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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:75,652
Total downloads:4,690,773
Favorites:2,757
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 In case it shows as "out of date" in the game, simply enable the "allow out of date addons" checkbox.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 11/04/16, 06:20 AM  
sirinsidiator
 
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Forum posts: 1579
File comments: 1131
Uploads: 41
Re: Constant Catchup

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

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

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

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

Is this what you are talking about here?
Or have I missed the point?
I am honestly not sure how this is in any way related to LibAddonMenu. It would probably be better if you made a post in the general authoring section about this topic.
The update message for addons is not from ZOS btw. It is generated by a library which is bundled in some popular addons, because many users report issues that have been fixed for a long time instead of updating their addons first.
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Unread 11/04/16, 06:08 AM  
Geraintmawr

Forum posts: 2
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Constant Catchup

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

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

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

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

Is this what you are talking about here?
Or have I missed the point?
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Unread 10/30/16, 12:29 PM  
Baertram
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Many many thanks for all the work you put into this library and it's docs sirinsidiator!
Last edited by Baertram : 10/30/16 at 12:29 PM.
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Unread 10/15/16, 03:32 AM  
Carter_DC
 
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Amazing piece of work !
Great Job !
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Unread 07/11/16, 12:47 PM  
Enodoc
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Re: Re: Re: Re: Disable a button

Originally Posted by sirinsidiator
Originally Posted by Enodoc
Originally Posted by sirinsidiator
You can manually refresh your panel by calling
Lua Code:
  1. CALLBACK_MANAGER:FireCallbacks("LAM-RefreshPanel", panel)
where panel is the return value from RegisterAddonPanel, but in your case it should not be necessary. As long as you have the registerForRefresh flag enabled in your panel it should refresh itself when necessary.
Great, thanks! registerForRefresh is enabled, but clicking a button doesn't seem to trigger a refresh, so firing that callback is likely what I need. Thanks again!
That's strange. The button itself already fires the callback when you click it:
Lua Code:
  1. button:SetHandler("OnClicked", function(self, ...)
  2.         buttonData.func(self, ...)
  3.         if control.panel.data.registerForRefresh then
  4.             cm:FireCallbacks("LAM-RefreshPanel", control)
  5.         end
  6.     end)
Agreed, it's a bit odd. Putting the callback in worked though, so thanks for that!
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Unread 07/11/16, 04:58 AM  
sirinsidiator
 
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Re: Re: Re: Disable a button

Originally Posted by Enodoc
Originally Posted by sirinsidiator
You can manually refresh your panel by calling
Lua Code:
  1. CALLBACK_MANAGER:FireCallbacks("LAM-RefreshPanel", panel)
where panel is the return value from RegisterAddonPanel, but in your case it should not be necessary. As long as you have the registerForRefresh flag enabled in your panel it should refresh itself when necessary.
Great, thanks! registerForRefresh is enabled, but clicking a button doesn't seem to trigger a refresh, so firing that callback is likely what I need. Thanks again!
That's strange. The button itself already fires the callback when you click it:
Lua Code:
  1. button:SetHandler("OnClicked", function(self, ...)
  2.         buttonData.func(self, ...)
  3.         if control.panel.data.registerForRefresh then
  4.             cm:FireCallbacks("LAM-RefreshPanel", control)
  5.         end
  6.     end)
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Unread 07/11/16, 03:27 AM  
Enodoc
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Re: Re: Disable a button

Originally Posted by sirinsidiator
You can manually refresh your panel by calling
Lua Code:
  1. CALLBACK_MANAGER:FireCallbacks("LAM-RefreshPanel", panel)
where panel is the return value from RegisterAddonPanel, but in your case it should not be necessary. As long as you have the registerForRefresh flag enabled in your panel it should refresh itself when necessary.
Great, thanks! registerForRefresh is enabled, but clicking a button doesn't seem to trigger a refresh, so firing that callback is likely what I need. Thanks again!
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Unread 07/10/16, 12:47 PM  
sirinsidiator
 
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Re: Disable a button

Originally Posted by Enodoc
Is there an easy way to get a "button" to refresh the panel when clicked?

Lua Code:
  1. {
  2.             type = "button",
  3.             name = GetString(BUTTON_NAME),
  4.             tooltip = GetString(BUTTON_TOOLTIP),
  5.             func = function() ButtonBool = true end,
  6.             disabled = function() return (ButtonBool == true) end,
  7.             width = "half",
  8.         },
The button is being used as an enabler for subsequent controls, through those having
Lua Code:
  1. disabled = function() return not ButtonBool end,
and the button itself shouldn't be clickable again.

It refreshes when a "checkbox" is toggled, or if you click to another add-on and back, but it would be good if there was something I could call in the button function that would cause it to refresh itself. Thanks!
You can manually refresh your panel by calling
Lua Code:
  1. CALLBACK_MANAGER:FireCallbacks("LAM-RefreshPanel", panel)
where panel is the return value from RegisterAddonPanel, but in your case it should not be necessary. As long as you have the registerForRefresh flag enabled in your panel it should refresh itself when necessary.
Last edited by sirinsidiator : 07/10/16 at 12:51 PM.
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Unread 07/09/16, 03:47 PM  
Enodoc
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Disable a button

Is there an easy way to get a "button" to refresh the panel when clicked?

Lua Code:
  1. {
  2.             type = "button",
  3.             name = GetString(BUTTON_NAME),
  4.             tooltip = GetString(BUTTON_TOOLTIP),
  5.             func = function() ButtonBool = true end,
  6.             disabled = function() return (ButtonBool == true) end,
  7.             width = "half",
  8.         },
The button is being used as an enabler for subsequent controls, through those having
Lua Code:
  1. disabled = function() return not ButtonBool end,
and the button itself shouldn't be clickable again.

