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

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 override fun description(fallback: String?): 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 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 override fun get(): T

supplies the wrapped value

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fun getDefault(): T

Provides this validations default value

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Whether this Translatable has a valid description

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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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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 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>): ValidatedList<T>

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

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open override fun translation(fallback: String?): MutableText

The translated Text name from the translationKey. Falls back to the implementing classes Simple Name (non-translated)

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