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Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:08/22/20 04:55 AM
Created:07/11/15 10:51 AM
Monthly downloads:181,419
Total downloads:1,416,027
Favorites:990
MD5:
6.1.5
LibCustomMenu  Popular! (More than 5000 hits)
Version: 6.9.3
by: votan [More]
Info
This library is for addon developers. Download it, if an addon dependency tells you so.

Description
This library is written to overcome one way to get the "Access a private function XYZ from insecure code". But beginning with version 2.0, it does additional provide a new feature: sub menus.
Beginning with version 3.0, it does additional provide a new feature: divider.

Background
Controls, created from add-on code (as part of code path) are marked as "insecure/compromissed".
Functions, which have no problem with been called from "insecure" controls, are still working perfectly.
Like those of add-ons or Show On Map, Link in Chat or Get Help.
But "secured" functions like UseItem, InitiateDestroy, PickupInventoryItem raising the error message from above.
Once you hook AddMenuItem ALL controls created for the context-menu are "insecure".

Prior to ESO 2.0.13 if an add-on offers a full custom context-menu (no built-in menu entries) and this context-menu is shown first after (re-)load UI the first menu item controls are insecure. A crash of "Use" in the inventory afterwards was guaranteed.
Starting with ESO 2.0.13 ZOS preallocates 10 "secure" menu items. See here.
But this just reduces the chance of running into that problem, it does not fix it.
Currently the number of preallocated controls is 30. Running into this problem with AddMenuItem is real rare, but inventory action slots still don't like custom menu entries.

To avoid the error message, the controls of built-in menu items and add-on menu items must be strictly separated. That's what AddCustomMenuItem of this library does. It uses an own pool of controls, which look exactly the same. Sounds strange, but works.

I don't use private functions. Why should I use this lib?
It's not you, who uses private functions. It is built-in code, which re-uses controls indirectly created by your add-on in AddMenuItem.

I want to use this lib, so what to do?
After you have included the lib in your add-on manifest (.txt) do a text search for the global function AddMenuItem (not any :AddMenuItem of other objects) and replace it with AddCustomMenuItem.
Be careful with a simple "Replace All" over all files! You probably replace the AddMenuItem of LibCustomMenu itself

Version 1.0
This version was intended as proof of concept, but was successfully used in Beartram's FCO Item Saver, Circonian's FilterIt and my Fish Fillet.

Version 2.0
In order to have more value than avoiding a rare, just annoying "bug", sirinsidiator suggested and provided proof of concept code for sub menu items.
A big thank to sirinsidiator!
I finalized it and here we are.

API 2.0
function AddCustomMenuItem(mytext, myfunction, itemType, myfont, normalColor, highlightColor, itemYPad)

Fully compatible with AddMenuItem.
mytext: string, required. Caption of menu item.
myfunction: function(), required. Called if clicked.
itemType: int, optional. MENU_ADD_OPTION_LABEL or MENU_ADD_OPTION_CHECKBOX. Default MENU_ADD_OPTION_LABEL.
myfont: string, optional.
normalColor: ZO_ColorDef, optional. Color of unselected item.
highlightColor: ZO_ColorDef, optional. Color of selected/hovered item.
itemYPad: int, optional. y-padding between items.


function AddCustomSubMenuItem(mytext, entries, myfont, normalColor, highlightColor, itemYPad)

mytext: string, required. Caption of menu item.
entries: table of sub items or callback returning table of sub items, required.
myfont: string, optional.
normalColor: ZO_ColorDef, optional. Color of unselected/normal sub item.
highlightColor: ZO_ColorDef, optional. Color of selected/hovered sub item.
itemYPad: int, optional. y-padding between sub items.

sub item:
label: string or function(rootMenu, childControl), required.
callback: function(), required.
disabled: boolean or function(rootMenu, childControl), optional. Default false. if true, sub item is visible, but gray and not clickable.
visible: boolean or function(rootMenu, childControl), optional. Default true.

