus break everything in the error message so please follow this guide how to remove included old libraries from your addon's subfolders
https://www.esoui.com/forums/showthread.php?t=9149
-> If you see dependencies in subfolders (e.g. "libs") of addons

And here is how the lua error messages need to be read so you can see which thing is causing the error:
https://www.esoui.com/forums/showthread.php?t=8858
-> lua error messages ingame


And please properly install the libs to your live/AddOns folder ONLY!
tell devs to remove the libs in their subfolders OR include them with their own lib's txt file!
Last edited by Baertram : 03/15/22 at 08:17 AM.
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Unread 03/15/22, 06:43 AM  
Jysoul

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Error When Pressing ESC to main menu

Hi,

This error now occurs following a few other mods being updated, which were for LibSets, LibAddonMenu, Dolgubon's Lazy Writ Crafter, Advanced Filters - Updated, Dolgubon's Lazy Set Crafter, LibLazyCrafting, and LibFilters-3.0

The error occurs when pressing Esc to access the game's menu, which cannot be accessed. At this time, I can log out characters using command line options.

Heard in game zone, other players experiencing the same issue.


bad argument #1 to 'ipairs' (table/struct expected, got nil)
stack traceback:
[C]: in function 'ipairs'
user:/AddOns/InventoryGridView/lib/libAddonKeybinds/libAddonKeybinds.lua:136: in function 'KEYBINDING_MANAGER.list:FilterScrollList'
|caaaaaa<Locals> self = [table:1]{automaticallyColorRows = T}, scrollData = [table:2]{}, lastSI = 9122 </Locals>|r
/EsoUI/Libraries/ZO_SortFilterList/ZO_SortFilterList.lua:126: in function 'ZO_SortFilterList:RefreshFilters'
|caaaaaa<Locals> self = [table:1] </Locals>|r
user:/AddOns/InventoryGridView/lib/libAddonKeybinds/libAddonKeybinds.lua:67: in function 'setShowAddonKeybinds'
|caaaaaa<Locals> state = F, forceRefresh = T </Locals>|r
user:/AddOns/InventoryGridView/lib/libAddonKeybinds/libAddonKeybinds.lua:97: in function 'hookFunction'
|caaaaaa<Locals> self = [table:3]{enabled = T, defaultSpacing = 8, autoSelectChildOnNodeOpen = F, suspendAnimations = T, defaultIndent = 30, exclusive = T, width = 285} </Locals>|r
/EsoUI/Libraries/Utility/ZO_Hook.lua:18: in function 'Reset'
/EsoUI/Common/ZO_GameMenu/ZO_GameMenu.lua:82: in function 'ZO_GameMenu_Base:SubmitLists'
|caaaaaa<Locals> self = [table:4]{} </Locals>|r
/EsoUI/Ingame/GameMenu_InGame/GameMenu_Ingame.lua:108: in function 'RebuildTree'
|caaaaaa<Locals> gameMenu = [table:4] </Locals>|r
/EsoUI/Ingame/GameMenu_InGame/GameMenu_Ingame.lua:113: in function 'OnShow'
|caaaaaa<Locals> gameMenu = [table:4] </Locals>|r
/EsoUI/Common/ZO_GameMenu/ZO_GameMenu.lua:173: in function 'ZO_GameMenu_OnShow'
|caaaaaa<Locals> control = ud </Locals>|r
ZO_GameMenu_InGame_Show:3: in function '(main chunk)'
|caaaaaa<Locals> self = ud, hidden = F </Locals>|r
(tail call): ?
[C]: in function 'SetHidden'
/EsoUI/Libraries/ZO_Scene/ZO_SceneFragmentTemplates.lua:122: in function 'ZO_AnimatedSceneFragment:Show'
|caaaaaa<Locals> self = [table:5]{duration = 200, fireCallbackDepth = 0, animationKey = 28, allowShowHideTimeUpdates = F, state = "showing", animationTemplate = "FadeSceneAnimation"}, currentScene = [table:6]{restoresHUDSceneToggleGameMenu = F, restoresHUDSceneToggleUIMode = F, fireCallbackDepth = 0, wasShownInGamepadPreferredMode = F, wasRequestedToShowInGamepadPreferredMode = F, state = "showing", disallowEvaluateTransitionCompleteCount = 1, name = "gameMenuInGame"}, animation = ud </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:162: in function 'ZO_SceneFragment:ShouldBeShown'
|caaaaaa<Locals> self = [table:5] </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:232: in function 'ZO_SceneFragment:Refresh'
|caaaaaa<Locals> self = [table:5], asAResultOfSceneStateChange = T, refreshedForScene = [table:6], oldState = "hidden" </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:331: in function 'ZO_Scene:RefreshFragmentsHelper'
|caaaaaa<Locals> self = [table:6], asAResultOfSceneStateChange = T, i = 1, fragment = [table:5] </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:339: in function 'ZO_Scene:RefreshFragments'
|caaaaaa<Locals> self = [table:6], asAResultOfSceneStateChange = T </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:294: in function 'ZO_Scene:SetState'
