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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:138,742
Total downloads:4,574,896
Favorites:2,737
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 In case it shows as "out of date" in the game, simply enable the "allow out of date addons" checkbox.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


Post A Reply Comment Options
Unread 03/10/24, 06:44 PM  
sirinsidiator
 
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Forum posts: 1566
File comments: 1111
Uploads: 41
Re: Re: Re: LAM2 limit on optionsData's controls[]?

Originally Posted by Vilkasmanga
Thanks for the quick reply, I appreciate your help here.

I put the new code in, no change however. I have confirmed that the new code is being invoked (versus having some rogue version in someone else's Addon). Also, the actual count of the loop is 61 (added to my code to print the count, runs from 1 to 111 but only shows 1-61)

-V
Please try the new version I uploaded earlier and let me know if it works.
I was able to generate a submenu with 111 checkboxes with no issues:
Lua Code:
  1. local subControls = {}
  2.     for i = 1, 111 do
  3.         subControls[#subControls + 1] = {
  4.             type = "checkbox",
  5.             name = string.format("Checkbox %d", i),
  6.             getFunc = function() return true end,
  7.             setFunc = function(value)  end,
  8.         }
  9.     end
  10.     controls[#controls + 1] = {
  11.         type = "submenu",
  12.         name = "My Submenu With Many Controls",
  13.         controls = subControls
  14.     }
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Unread 02/25/24, 10:59 AM  
Vilkasmanga
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Re: Re: LAM2 limit on optionsData's controls[]?

Originally Posted by sirinsidiator
Originally Posted by Vilkasmanga
So, my question: Is there a unknown-to-me limit in OptionsData[X].controls around 60 or 61? Or is this code just so ugly that lua is saving humanity from ever seeing the actual results

Thanks in advance,

-V
You are correct in your observation. There is a bug in the SetupCreationCalls function in LibAddonMenu.lua line 892.
Could you please try replacing that function with the following code and see if it fixes the issue for you?
Lua Code:
  1. local function SetupCreationCalls(parent, widgetDataTable)
  2.     fifo[#fifo + 1] = PrepareForNextPanel
  3.     local count = #widgetDataTable
  4.     for i = 1, zo_ceil(count / THROTTLE_COUNT) do
  5.         fifo[#fifo + 1] = function()
  6.             local startIndex = (i - 1) * THROTTLE_COUNT + 1
  7.             local endIndex = zo_min(i * THROTTLE_COUNT, count)
  8.             CreateWidgetsInPanel(parent, widgetDataTable, startIndex, endIndex)
  9.         end
  10.     end
  11.     return count ~= NonContiguousCount(widgetDataTable)
  12. end
Thanks for the quick reply, I appreciate your help here.

I put the new code in, no change however. I have confirmed that the new code is being invoked (versus having some rogue version in someone else's Addon). Also, the actual count of the loop is 61 (added to my code to print the count, runs from 1 to 111 but only shows 1-61)

-V
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Unread 02/24/24, 09:25 AM  
sirinsidiator
 
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Re: LAM2 limit on optionsData's controls[]?

Originally Posted by Vilkasmanga
So, my question: Is there a unknown-to-me limit in OptionsData[X].controls around 60 or 61? Or is this code just so ugly that lua is saving humanity from ever seeing the actual results

Thanks in advance,

-V
You are correct in your observation. There is a bug in the SetupCreationCalls function in LibAddonMenu.lua line 892.
Could you please try replacing that function with the following code and see if it fixes the issue for you?
Lua Code:
  1. local function SetupCreationCalls(parent, widgetDataTable)
  2.     fifo[#fifo + 1] = PrepareForNextPanel
  3.     local count = #widgetDataTable
  4.     for i = 1, zo_ceil(count / THROTTLE_COUNT) do
  5.         fifo[#fifo + 1] = function()
  6.             local startIndex = (i - 1) * THROTTLE_COUNT + 1
  7.             local endIndex = zo_min(i * THROTTLE_COUNT, count)
  8.             CreateWidgetsInPanel(parent, widgetDataTable, startIndex, endIndex)
  9.         end
  10.     end
  11.     return count ~= NonContiguousCount(widgetDataTable)
  12. end
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Unread 02/23/24, 08:14 PM  
Vilkasmanga
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LAM2 limit on optionsData's controls[]?

