ValidatedEnum

open class ValidatedEnum<T : Enum<*>> @JvmOverloads constructor(defaultValue: T, widgetType: ValidatedEnum.WidgetType = WidgetType.POPUP) : ValidatedField<T>

A validated Enum Class

Author

fzzyhmstrs

Since

0.2.0

Parameters

T

the enum type. Any Enum

defaultValue

Enum Constant used as the default for this setting

widgetType

WidgetType defines the GUI selection type. Defaults to POPUP

See also

Constructors

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constructor(defaultValue: T, widgetType: ValidatedEnum.WidgetType = WidgetType.POPUP)

Types

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Determines which type of selector widget will be used for the Enum option, default is POPUP

Properties

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open override var translatableEntryKey: String

Functions

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open override fun accept(input: T)

updates the wrapped value. NOTE: this method will push updates to an UpdateManager, if any. For in-game updating consider validateAndSet

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open fun addListener(listener: Consumer<ValidatedField<T>>)

Attaches a listener to this field. This listener will be called any time the field is written to ("set"). accept, validateAndSet, setAndUpdate and so on will all call the listener.

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open fun andThen(p0: Consumer<in T>): Consumer<T>
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fun codec(): Codec<T>

Provides a Codec representing the value type of this validation, backed by the validators within as applicable

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open fun copyStoredValue(): T

Copies the stored value and returns it.

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open fun copyValue(input: T): T

Copies the provided input as deeply as possible.

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Corrects an attempted input, as possible. When correction isn't possible or deterministic, simply validate the entry the same way you would for EntryValidator

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open override fun descriptionKey(): String

translation key of this Translatable's description. the "description" in-game, the descriptions Enchantment Descriptions adds to enchantment tooltips are a good example.

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open fun deserializedChanged(old: Any?, new: Any?): Boolean

Specialized equals method for determining if a newly deserialized value is effectively equal to its old counterpart.

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open override fun flags(): Byte
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open override fun get(): T

supplies the wrapped value

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fun getDefault(): T

Provides this validations default value

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abstract fun getEntryKey(): String
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Whether this Translatable has a valid description

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open override fun hasFlag(flag: EntryFlag.Flag): Boolean
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open fun hasPrefix(): Boolean

Whether this Translatable has a valid prefix

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Whether this Translatable has a valid translation

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open override fun instanceEntry(): ValidatedEnum<T>

creates a deep copy of this ValidatedEnum return ValidatedEnum wrapping a copy of the currently stored object and widget type

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open override fun listenToEntry(listener: Consumer<Entry<T, *>>)

Attaches a listener to this field. This listener will be called any time the field is written to ("set"). accept, validateAndSet, setAndUpdate and so on will all call the listener.

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fun <N> map(to: Function<T, out N>, from: Function<in N, T>): ValidatedField<N>

Maps this validation to a new convertible type. The default value will be applied from this delegates current storedValue

fun <N> map(defaultValue: N, to: Function<T, out N>, from: Function<in N, T>): ValidatedField<N>
fun <N> map(to: Function<T, out N>, from: Function<in N, T>, defaultValue: T): ValidatedField<N>

Maps this validation to a new convertible type.

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fun <B> pairWith(other: Entry<B, *>): ValidatedPair<T, B>

Pairs this validation with another validation into one ValidatedPair

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open fun prefix(fallback: String? = null): MutableText

The translated Text description from the descriptionKey. Falls back to an empty string so no tooltip is rendered.

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open override fun prefixKey(): String

translation key of this Translatable's inline prefix text. Unlike descriptions, which are usually displayed in-tooltips, prefixes are displayed inline in the config screen itself

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open fun prepare(scope: String, groups: LinkedList<String>, annotations: List<Annotation>, globalAnnotations: List<Annotation>)

Called in the prepare stage of screen building to perform any necessary pre-entry-creation tasks.

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abstract fun setEntryKey(key: String)
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open fun toCondition(condition: ValidatedField<Boolean>, fallback: Supplier<T>): ValidatedCondition<T>

Convert this field to a ValidatedCondition using the provided validation as a supplier. The provided condition (and any others you append) must pass for the stored value to be provided, otherwise the fallback will be supplied.

open fun toCondition(condition: Supplier<Boolean>, failMessage: Text, fallback: Supplier<T>): ValidatedCondition<T>

Convert this field to a ValidatedCondition. The provided condition (and any others you append) must pass for the stored value to be provided, otherwise the fallback will be supplied.

open fun toCondition(scope: String, failMessage: Text, fallback: Supplier<T>): ValidatedCondition<T>

Convert this field to a ValidatedCondition using the provided scope with a default boolean provider. The provided condition (and any others you append) must pass for the stored value to be provided, otherwise the fallback will be supplied. The provided scope must point to a valid boolean config scope otherwise the initial condition will never pass.

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fun toList(vararg elements: T): ValidatedList<T>

Wraps the provided values into a ValidatedList with this field as validation

fun toList(collection: Collection<T>): ValidatedList<T>

Wraps the provided collection into a ValidatedList with this field as validation

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fun toSet(vararg elements: T): ValidatedSet<T>

Wraps the provided values into a ValidatedSet with this field as validation

fun toSet(collection: Collection<T>): ValidatedSet<T>

Wraps the provided collection into a ValidatedSet with this field as validation

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open override fun translationKey(): String

translation key of this Translatable. the "name" in-game

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fun trySerialize(input: Any?, errorBuilder: MutableList<String>, flags: Byte): TomlElement?
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open override fun trySet(input: Any?)

Attempts to set an arbitrary input into this Entry. Should fail soft if the input is incompatible

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open fun update(updateMessage: Text)
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open fun validateAndSet(input: T): ValidationResult<T>

A setter method for the storedValue that first validates the value being set and then stores the post-validation result.

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open fun validateAndSetFlagged(input: T, vararg flag: EntryFlag.Flag): ValidationResult<T>

A setter method for the storedValue that first validates the value being set and then stores the post-validation result.

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Validates an input per the provided validation type.

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open fun widgetAndTooltipEntry(choicePredicate: ChoiceValidator<T> = ChoiceValidator.any()): ClickableWidget

Builds a new ClickableWidget and applies a tooltip to it. This shouldn't need to be overridden in most cases