However, without Bindings.xml, your addon will be responsible for presenting its own bindings configuration UI to the user. You may also set keybindings in Lua code, which allows you to create and modify key bindings dynamically - for instance, in response to the player's class, level, location, or configuration of your addon. To execute this example as an addon, create the Interface\AddOns\BindingsDemo\ directory and place the three specified files within it. _G = "Cast Moonfire"īINDING_NAME_REVERSEFLOWPOLARITY = "Reverse neutron flow polarity"īINDING_NAME_ACTIVATETRANSMOGRIFIER = "Activate the ransmogrifier" Specify localized text in a:īINDING_HEADER_WOWPEDIAUIDEMO = "Custom Keybindings AddOn"
Print("Fooled! This print statement will never run.") If you need to include the tag, you should to escape it as <, or wrap the contents of the tag in. Warning: Bindings.xml must be valid XML in order for your bindings to appear. From within this code snippet, you may access the binding state using the keystate variable, which will be "down" when the binding is pressed, and "up" when the binding is released (the latter is only observable for runOnUp="true" bindings). If you want to run custom Lua code, it should be placed inside the tag. default Optional - The default key binding for this action, e.g. Otherwise, the binding will only be triggered when the binding is pressed. runOnUp Optional - If explicitly set to "true", the binding will be triggered both when the button combination is pressed and when it is released. When the header is displayed to the user, FrameXML will use the text specified in the _G global, falling back to an empty string if the global variable does not exist. If omitted, the binding will be displayed under the last header specified previously during the loading process. header Optional - Specifies a token for a header under which this binding will be displayed. When this binding is displayed to the user, FrameXML will use the text specified in the _G global, falling back to the value of the name attribute if the global variable does not exist. Name Required - Specifies a token for name of the action this keybinding performs if the token is a valid binding command (like "SPELL Starfire"), the binding will always perform that command (and not run custom Lua code). Would add bindings for casting Moonfire and Starfire to the default Key Bindings UI.Įach binding you want to create should be specified using the tag, which has the following three attributes: The file should contain an outer tag, which in turn should contain a tag for each action you wish to use. The WoW client will automatically load this file, so you should not list it in your. To use Bindings.xml in your addon, you should create a Bindings.xml file in your addon directory (relative to the World of Warcraft directory: Interface\AddOns\MyAddOn\Bindings.xml). Note that you may not combine these actions in a single binding - so only the macro or click options will let you both use an item and cast a spell using one button press. Perform a :Click() on an existing Button widget, securely.Run any Lua code you specify, insecurely.Bindings.xml allows you to create bindings that perform one of these actions: This method of creating bindings also allows you to rely on Blizzard's Key Bindings UI to allow users to customize your bindings, vastly reducing the amount of binding-handling code you'll need to write. If you know the exact list of actions you want to let users configure keybindings for, you can use the Bindings.xml file to specify static bindings. The built-in Key Bindings customization UI Using Bindings.xml to create static bindings 1 Using Bindings.xml to create static bindings.They may also choose to adopt a stricter energy code to promote greater energy savings.įor more information on model national code adoption across Canada, visit the National Research Council of Canada’s Canadian Codes Centre or contact your provincial or territorial government directly. Provinces and territories may choose to adopt the code as is or make minor changes to adapt to regional needs. The National Energy Code of Canada for Buildings is a model code that only comes into force when provinces and territories elect to write, enact and enforce laws and regulations relating to that code.