These examples are for self-created menus. If you want to add items to the inventory context-menu, look at the example for LibCustomMenu:RegisterContextMenu more below.

example 1:
Lua Code:
  1. local entries = {
  2.   {
  3.     label = "Test 1",
  4.     callback = function() d("Test 1") end,
  5.   },
  6.   {
  7.     label = "Test 2",
  8.     callback = function() d("Test 2") end,
  9.     disabled = function(rootMenu, childControl) return true end,
  10.   }
  11. }
  12. ClearMenu()
  13. AddCustomSubMenuItem("Sub Menu", entries)
  14. ShowMenu()

example 2:
Lua Code:
  1. local function GetEntries(rootMenu)
  2. d("run")
  3. return {
  4.   {
  5.     label = function() return GetTimeStamp() end,
  6.     callback = function() d("Test 1") end,
  7.   },
  8.   {
  9.     label = "Test 2",
  10.     callback = function() d("Test 2") end,
  11.     disabled = function(rootMenu, childControl) return true end,
  12.   }
  13. }
  14. end
  15. ClearMenu()
  16. AddCustomSubMenuItem("Sub Menu", GetEntries)
  17. ShowMenu()
If you have Notebook or ZAM Notebook, you could copy&paste the scripts from above and execute them.

API 3.0
In addition to API 2.0:
Allow divider by setting member label to a static "-". Suggested by Beartram.

example:
Lua Code:
  1. local entries = {
  2.   {
  3.     label = "Test 1",
  4.     callback = function() d("Test 1") end,
  5.   },
  6.   {
  7.     label = "-",
  8.   },
  9.   {
  10.     label = "Test 2",
  11.     callback = function() d("Test 2") end,
  12.     disabled = function(rootMenu, childControl) return true end,
  13.   }
  14. }
  15. ClearMenu()
  16. AddCustomSubMenuItem("Sub Menu", entries)
  17. ShowMenu()

API 4.1
In addition to API 3.0:
actionSlots:AddCustomSlotAction(actionStringId, actionCallback, actionType, visibilityFunction, options)

for example while hooking ZO_InventorySlot_DiscoverSlotActionsFromActionList(inventorySlot, slotActions)
for example within the callback of API 6.0. See below.

API 5.0
In addition to API 4.1+:
New entry properties itemType and checked.
itemType = MENU_ADD_OPTION_LABEL (default) or MENU_ADD_OPTION_CHECKBOX for a checkbox
checked = false/true or function() return state end
The initial checked state than opening the sub menu.

example:
Lua Code:
  1. local myState = true
  2.     local entries = {
  3.       {
  4.         label = "Test 1",
  5.         callback = function(state) myState = state df("Test 1: %s", tostring(myState)) end,
  6.         checked = function() return myState end,
  7.         itemType = MENU_ADD_OPTION_CHECKBOX,
  8.       },
  9.       {
  10.         label = "Test 1b",
  11.         callback = function() d("Test 1b") end,
  12.         itemType = MENU_ADD_OPTION_LABEL,
  13.       },
  14.       {
  15.         label = "-",
  16.       },
  17.       {
  18.         label = "Test 2",
  19.         callback = function() d("Test 2") end,
  20.         disabled = function(rootMenu, childControl) return true end,
  21.       }
  22.     }
  23.     ClearMenu()
  24.     AddCustomSubMenuItem("Sub Menu", entries)
  25.     ShowMenu()

API 6.2
In addition to API 5+:
Added callbacks, you can register to, to hook into inventory slot context menu. You don't need to reinvent the hook and are able to control the position of your entry/entries more granular.

category
lib.CATEGORY_EARLY
lib.CATEGORY_PRIMARY
lib.CATEGORY_SECONDARY
lib.CATEGORY_TERTIARY
lib.CATEGORY_QUATERNARY
lib.CATEGORY_LATE

CATEGORY_EARLY is before the first built-in menu entry.
CATEGORY_PRIMARY is after the first built-in menu entry. And so on.
CATEGORY_LATE is after built-in menu and default.

lib:RegisterContextMenu(func, category)
Register to the context menu of the inventory mouse right click.

lib:RegisterKeyStripEnter(func, category)
Register to the inventory mouse hover used to update the keybind buttons at the bottom.

func: callback function to be called.
Signature:
Lua Code:
  1. local function func(inventorySlot, slotActions)
  2. end

category: optional. defaults to CATEGORY_LATE.