|caaaaaa<Locals> self = [table:6], newState = "showing", oldState = "hidden", name = "gameMenuInGame", AS_A_RESULT_OF_SCENE_STATE_CHANGE = T </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Base.lua:213: in function 'ZO_SceneManager_Base:ShowScene'
|caaaaaa<Locals> self = [table:7]{exitUIModeOnChatFocusLost = F, hudUISceneHidesAutomatically = T, hudUISceneName = "hudui", numTopLevelShown = 0, fireCallbackDepth = 0, numRemoteTopLevelShown = 0, remoteSceneSequenceNumber = 13, hudSceneName = "hud", initialized = F}, scene = [table:6], sequenceNumber = 13 </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Leader.lua:291: in function 'ZO_SceneManager_Leader:ShowScene'
|caaaaaa<Locals> self = [table:7], scene = [table:6] </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Leader.lua:374: in function 'ZO_SceneManager_Leader:OnSceneStateHidden'
|caaaaaa<Locals> self = [table:7], scene = [table:8]{restoresHUDSceneToggleGameMenu = F, restoresHUDSceneToggleUIMode = F, fireCallbackDepth = 0, wasShownInGamepadPreferredMode = F, wasRequestedToShowInGamepadPreferredMode = F, state = "hidden", disallowEvaluateTransitionCompleteCount = 1, name = "hud"}, currentNextScene = [table:6] </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Base.lua:287: in function 'ZO_SceneManager_Base:OnSceneStateChange'
|caaaaaa<Locals> self = [table:7], scene = [table:8], oldState = "hiding", newState = "hidden" </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Leader.lua:321: in function 'ZO_SceneManager_Leader:OnSceneStateChange'
|caaaaaa<Locals> self = [table:7], scene = [table:8], oldState = "hiding", newState = "hidden" </Locals>|r
/EsoUI/Ingame/Scenes/IngameSceneManager.lua:375: in function 'ZO_IngameSceneManager:OnSceneStateChange'
|caaaaaa<Locals> self = [table:7], scene = [table:8], oldState = "hiding", newState = "hidden" </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:285: in function 'ZO_Scene:SetState'
|caaaaaa<Locals> self = [table:8], newState = "hidden", oldState = "hiding", name = "hud" </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:434: in function 'ZO_Scene:OnTransitionComplete'
|caaaaaa<Locals> self = [table:8], nextState = "hidden" </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:429: in function 'ZO_SceneetermineIfTransitionIsComplete'
|caaaaaa<Locals> self = [table:8], nextState = "hidden" </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:341: in function 'ZO_Scene:RefreshFragments'
|caaaaaa<Locals> self = [table:8], asAResultOfSceneStateChange = T </Locals>|r
/EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:294: in function 'ZO_Scene:SetState'
|caaaaaa<Locals> self = [table:8], newState = "hiding", oldState = "shown", name = "hud", AS_A_RESULT_OF_SCENE_STATE_CHANGE = T </Locals>|r
Last edited by Jysoul : 03/15/22 at 07:04 AM.
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Unread 01/26/22, 11:52 AM  
m00nyONE
 
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Red face Patch & Update

Hey Merlight,

first of, thank you for this Addon, i love it!
I still can't miss out on it so i updated your addon to the newest API & removed the LibStub completely.
Also the global variable LibAddonKeybinds now start with an uppercase L to meet the LUA specifications on global variables. I also modified the .txt file to now include an visual version number for the user.
https://www.esoui.com/downloads/info...edLibStub.html

Thank you again :-) Maybe you accept my patch ;-)
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Unread 06/11/20, 09:08 AM  
sonwon

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It would be nice if you could remove the libs from the addon.
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Unread 12/15/15, 02:34 PM  
merlight
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Warning: in v2 I replaced colons in callback names with periods. Those colons might confuse someone into thinking that callbacks receive the library as the first argument, which is not the case. They're just string keys into a table. Lua is oblivious to what's in a name, for it isn't that envious.
Last edited by merlight : 12/15/15 at 02:34 PM.
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Unread 12/10/15, 08:29 PM  
BigM
 
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Thanks see this being very useful.
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Unread 12/10/15, 04:04 PM  
CaptainBlagbird
 
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really useful, thanks
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