Standard caveat: First time add-on developer, new to lua, steep learning curve, etc. but also, I've looked for answers and pored through the documentation - I am asking for insight and advice here. Also, if this isn't the right place to ask this question, apologies given / redirects welcome.

Problem: When trying to make a config box for choosing pets (to mark them as favorites), using LAM2, the config window tops out at 60/61 entries. The full table has 111 and I can loop all the way through it, but the same code that works for the first 59 silently fails (i.e., without error message that I can see) at 60. My current work-around is to start up another config box which is fine but cumbersome, especially for people with LOTS of pets.

Perhaps I am building the options submenu in an incorrect fashion but I needed to build it programmatically so the current approach is to build out the optionsData framework:
Code:
optionsData[4] = {
         type= "submenu",
         name=string.format("|c00FF00 Favorite Pets|r 1-50"),
         tooltip="Choose which pets (favorites) that can be used for random swaps. (Optional)",
         controls = {},
         -- XYZZY
         --
                }
and then use the code below to populate the entries from the "currently available pets" table (build elsewhere).

The actual code looks more or less like this (that is, there is more code in the actual working set but it involves incrementing ODCount and resetting loop2 to support a new block of optionsData. Ugly hack but it works, I hope it is not relevant for this question since the problem predates that solution. For this example, I've set ODCount and loop2 the way it would be needed for this example. Also, I'm copy/pasting from the actual code so forgive/ignore formatting/typos/etc. The logic and approach are the intended message here.):

Code:
-- This table is set up as SortedPetNames[name]=[#Pet number]

local ODCount = 4
local loop2 = 0
for key,val in orderedPairs(FarmersToolkit.SortedPetNames) do

         loop2 =loop2 + 1;

         local PetName = GetCollectibleLink(val, 1)

         optionsData[ODCount].controls[loop2] = {
                   type = "checkbox",
                   name = PetName,
                   tooltip = "Marking ON means: set " .. PetName .. " as a favorite random pet ",
                   getFunc = function() return FT_LAM.GetFPetValue(val) end,
                   setFunc = function(value) FT_LAM.SetFPetValue(val,value) end,
         }
end
This works fine so long as loop2 < 61 and if I create a new optionsData block (e.g, OptionsData[5] using the same format as the first block), then reset loop2 to 0 and step through that block, it works fine.... up to 60. Repeat, rinse.

So, my question: Is there a unknown-to-me limit in OptionsData[X].controls around 60 or 61? Or is my code just so ugly that lua is saving humanity from ever seeing the actual results

Thanks in advance,

-V
Last edited by Vilkasmanga : 02/27/24 at 07:54 AM.
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Unread 02/06/24, 05:23 PM  
TernieLaBiscuit

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Help?

I got this error message today. And I'm not missing the library [LibMediaProvider-1.0] it's saying it can't find (even reinstalled it, just in case), so I'm not really sure where to go with this? Anything with a reference to LibAddonMenu-2.0 is being affected, and WILL NOT WORK.

user:/AddOns/BugEater/BugEater.lua:11: Cannot find a library instance of "LibMediaProvider-1.0".
stack traceback:
user:/AddOns/LibAddonMenu-2.0/LibStub/LibStub.lua:29: in function 'LibStub:GetLibrary'
user:/AddOns/BugEater/BugEater.lua:11: in function '(main chunk)'
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Unread 02/04/24, 02:10 PM  
Anthonysc

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Re: Re: LibAddonMenu - Downdown on PTS (Update 41 -Version 9.3)

Originally Posted by sirinsidiator
Originally Posted by Mouton
Hi there !
It seems some past workaround has been fixed on PTS, and the line on dropdown.lua:396 is not needed anymore:

Code:
    -- dropdown.m_dropdown:SetParent(combobox:GetOwningWindow()) -- TODO remove workaround once the problem is fixed in the game
On my extension, commenting this line out fix the issue.
(As for now on PTS, it fails with `dropdown.lua:396: attempt to index a nil value` )
I created a temporary fix for pts a couple days ago. You can find it here: https://sir.insidi.at/or/files/dropdown.lua
ZOS is planning some more adjustments in one of the next pts patches, so I haven't finalized it yet.
Hey, do you have a different link to that? Like on github or google drive or somewhere? I was doing some addon testing on PTS and needed this but for some reason that link isn't working for me.
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Unread 02/04/24, 07:58 AM  
sirinsidiator
 