lib:RegisterKeyStripExit(func)
Register to the inventory mouse hover used to update the keybind buttons at the bottom, if the mouse exits an inventory slot.

func: callback function to be called.
Signature:
Lua Code:
  1. local function func()
  2. end

example:
Lua Code:
  1. ZO_CreateStringId("SI_BINDING_NAME_SHOW_POPUP", "Show in Popup")
  2. local function AddItem(inventorySlot, slotActions)
  3.   local valid = ZO_Inventory_GetBagAndIndex(inventorySlot)
  4.   if not valid then return end
  5.   slotActions:AddCustomSlotAction(SI_BINDING_NAME_SHOW_POPUP, function()
  6.     local bagId, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot)
  7.     local itemLink = GetItemLink(bagId, slotIndex)
  8.     ZO_PopupTooltip_SetLink(itemLink)
  9.   end , "")
  10. end
  11.  
  12. LibCustomMenu:RegisterContextMenu(AddItem, LibCustomMenu.CATEGORY_PRIMARY)

example 2:
Lua Code:
  1. local function AddItem(inventorySlot, slotActions)
  2.   local bagId, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot)
  3.   if not CanItemBePlayerLocked(bagId, slotIndex) then return end
  4.   local locked = IsItemPlayerLocked(bagId, slotIndex)
  5.  
  6.   slotActions:AddCustomSlotAction(locked and SI_ITEM_ACTION_UNMARK_AS_LOCKED or SI_ITEM_ACTION_MARK_AS_LOCKED, function()
  7.     SetItemIsPlayerLocked(bagId, slotIndex, not locked)
  8.   end, "keybind2")
  9.   -- you can use: "primary", "secondary", "keybind1", "keybind2"
  10. end
  11.  
  12. local menu = LibCustomMenu
  13. --menu:RegisterContextMenu(AddItem, menu.CATEGORY_PRIMARY)
  14. menu:RegisterKeyStripEnter(AddItem, menu.CATEGORY_LATE)
Not really practical, because it hides the built-in keybind.
But you could use the callback just to be notified as well.

API 6.8
In addition to API 6.2+:
Added functionality to add an optional tooltip to a menu entry.
For the top level menu entries there is a new global function:
function AddCustomMenuTooltip(tooltip, index)
tooltip: Either a string shown as a simple tooltip or a callback function to let you do everything.
Signature:
Lua Code:
  1. local function func(control, inside)
  2. end
control: the menu entry control.
inside: The function is called on mouse enter with inside=true and on mouse exit with inside=false.

index: Optional. Index of the menu entry, the tooltip is for. By default the index of the last added item is used. => You call AddCustomMenuItem and when AddCustomMenuTooltip.

For sub-menus a new key "tooltip" can be used. Again it is either a string or the callback function with the signature from above.

example:
Lua Code:
  1. local myState = true
  2.     local entries = {
  3.       {
  4.         label = "Test 1",
  5.         callback = function(state) myState = state df("Test 1: %s", tostring(myState)) end,
  6.         checked = function() return myState end,
  7.         itemType = MENU_ADD_OPTION_CHECKBOX,
  8.         tooltip = "This is Test 1",
  9.       },
  10.       {
  11.         label = "Test 1b",
  12.         callback = function() d("Test 1b") end,
  13.         itemType = MENU_ADD_OPTION_LABEL,
  14.         tooltip = "This is Test 2",
  15.       },
  16.       {
  17.         label = "-",
  18.       },
  19.       {
  20.         label = "Test 2",
  21.         callback = function() d("Test 2") end,
  22.         disabled = function(rootMenu, childControl) return true end,
  23.       }
  24.     }
  25.     ClearMenu()
  26.     AddCustomSubMenuItem("Sub Menu", entries)
  27.     AddCustomMenuTooltip("A sub-menu")
  28.     AddCustomMenuItem("-", function() d("soso") end)
  29.     AddCustomMenuItem("Button", function() d("jojo") end)
  30.     AddCustomMenuTooltip(function(control, inside) if inside then d("A great button") end end)
  31.     AddCustomMenuItem("CheckBox", function() d("soso") end, MENU_ADD_OPTION_CHECKBOX)
  32.     ShowMenu()
How to use Checkbox at top level
Lua Code:
  1. local index = AddCustomMenuItem("CheckBox", function() <your callback> end, MENU_ADD_OPTION_CHECKBOX)
  2. if needToCheckIt then
  3.     ZO_CheckButton_SetChecked(ZO_Menu.items[index].checkbox)
  4. end

