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Updated: 08/15/19 11:46 PM
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Updated:08/15/19 11:46 PM
Created:12/30/18 04:39 PM
Monthly downloads:8,585
Total downloads:41,954
Favorites:72
MD5:
5.1.5
LibSFUtils  Updated this week!  Popular! (More than 5000 hits)
Version: 18
by: Shadowfen [More]
A library of common convenience functionality that I use with most of my addons.


Colors

Convenience color tables
Defines values for : junk, normal, fine, superior, epic, legendary
as well as some other colors that I commonly use

sfutil.colors - master table of colors in both hex and rgb
sfutil.hex - an alias table for just the hex color values
sfutil.rgb - an alias table for just the rgb color values


Strings

function sfutil.str(...)
Concatenate varargs to a string. Uses table concatenation to combine the parameters to be slightly more efficient to multiple uses of the .. string concatenator.
function sfutil.dstr(delim, ...)
Concatenate varargs to a delimited string. Uses table concatenation to combine the parameters separated by the specified delimiter to be slightly more efficient to multiple uses of the .. string concatenator.
function sfutil.GetIconized(prompt, promptcolor, texturefile, texturecolor)
Create a string containing an optional icon (of optional color) followed by a text prompt. (Without the parameters, it simply prepares and optionally colorizes text.)
The prompt parameter is a string or a localization string id.
The color parameters are all hex colors.
function sfutil.ColorText(prompt, promptcolor)
Create a string containing a text prompt and a text color. The text color is optional, but if you do not provide it, you just get the same text back that you put in.
The prompt parameter is a string or a localization string id.
The color parameter is a hex color.
function sfutil.bool2str(bool)
Turn a boolean value into a string suitable for display. Returns the string "true" or "false".
This function uses sfutil.isTrue() to decide if bool is true - which will have different results from the lua standard definition of "true". Lua decides that anything not false (or nil) must be true (including 0). This function decides that anything not true (or 1) is false.

Function Wrapping

function sfutil.WrapFunction(namespace, functionName, wrapper)
Used to be able to wrap an existing function with another so that subsequent calls to the function will actually invoke the wrapping function.

The wrapping function should accept a function as the first parameter, followed by the parameters expected by the original function. It will be passed in the original function so the wrapping function can call it (if it chooses).

Can be called with or without the namespace parameter (which defines the namespace where the original function is defined). If the namespace parameter is not provided then assume the global namespace _G.

Examples:
WrapFunction(myfunc, mywrapper)
will wrap the global function myfunc to call mywrapper

WrapFunction(TT, myfunc, mywrapper)
will wrap TT.myfunc with a call to mywrapper

Saved Variables and Defaults

(All of the Saved Variables functions work on the variables for the
current server that you are logged in on.)


Note: You should only ever use one of the functions getToonSavedVars(), getAcctSavedVars(),
or getAllSavedVars() because they are loading saved variables from files (that only get changed
when you log out or /reloadui) and so are very slow and you don't want to waste time doing it
multiple times for no good reason.


function sfutil.getToonSavedVars(saveFile, saveVer, saveDefaults)
Get saved variables table toon only. In addition to calling the appropriate ZO_SavedVars function, it will call sfutil.defaultMissing().
Note: This does NOT automatically add an accountWide variable to the table if it is not already there!
function sfutil.getAcctSavedVars(saveFile, saveVer, saveDefaults)
Get saved variables table account-wide only. In addition to calling the appropriate ZO_SavedVars function, it will call sfutil.defaultMissing().
function sfutil.getAllSavedVars(saveFileName, saveVer, saveAWDefaults, saveToonDefaults)
Get saved variables tables when we deal with both toon and account-wide settings.

Toon and account-wide can have different default tables (but don't have to). If you only specify one default table it will be used for both account-wide and toon.