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Re: LibAddonMenu - Downdown on PTS (Update 41 -Version 9.3)

Originally Posted by Mouton
Hi there !
It seems some past workaround has been fixed on PTS, and the line on dropdown.lua:396 is not needed anymore:

Code:
    -- dropdown.m_dropdown:SetParent(combobox:GetOwningWindow()) -- TODO remove workaround once the problem is fixed in the game
On my extension, commenting this line out fix the issue.
(As for now on PTS, it fails with `dropdown.lua:396: attempt to index a nil value` )
I created a temporary fix for pts a couple days ago. You can find it here: https://sir.insidi.at/or/files/dropdown.lua
ZOS is planning some more adjustments in one of the next pts patches, so I haven't finalized it yet.
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Unread 02/03/24, 05:42 PM  
Mouton
 
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LibAddonMenu - Downdown on PTS (Update 41 -Version 9.3)

Hi there !
It seems some past workaround has been fixed on PTS, and the line on dropdown.lua:396 is not needed anymore:

Code:
    -- dropdown.m_dropdown:SetParent(combobox:GetOwningWindow()) -- TODO remove workaround once the problem is fixed in the game
On my extension, commenting this line out fix the issue.
(As for now on PTS, it fails with `dropdown.lua:396: attempt to index a nil value` )
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Unread 01/03/24, 01:53 PM  
billi

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bug messge

since todays server maintanance none of my addons work that need LibAddonMenu2

error text:

user:/AddOns/LibAddonMenu-2.0/LibAddonMenu-2.0.lua:1001: function expected instead of nil
stack traceback:
user:/AddOns/LibAddonMenu-2.0/LibAddonMenu-2.0.lua:1001: in function 'lam:RegisterAddonPanel'
<Locals> self = [table:1]{panelId = 100}, addonID = "QuestMap_Options", panelData = [table:2]{name = "Quest Map", registerForDefaults = T, registerForRefresh = T, version = "3.16", displayName = "|c70C0DEQuest Map|r", slashCommand = "/questmap", author = "|c70C0DECaptainBlagbird|r, |cf...", type = "panel"}, container = ud </Locals>
user:/AddOns/QuestMap/Settings.lua:632: in function 'OnPlayerActivated'
<Locals> event = 589824, LAM = [table:1] </Locals>

I get 37 pages all like this one
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Unread 11/13/23, 03:38 PM  
Shadowfen
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Re: Re: Re: Re: Re: Re: Re: Disabled not working for buttons

Originally Posted by sirinsidiator
Originally Posted by Shadowfen
The Save button starts out as disabled.
I enter in a valid name.
The Save button still looks like it is disabled.
If I click somewhere else (so that the editbox loses focus), then the Save button changes to look enabled.
If I change the name to "Default" (one of the illegal names), the Save button still looks enabled.
Change focus away from the editbox and the Save button changes to look disabled.

The setFunc() for the editbox runs while the editbox still has focus (or does it?), so how can I get the disable() on the button to run when the editbox setFunc() runs so I don't have to worry about focus and confused users?
No. The setFunc is only called on focus loss. LAM was written very conservatively in terms of things that could cause performance issues.
In order to get what you want, you'd need to set a reference for your editbox control and set your own handler on the input control that reacts to updates and calls UpdateValue more often.
Okay, thanks. I think I'll invent something for a dropdown to make them choose something between the editbox and the button so that the focus is required to transfer.
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Unread 11/13/23, 03:06 PM  
sirinsidiator
 
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Re: Re: Re: Re: Re: Re: Disabled not working for buttons

Originally Posted by Shadowfen
The Save button starts out as disabled.
I enter in a valid name.
The Save button still looks like it is disabled.
If I click somewhere else (so that the editbox loses focus), then the Save button changes to look enabled.
If I change the name to "Default" (one of the illegal names), the Save button still looks enabled.
Change focus away from the editbox and the Save button changes to look disabled.

The setFunc() for the editbox runs while the editbox still has focus (or does it?), so how can I get the disable() on the button to run when the editbox setFunc() runs so I don't have to worry about focus and confused users?
No. The setFunc is only called on focus loss. LAM was written very conservatively in terms of things that could cause performance issues.
In order to get what you want, you'd need to set a reference for your editbox control and set your own handler on the input control that reacts to updates and calls UpdateValue more often.
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Unread 11/13/23, 10:59 AM  
Shadowfen
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Re: Re: Re: Re: Re: Disabled not working for buttons

Originally Posted by Shadowfen
Originally Posted by sirinsidiator
I also had registerForRefresh set to true for the panel, but forgot to mention it.