API 6.9
lib:EnableSpecialKeyContextMenu(key)
key: KEY_CTRL or KEY_ALT or KEY_SHIFT or KEY_COMMAND
Show an alternative context menu, if the special key is pressed while right-clicking the inventory item.

lib:RegisterSpecialKeyContextMenu(func)
Register a callback for the alternative context menu. You, the addon author, have to check which menu items you want to add for the given combination of special keys. (See signature below)
You have to enable all the keys you want to handle. See lib:EnableSpecialKeyContextMenu(key). There is no DisableSpecialKeyContextMenu, because you don't know who else had enabled them.

Signature:
Lua Code:
  1. local function func(inventorySlot, slotActions, ctrl, alt, shift, command)
  2. end
API 6.92
lib:RegisterPlayerContextMenu(func, category)
Register to the context menu of the chat player link mouse right click,

func: callback function to be called.
Signature:
Code:
local function func(playerName, rawName)
end
Category: See API 6.2 description for the available categories.
version 6.9.3:
- Update to API 100032 "Stonethorn".

version 6.9.2. Upon request added a new function RegisterPlayerContextMenu to added menu items to the player context menu of the chat.

version 6.9.1: Forgotten to increase the version number for LibStub legacy support. Added a warning, if LibStub has a "newer" version, which should not be!

version 6.9.0:
- Support keyboard modifier keys for inventory context menu to create special menus using those keys.

version 6.8.2:
- Update to API 100030 "Harrowstorm".

version 6.8.1:
- Update to API 100029 "Dragonhold".

version 6.8.0:
- Fix layout of built-in checkbox button of menu top level entries
- Added tooltip support: Either callback function or text string.

version 6.7.1:
- Update to API 100028 "Scalebreaker".

version 6.7.0:
- API bump 100027 "Elsweyr".
- Accessible via LibCustomMenu.
- Use of LibStub is optional.

version 6.6.3:
- Update to API 100026 "Wrathstone".

version 6.6.2:
- Reverted back to depend on LibStub. It is too early for that.

version 6.6.1:
- Update to API 100025 "Murkmire".
- Work without LibStub as well.

version 6.6:
- Update to API 100024 "Wolfhunter".
- New library load structure.

version 6.5: Fix for PTS.

version 6.4: Fixed compatibility with other addons hooking the context-menu. Like Craft Bag Extended.

version 6.3:
- Improve compabitility with AGS.

version 6.2:
- Handle inventory context menu and key strip menu. Take 2.


version 6.1:
- Fixed a conflict with CraftBagExtended.

version 6:
- Handle inventory context menu and key strip menu.


version 5:
- Supporting checkboxes in submenus.
- Fixed Divider menu item.

version 4.3:
- Update for "Horns of the Reach".

version 4.2.0:
- Fixed rare timing issue closing menu while mouse is over sub-menu.
- APIVersion update to 100017.

version 4.1.1:
- APIVersion update to 100014.

version 4.1:
- Added ZO_InventorySlotActions:AddCustomSlotAction. (Requested by merlight)
- APIVersion update to 100013.

version 4: * Working with Orsinium. Just the manifest APIVersion must be updated
- Fixed issue: main menu not closing if sub-menu used outside inventory. Thanks to circonian.

version 3:
- New menu item type: Divider. A static text "-" will be displayed as a divider. You can use <lib>.DIVIDER for better readability.