An "accountWide" variable will be automatically added to the toon table if it does not already exist, because the currentSavedVars() function works off of that. It is used to designate whether the settings for account-wide are currently in effect or the toon settings are in effect.
function sfutil.currentSavedVars(aw, toon, newAcctWideVal)
Return the currently active table of saved variables.
If newAcctWideVal is not nil, then the toon.accountWide value will be set to the new value before deciding which of the tables aw or toon will be returned (based on if toon.accountWide evaluates to true or false).
function sfutil.defaultMissing(svtable, defaulttable)
Recursively initialize missing values in a table from a defaults table. Existing values in the svtable will remain unchanged. This function is needed because the ZO_SavedVars functions do not recurse into a table inside the defaulttable if the table itself exists in svtable.

Basic Utility Functions

function sfutil.isTrue(val)
Returns true if val was some value equivalent to true or 1. Any other value will return false.
(This is different from the lua standard definition of "true". Lua decides that anything not false (or nil) must be true (including 0).
This function decides that anything not true (or 1) is false.)
function sfutil.nilDefault( val, defaultval )
Return the value of val; unless it is nil when we then will return defaultval instead of the nil.

The lua standard "var = val or default" does not do the same job, because if val evaluates to false according to lua then the default value would still be assigned.
Here we specifically only want the default value if val == nil.

Messages and Debug

function sfutil.initSystemMsgPrefix(addon_name, hexcolor)
Create a prefix to use in front of your messages (so that users can tell your messages from some other addon's). (If you are not using addonChatter.)
function sfutil.systemMsg(prefix, text, hexcolor)
Send a message to the chat window prefixed by the prefix that you pass in.
function sfutil.addonChatter:New(addon_name)
Create an addonChatter table and set up the prefix to use in front of your messages (so that users can tell your messages from some other addon's messages).
function sfutil.addonChatter:systemMessage(...)
Print normal messages to chat
function sfutil.addonChatter:debugMsg(...)
Print debug messages to chat if debug messages are enabled.
function sfutil.addonChatter:enableDebug()
Turn on the printing of debug messages.
function sfutil.addonChatter:disableDebug()
Turn off the printing of debug messages.
function sfutil.addonChatter:toggleDebug()
Toggle on/off the printing of debug messages
function sfutil.addonChatter:getDebugState()
Return the string "true" if debug messages are enabled. Otherwise return the string "false".

Slash Commands

function sfutil.addonChatter:slashHelp(title, cmdstable)
Display in chat a table of slash commands with descriptions (using the addonChatter you have previously created)
Localization


function sfutil.LoadLanguage(localization_strings, defaultLang)
Add strings to the string table for the client language (or the default language if the client language did not have strings defined for it). The localization_strings parameter is a table of tables of localization strings, and defaultLang defaults to "en" if not provided.

For example: You could have the following string table defined:

local localization_strings = {

de = {
AC_IAKONI_TAG= "Iakoni's Gear Changer",
AC_IAKONI_CATEGORY_SET_1= "Set#1",
AC_IAKONI_CATEGORY_SET_1_DESC= "#1 Set aus dem AddOn Iakoni's Gear Changer",
AC_IAKONI_CATEGORY_SET_2= "Set#2",
AC_IAKONI_CATEGORY_SET_2_DESC= "#2 Set aus dem AddOn Iakoni's Gear Changer",
AC_IAKONI_CATEGORY_SET_3= "Set#3",
AC_IAKONI_CATEGORY_SET_3_DESC= "#3 Set aus dem AddOn Iakoni's Gear Changer",
},

en = {
AC_IAKONI_TAG= "Iakoni's Gear Changer",
AC_IAKONI_CATEGORY_SET_1= "Set#1",
AC_IAKONI_CATEGORY_SET_1_DESC= "#1 Set from Iakoni's Gear Changer",
AC_IAKONI_CATEGORY_SET_2= "Set#2",
AC_IAKONI_CATEGORY_SET_2_DESC= "#2 Set from Iakoni's Gear Changer",
AC_IAKONI_CATEGORY_SET_3= "Set#3",
AC_IAKONI_CATEGORY_SET_3_DESC= "#3 Set from Iakoni's Gear Changer",
},