It refreshes when a "checkbox" is toggled, or if you click to another add-on and back, but it would be good if there was something I could call in the button function that would cause it to refresh itself. Thanks!
Last edited by Enodoc : 07/09/16 at 04:00 PM.
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Unread 06/20/16, 11:19 AM  
Sasky
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Originally Posted by votan
Originally Posted by merlight
1) if there is no other add-on with properly released LAM, the user will end up with no LAM at all
I don't think, that would be wrong. If the addon, embedding an unreleased github version, is the only one using LAM2, causing an error is correct in my opinion.
Maybe the check should cause the Lua error dialog?
Sorry about that. Fixing it now that I'm back from travel. However, I'm not sure this doesn't point to an underlying issue, since the Git difference when I forced it to the released r20 version had
  1. The version number at 20
  2. An April Fools snippit added
  3. A DDS used by that snippet added
I'm not sure what in there would cause the crash.


--------------------------------------------------------------------------------------------------


When adding those changes, the Code Analysis in IntelliJ found an issue with the minified April Fools snippet:
Code:
Warning:(835) Unbalanced number of expressions in assignment
Snippet highlighted:
Lua Code:
  1. local f,g,h,i,j,k,l,m=string.rep,string.format,math.floor,MAIL_MANAGER_GAMEPAD,MAIL_INBOX,zo_callLater,IsInGamepadPreferredMode;
Looks like the 'm' is extra there.


--------------------------------------------------------------------------------------------------


A couple other points you could do in case someone pulls the Github:
- Have separate dev/release branches with the default to release so it is safe to use. Better yet if the main branch can be usable as a git submodule/subtree.

- Add an additional file in the explicit LAM addon (ie "testVersioning.lua") and force update the library version:
Lua Code:
  1. LibStub:NewLibrary("LibAddonMenu-2.0", 9999)
Putting this in a separate file will help ensure it isn't pulled in. So it'll load the addon as r20 then bump the version number to testing and go from there.
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Unread 06/09/16, 07:27 AM  
votan
 
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Originally Posted by merlight
1) if there is no other add-on with properly released LAM, the user will end up with no LAM at all
I don't think, that would be wrong. If the addon, embedding an unreleased github version, is the only one using LAM2, causing an error is correct in my opinion.
Maybe the check should cause the Lua error dialog?
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Unread 06/09/16, 07:24 AM  
sirinsidiator
 
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Originally Posted by merlight
Originally Posted by sirinsidiator
I was thinking of setting a saved variable in an additional file of the standalone which will then set the version to 999 for developers.
If someone bundles it, the file doesn't get loaded and the default version is 0. It also needs to be included by hand at least once so it works.
You mean a global var, right? Then it becomes almost what I suggested in the past, with only a small change.

Lua Code:
  1. local MAJOR, MINOR = "LibAddonMenu-2.0", _LAM2_VERSION_NUMBER or -1

And set _LAM2_VERSION_NUMBER = 999 in the other file (loaded first, in stand-alone only).

I think this might be better than my previous suggestion, because there were two issues with it:
1) if there is no other add-on with properly released LAM, the user will end up with no LAM at all
2) you'd have to change all control/*.lua, add LibStub.SILENT and check that LAM is not nil first

Whereas the solution with global LAM version in stand-alone will just work, including the case where there's no other LAM version (version -1 is the highest in this case).
Right, I guess I could just define it directly and skip the saved variable. For the release on ESOUI the build script will just replace that part (like it does now) and remove the extra file, so only the github standalone will be version 999 and as soon as it is bundled it will become -1 and never load unless it is the only LAM copy available.
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Unread 06/09/16, 07:03 AM  
merlight
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Originally Posted by sirinsidiator
I was thinking of setting a saved variable in an additional file of the standalone which will then set the version to 999 for developers.
If someone bundles it, the file doesn't get loaded and the default version is 0. It also needs to be included by hand at least once so it works.
You mean a global var, right? Then it becomes almost what I suggested in the past, with only a small change.

Lua Code:
  1. local MAJOR, MINOR = "LibAddonMenu-2.0", _LAM2_VERSION_NUMBER or -1

And set _LAM2_VERSION_NUMBER = 999 in the other file (loaded first, in stand-alone only).

I think this might be better than my previous suggestion, because there were two issues with it:
1) if there is no other add-on with properly released LAM, the user will end up with no LAM at all
2) you'd have to change all control/*.lua, add LibStub.SILENT and check that LAM is not nil first

Whereas the solution with global LAM version in stand-alone will just work, including the case where there's no other LAM version (version -1 is the highest in this case).
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Unread 06/09/16, 06:57 AM  
sirinsidiator
 
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Originally Posted by votan
Isn't this a bit too late?
If I'm not wrong, saved variables are available starting with the EVENT_ADD_ON_LOADED, but at this moment the LibStub check has been passed already and all functions are updated.
I like the idea of merlight.
I was under the impression that they are always available, but I may be wrong. If it is not possible, I will stick to merlight's proposal.
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Unread 06/09/16, 06:46 AM  
votan
 
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Originally Posted by sirinsidiator
I was thinking of setting a saved variable in an additional file of the standalone which will then set the version to 999 for developers.
If someone bundles it, the file doesn't get loaded and the default version is 0. It also needs to be included by hand at least once so it works.
Isn't this a bit too late?
If I'm not wrong, saved variables are available starting with the EVENT_ADD_ON_LOADED, but at this moment the LibStub check has been passed already and all functions are updated.
I like the idea of merlight.
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