version 2:
- New global function AddCustomSubMenuItem

version 1:
- New global function AddCustomMenuItem as a replacement for AddMenuItem.
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Archived Files (25)
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6.9.2
7kB
votan
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6.9.1
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6.9.0
7kB
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04/03/20 11:43 AM
6.8.2
7kB
votan
02/15/20 11:44 AM
6.8.1
7kB
votan
10/03/19 04:37 AM
6.8.0
7kB
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6.7.1
7kB
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07/30/19 11:57 AM
6.7.0
7kB
votan
05/18/19 08:07 AM
6.6.3
16kB
votan
02/23/19 10:15 AM
6.6.2
8kB
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6.6.1
7kB
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6.6
14kB
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08/13/18 11:17 AM
6.5
8kB
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04/22/18 05:21 AM
6.4
7kB
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04/16/18 11:45 AM
6.3
7kB
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03/03/18 10:58 AM
6.2
8kB
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02/02/18 12:35 AM
5
7kB
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01/27/18 03:11 PM
5
7kB
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08/15/17 12:34 PM
4.3
6kB
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4.2.0
6kB
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4.1.1
6kB
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4.1.0
6kB
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11/22/15 02:24 PM
4.0.0
6kB
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08/06/15 10:48 AM
3.0.0
6kB
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07/25/15 05:36 AM
2.0.0
5kB
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07/11/15 10:51 AM


Post A Reply Comment Options
Unread 08/12/20, 08:28 AM  
@DeadSoon
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Forum posts: 10
File comments: 158
Uploads: 2
SubSubMenu

Just to be sure:
Currently it is not possible to create a sub menu within a sub menu, right?

Im not sure how the others think about it, but I would really appreciate this feature

Maybe it can be added?


Thanks for considering!
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Unread 04/04/20, 12:00 PM  
votan
 
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The problem is, that those using LibStub and embed the old lib, will use the old lib! (If those reference is not updated by the newer lib)
At worst the startup code is executed twice. Once by the embed lib and once by the stand-alone.
And!: "Included" (own manifest) is not "embedded" (paths in the main addon)
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Last edited by votan : 04/04/20 at 12:11 PM.
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Unread 04/04/20, 10:56 AM  
Rhyono
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The goal is to force authors to stop using it so users can stop installing it, especially since it is no longer going to be updated. It's better to make active authors get off of it and employ community fixes for unmaintained addons that still work.
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Unread 04/04/20, 06:46 AM  
votan
 
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Originally Posted by Weolo
Thanks for your work on this addon.

Just a couple of tiny comments for another time.
Would you consider removing LibStub references completely?
I don't think it's causing me any technical issues, so don't worry.

Your addon would still work normally with this code at the top instead of the LibStub code:

Lua Code:
  1. local MAJOR = "LibCustomMenu"
  2. local lib = {}
  3. local wm = WINDOW_MANAGER

Then as far as I can tell you would not need the OptionalDependsOn line at all in your manifest file
Hi Weolo

Mention LibStub does not mean it is automatically loaded and used.
If LibStub is not loaded, it will not be used. Nothing you have to worry about.
As long as it is loaded by someone else, it is used to get the same reference for legacy support.
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Unread 04/03/20, 12:40 PM  
Weolo
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Thanks for your work on this addon.

Just a couple of tiny comments for another time.
Would you consider removing LibStub references completely?
I don't think it's causing me any technical issues, so don't worry.

Your addon would still work normally with this code at the top instead of the LibStub code:

Lua Code:
  1. local MAJOR = "LibCustomMenu"
  2. local lib = {}
  3. local wm = WINDOW_MANAGER

Then as far as I can tell you would not need the OptionalDependsOn line at all in your manifest file
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Unread 03/14/20, 11:30 AM  
bladedbelial

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ok ta but it only happens when i turn it on, otherwise its combat meterics
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Unread 03/14/20, 11:23 AM  
votan
 
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Re: Is this a bug?

Originally Posted by bladedbelial


In the chat box it happens every 2 secs with this

https://www.flickr.com/photos/146037...posted-public/
It seems to be debug output. But is not coming from this lib.
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Unread 03/14/20, 10:19 AM  
bladedbelial

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Is this a bug?



In the chat box it happens every 2 secs with this

https://www.flickr.com/photos/146037115@N04/49658733211/in/dateposted-public/
Last edited by bladedbelial : 03/14/20 at 10:20 AM.
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Unread 08/01/19, 02:47 AM  
Baertram
 
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Re: Tooltip for menu items

Originally Posted by @DeadSoon
Is it basically possible to add a tooltip for menu items? So if I move the mouse over an menu element to see a tooltip?
Yes it is. I think I have added this in FCOStarveStop where in the LAM Settings menu the dropdown box for the potions (the dropdown box is also a ZO_Menu which builds the base for the context menus) to show an itemlink itemtooltip for the currently mouse overed entry of the dropdown box.
You could also use the normal text tooltip instead of the itemtooltip here.