zh = {
AC_IAKONI_TAG= "Iakoni's Gear Changer",
AC_IAKONI_CATEGORY_SET_1= "装备配置#1",
AC_IAKONI_CATEGORY_SET_1_DESC= "#1 号装备配置 Iakoni's Gear Changer",
AC_IAKONI_CATEGORY_SET_2= "装备配置#2",
AC_IAKONI_CATEGORY_SET_2_DESC= "#2 号装备配置 Iakoni's Gear Changer",
AC_IAKONI_CATEGORY_SET_3= "装备配置#3",
AC_IAKONI_CATEGORY_SET_3_DESC= "#3 号装备配置 Iakoni's Gear Changer",
},
}

and then in your initialization function call:
LibSFUtils.LoadLanguage(localization_strings,"en")
or you can split the definitions of
AC_localization_strings["en"], AC_localization_strings["de"], and AC_localization_strings["zh"]
into separate files (strings.lua for the default, de.lua, zh.lua, etc) and then include your default language lua file (strings.lua), and $(language).lua in your addon manifest. This way you can only load the strings for two languages (at most) instead of all of them you have available.

18
  • API bump

17
  • More adjustments to the LibSFUtil enhanced version of SafeAddString() to support the LoadLanguage() function.

16
  • Modified and tested the LibSFUtil enhanced version of SafeAddString() to support the LoadLanguage() function.
  • Fixed error in loading of default language strings in LoadLanguage().

15
  • Removed dependency on LibStub. This library can no longer be accessed through LibStub.
  • Added new ##IsLibrary to manifest.
  • Added new Localization function LoadLanguage().

    function sfutil.LoadLanguage(localization_strings, defaultLang)
    Add strings to the string table for the client language (or
    the default language if the client language did not have strings
    defined for it). The localization_strings parameter is a table of tables
    of localization strings, and defaultLang defaults to "en" if not
    provided.

    An example of a localization_strings table might be:

    MyAddon.localization_strings = {
    ["en"] = {
    MYADDON_RANDOM_TEXT = "This is a test",
    },
    ["de"] = {
    MYADDON_RANDOM_TEXT = "Dies ist ein Test",
    },
    ["fr"] = {
    MYADDON_RANDOM_TEXT = "C'est un test",
    },
    }

    Then the sfutil.LoadLanguage(MyAddon.localization_strings, "en") would load
    the appropriate strings table for the client language, or the "en" strings
    if there isn't a table for the language (say it was "jp").
  • Added a deep copy function for a table - deepCopy(orig) returns new table.

14
  • API Bump

13
  • Hybridize library to provide both LibStub access for addons still using it while providing direct access for addons that have transitioned away from using LibStub. The LibSFUtils library will still depend on LibStub to provide backwards compatibility until LibStub support/access is discontinued (basically when I've converted all of my addons to the new paradigm).
    While LibStub access is still supported, users of it typically have something like
    Code:
    local SF = LibStub("LibSFUtils")
    New users of the library should not do this however. Instead, you should use the direct access method such as
    Code:
    local SF = LibSFUtils
    Current addons using this library should convert their LibStub("LibSFUtils") to the second version of this line (to minimize the amount of changes required to their own code).

12
  • First release as a standalone library.
  • Added the slashHelp() function to addonChatter. This will allow you to pass in a table of slash commands and descriptions and have them printed to chat with colorization and the [...] addon prefix.
    For example,
    Code:
    chatter:slashHelp("my title", { 
        { "/xx.init", "Reinitialize"}, 
        {"/xx cute", "Display cute remark"} } )
    Will display
    [myaddon] my title
    [myaddon] /xx.init = Reinitialize
    [myaddon] /xx cute = Display cute remark
    in the chat window.
  • Breaking change Removed sfutil.copy() - deep table copy as ZO_DeepTableCopy(source, dest) can be used instead.
  • Wrote documentation.