I may have gotten confused because I expected a visual change when the button was disabled and there was none. I was expecting something like the get greyer of other types of items or something like what happens with isDangerous...
There should be a change to the text color. It simply uses a regular button with the ZO_DefaultButton template and sets disabled on it, so the color should change to INTERFACE_COLOR_TYPE_TEXT_COLORS:INTERFACE_TEXT_COLOR_DISABLED.
Have you tried running just your addon and LAM? Maybe some other addon is interfering with that.
I have:
Code:
local newprofname = nil    -- file-level scope
registerForRefresh is set for the panel.

I have an edit box to enter in a new name for a profile to be created with
Code:
setFunc = function(value) 
	if value == "" or value == "Default" then
		newprofname = nil
		return
	end
	-- check the list of already existing profiles
	if TTFAS.isNewProfileName(value) then      
		 -- value is not an existing profile name
		newprofname = value 
	else
		newprofname = nil
	end
end,
Finally I have Save button right after the editbox with
Code:
disabled = function () 
	if newprofname then
		return false
	end
	return true
end,

func = function() 
	if newprofname and newprofname ~= "" and newprofname ~= "Default" then
		-- yes, the check should be redundant
		saveProfile(newprofname)
		newprofname = nil
	end
end,
The Save button starts out as disabled.
I enter in a valid name.
The Save button still looks like it is disabled.
If I click somewhere else (so that the editbox loses focus), then the Save button changes to look enabled.
If I change the name to "Default" (one of the illegal names), the Save button still looks enabled.
Change focus away from the editbox and the Save button changes to look disabled.

The setFunc() for the editbox runs while the editbox still has focus (or does it?), so how can I get the disable() on the button to run when the editbox setFunc() runs so I don't have to worry about focus and confused users?
Last edited by Shadowfen : 11/13/23 at 11:21 AM.
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Unread 11/12/23, 12:46 PM  
Shadowfen
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Re: Re: Re: Re: Disabled not working for buttons

Originally Posted by sirinsidiator
Originally Posted by Shadowfen
Originally Posted by sirinsidiator
Please read the documentation. Disabled requires you to set the registerForRefresh flag on the panel in order to work.
I also had registerForRefresh set to true for the panel, but forgot to mention it.

I may have gotten confused because I expected a visual change when the button was disabled and there was none. I was expecting something like the get greyer of other types of items or something like what happens with isDangerous...
There should be a change to the text color. It simply uses a regular button with the ZO_DefaultButton template and sets disabled on it, so the color should change to INTERFACE_COLOR_TYPE_TEXT_COLORS:INTERFACE_TEXT_COLOR_DISABLED.
Have you tried running just your addon and LAM? Maybe some other addon is interfering with that.
I will try that. Thanks.
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Unread 11/12/23, 12:17 PM  
sirinsidiator
 
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Re: Re: Re: Disabled not working for buttons

Originally Posted by Shadowfen
Originally Posted by sirinsidiator
Please read the documentation. Disabled requires you to set the registerForRefresh flag on the panel in order to work.
I also had registerForRefresh set to true for the panel, but forgot to mention it.

I may have gotten confused because I expected a visual change when the button was disabled and there was none. I was expecting something like the get greyer of other types of items or something like what happens with isDangerous...
There should be a change to the text color. It simply uses a regular button with the ZO_DefaultButton template and sets disabled on it, so the color should change to INTERFACE_COLOR_TYPE_TEXT_COLORS:INTERFACE_TEXT_COLOR_DISABLED.
Have you tried running just your addon and LAM? Maybe some other addon is interfering with that.
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Unread 11/12/23, 09:14 AM  
Shadowfen
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Re: Re: Disabled not working for buttons

Originally Posted by sirinsidiator
Please read the documentation. Disabled requires you to set the registerForRefresh flag on the panel in order to work.
I also had registerForRefresh set to true for the panel, but forgot to mention it.

I may have gotten confused because I expected a visual change when the button was disabled and there was none. I was expecting something like the get greyer of other types of items or something like what happens with isDangerous...
Last edited by Shadowfen : 11/12/23 at 09:14 AM.
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