Example code:
Lua Code:
  1. --Set variable "activeDropdown" to the currently shown dropdown control (dropdown = the context menu of the dropdown) -> Used if multiple dropdowns get controlled via this ZO_PreHook and ZO-PreHook of ZO_Menu_SetSelectedIndex (See below)
  2. local dropdown = myLAMDropdownControlWithTooltip.dropdown
  3.                 ZO_PreHook(dropdown, "SetVisible", function(self, visible)
  4.                     if(visible) then
  5.                         activeDropdown = self
  6.                     else
  7.                         activeDropdown = nil
  8.                     end
  9.                 end)
  10.  
  11. --Show tooltips in LAM2's dropdown menus, if the dropdown box is allowed
  12.             ZO_PreHook("ZO_Menu_SetSelectedIndex", function(index)
  13.                 if(not activeDropdown) then return end
  14.                 ClearTooltip(ItemTooltip)
  15.                 if(not index or not ZO_Menu.items) then return end
  16.  
  17.                 index = zo_max(zo_min(index, #ZO_Menu.items), 1)
  18.  
  19.                 local qsItemLink = GetSlotItemLink(FCOSS.quickSlotsMapping[index])
  20.                 if qsItemLink ~= "" then
  21.                     local mouseOverControl = WINDOW_MANAGER:GetMouseOverControl()
  22.                     if not mouseOverControl then return fals end
  23.                     InitializeTooltip(ItemTooltip, mouseOverControl, TOPLEFT, 0, 0, BOTTOMRIGHT)
  24.                     ItemTooltip:SetLink(qsItemLink)
  25.                     ItemTooltipTopLevel:BringWindowToTop()
  26.                 end
  27.             end)
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Unread 06/20/19, 08:57 AM  
@DeadSoon
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Tooltip for menu items

Is it basically possible to add a tooltip for menu items? So if I move the mouse over an menu element to see a tooltip?
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Unread 05/24/19, 11:28 AM  
@DeadSoon
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Re: Re: SubSubMenu

Originally Posted by votan
Originally Posted by @DeadSoon
Hey votan,

it is possible to create SubSubMenu's ? So when I create a AddCustomSubMenuItem, how I can add further submenu's inside of the subMenu ?

So far I haven't found a way.

Many thanks and best regards
Hi DeadSoon,

you are right, it is not possible.
I decided not to implement this super cascading menu after menu after menu. Sorry
Alright, good to know.
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Unread 05/24/19, 10:46 AM  
votan
 
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Re: SubSubMenu

Originally Posted by @DeadSoon
Hey votan,

it is possible to create SubSubMenu's ? So when I create a AddCustomSubMenuItem, how I can add further submenu's inside of the subMenu ?

So far I haven't found a way.

Many thanks and best regards
Hi DeadSoon,

you are right, it is not possible.
I decided not to implement this super cascading menu after menu after menu. Sorry
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Unread 05/23/19, 12:30 PM  
@DeadSoon
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SubSubMenu

Hey votan,

it is possible to create SubSubMenu's ? So when I create a AddCustomSubMenuItem, how I can add further submenu's inside of the subMenu ?

So far I haven't found a way.

Many thanks and best regards
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Unread 03/04/19, 07:21 PM  
zgwortz

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Hi! I was just wondering if the inclusion of Votan's Addon List module inside this one was an oversight or intentional? I added this through Minion when another addon failed to load because this was a dependency and the other addon had an older version, and was surprised to find the Addon list layout completely changed after reloading.

I'm okay either way - I can always disable the new layout, but wanted to bring it up just in case it wasn't the intended behavior.
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Unread 10/24/18, 11:17 AM  
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Originally Posted by Marazota
so i figured out this bug
ALL ADDONS LAST VERSION AND WAS REINSTALLED by Minion few times

1. AGS ALONE - all ok, can list items from craft bags

2. AGS+LibStub+LibCustomMenu - CANT list items from bags, only RETRIEVE


AGS embeds an old version of LibCustomMenu the old way. Remove it.
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