11
  • Beta as an standalone library.
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Unread 05/05/19, 07:43 PM  
Shadowfen
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Forum posts: 34
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Originally Posted by fostot
I actually have completely uninstalled and reinstalled using Minion and i still get the same error. Clearly something isn't right . I get the same error mentioned before. Maybe you forgot to upload the new Slasher version to EsoUI that removes the need for LibStub?? As you mentioned it shouldn't be needed now and I still see it trying to use it.
Okay, I've just remade and reuploaded the archive for Slasher-1.5 so if you could uninstall and reinstall one more time, and let me know if it works...
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Unread 05/05/19, 04:08 PM  
fostot

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I actually have completely uninstalled and reinstalled using Minion and i still get the same error. Clearly something isn't right . I get the same error mentioned before. Maybe you forgot to upload the new Slasher version to EsoUI that removes the need for LibStub?? As you mentioned it shouldn't be needed now and I still see it trying to use it.
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Unread 05/05/19, 02:15 PM  
Shadowfen
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Originally Posted by dlrgames
The new version of the lib isn't working for me. Slasher throws an error on login and Fast Ride doesn't activate.
The problem is that you likely have outdated addons or have not installed the library addons separately.
For Slasher, it is likely that you have an out-of-date LibSFUtils that still requires LibStub (which is no longer provided).

For Fast Ride, you should make sure that you have installed LibAddonMenu-2.0 as a separate standalone addon (just install it from Minion). The latest version of that addon is required for this version of FastRide (and the latest version of LibAddonMenu-2.0 is only available separately - it is not included with other Addons now).
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Unread 05/03/19, 08:21 AM  
dlrgames

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The new version of the lib isn't working for me. Slasher throws an error on login and Fast Ride doesn't activate.
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Unread 12/31/18, 11:21 AM  
Baertram
 
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Oh right, you are using it already. This changes things a bit Yes, you'd need to adopt your addons using the lib then to not use LibStub and only use your lib's "global variable name" + change the lib to have "global variable name".

Originally Posted by Shadowfen
Originally Posted by Baertram
Hey Shadowfen,

What I heard from other devs (untested):
New libraries should not use LibStub anymore but ONLY apply the ##AddOnVersion: tag in the manifest txt file.

As you are using "##AddOnVersion" in the manifest txt file of your library you normally do not need to use LibStub anymore. So you could remove the ##DependsOn: LibStub line!

You could simply strip it from your library and the game will assure that the ##AddOnVersion given will be loaded with the maximum value (the part which libStub was doing before).
How do you then use the library in addons? Does that still require LibStub?

Edit:
While it might not need LibStub to control which version got loaded, it seems that it is still required until I either change the library's namespace to match what was being passed into LibStub:NewLibrary() or else I change all of the addons which use the library to use the library's real namespace instead of the LibStub string. So, not really a quick change.

(Also, it is not a new library - just a newly published library. )
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Unread 12/30/18, 08:42 PM  
Shadowfen
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Originally Posted by Baertram
Hey Shadowfen,

What I heard from other devs (untested):
New libraries should not use LibStub anymore but ONLY apply the ##AddOnVersion: tag in the manifest txt file.

As you are using "##AddOnVersion" in the manifest txt file of your library you normally do not need to use LibStub anymore. So you could remove the ##DependsOn: LibStub line!

You could simply strip it from your library and the game will assure that the ##AddOnVersion given will be loaded with the maximum value (the part which libStub was doing before).
How do you then use the library in addons? Does that still require LibStub?

Edit:
While it might not need LibStub to control which version got loaded, it seems that it is still required until I either change the library's namespace to match what was being passed into LibStub:NewLibrary() or else I change all of the addons which use the library to use the library's real namespace instead of the LibStub string. So, not really a quick change.

(Also, it is not a new library - just a newly published library. )
Last edited by Shadowfen : 12/30/18 at 09:05 PM.
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Unread 12/30/18, 07:59 PM  
Baertram
 
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Hey Shadowfen,

What I heard from other devs (untested):
New libraries should not use LibStub anymore but ONLY apply the ##AddOnVersion: tag in the manifest txt file.

As you are using "##AddOnVersion" in the manifest txt file of your library you normally do not need to use LibStub anymore. So you could remove the ##DependsOn: LibStub line!

You could simply strip it from your library and the game will assure that the ##AddOnVersion given will be loaded with the maximum value (the part which libStub was doing before).
Last edited by Baertram : 12/30/18 at 07:59 PM.
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