I never like resorting to this because I'm trying to resolve the code myself and figure out why it's not working, this time I really don't understand why this doesn't work.
Here is the inventory that I made:
package io.github.bxnie.gui;
import java.util.ArrayList;
import org.bukkit.Bukkit;
import org.bukkit.ChatColor;
import org.bukkit.Material;
import org.bukkit.command.Command;
import org.bukkit.command.CommandExecutor;
import org.bukkit.command.CommandSender;
import org.bukkit.entity.Player;
import org.bukkit.event.EventHandler;
import org.bukkit.event.Listener;
import org.bukkit.event.inventory.ClickType;
import org.bukkit.event.inventory.InventoryClickEvent;
import org.bukkit.inventory.Inventory;
import org.bukkit.inventory.ItemFlag;
import org.bukkit.inventory.ItemStack;
import org.bukkit.inventory.meta.ItemMeta;
import net.minecraft.server.v1_12_R1.CommandExecute;
public class build extends CommandExecute implements Listener, CommandExecutor {
public String build = "build";
//open main GUI for building /build
public boolean onCommand(CommandSender sender, Command cmd, String label, String[] args) {
Player p = (Player) sender;
if (!(sender instanceof Player)) {
sender.sendMessage("Only players may execute this command!");
return true;
}
if (cmd.getName().equalsIgnoreCase(build) && sender instanceof Player) {
if (p.hasPermission("fp.build")) {
//Creates the Inventory
Inventory gui = Bukkit.createInventory(null, 27, ChatColor.BLUE + "Build Menu");
//Where the Items and Meta are made
ItemStack creative = new ItemStack(Material.CONCRETE, 1, (short) 3);
ItemMeta creativemeta = creative.getItemMeta();
creativemeta.setDisplayName(ChatColor.BLUE + "Creative Mode");
creativemeta.addItemFlags(ItemFlag.HIDE_ATTRIBUTES);
ArrayList<String> creativelore = new ArrayList<String>();
creativelore.add(ChatColor.GRAY + "Click this to set your gamemode to Creative!");
creativemeta.setLore(creativelore);
creative.setItemMeta(creativemeta);
//Positioning
gui.setItem(18, creative);
p.openInventory(gui);
} else {
p.sendMessage(ChatColor.RED + "Insufficient Permission!");
return false;
}
}
return false;
}
}
Here is the onclick events for the inventory:
package io.github.bxnie.events;
import org.bukkit.Bukkit;
import org.bukkit.ChatColor;
import org.bukkit.entity.Player;
import org.bukkit.event.EventHandler;
import org.bukkit.event.Listener;
import org.bukkit.event.inventory.InventoryClickEvent;
import org.bukkit.inventory.Inventory;
import org.bukkit.inventory.ItemStack;
public class buildmenu implements Listener {
#SuppressWarnings("unlikely-arg-type")
#EventHandler
public void InventoryOnClick(InventoryClickEvent event) {
Player player = (Player) event.getWhoClicked();
Inventory open = event.getInventory();
ItemStack item = event.getCurrentItem();
if(open == null) {
return;
}
if(open.getName().equals(ChatColor.BLUE + "Build Menu")) {
event.setCancelled(true);
if(item == null || !item.hasItemMeta()) {
return;
}
if(item.getItemMeta().getDisplayName().equals(ChatColor.BLUE + "Creative Mode")) {
Bukkit.broadcastMessage("Test");
return;
}
}
}
}
when I use the command /build in the game the inventory opens up with the correct item inside it, however when I click on the item it doesn't run the test broadcast which I have set, for now, moreover, the player can move the items around in the inventory.
I'm sure this is just a simple mistake, and I'm sorry if I'm wasting your time but I have been trying to fix this for an hour now.
Thanks -Ben
I would've posted this as a comment but thank you stackoverflow for not allowing that.
As Squiddie recommended it may be worth debugging. Perhaps sending the player a message when the inventory is clicked.
Also,
Player.updateInventory();
will be useful to prevent the item lingering after you have canceled the event as this could cause duping issues.
A similar thread was opened on bukkit which I got when I googled the event -> https://bukkit.org/threads/how-can-i-cancel-inventory-click-event.144874/
Related
When following Cubicoder's modding tutorial for Forge 1.12.2, and creating my first item, the texture for the item will not load. I have double checked all of my code against his code. I have my latest log here. I have my registration handler RegistrationHandler.java down below.
package notacyborg.tutorialmod;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.Item;
import net.minecraftforge.event.RegistryEvent.Register;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import notacyborg.tutorialmod.util.RegistryUtil;
#EventBusSubscriber(modid = TutorialMod.MODID)
public class RegistrationHandler
{
#SubscribeEvent
public static void registerItems(Register<Item> event)
{
final Item[] items = {
RegistryUtil.setItemName(new Item(), "first_item").setCreativeTab(CreativeTabs.MISC)
};
event.getRegistry().registerAll(items);
}
}
ModelRegistrationHandler.java
package notacyborg.tutorialmod.client;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.item.Item;
import net.minecraftforge.client.event.ModelRegistryEvent;
import net.minecraftforge.client.model.ModelLoader;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.relauncher.Side;
import notacyborg.tutorialmod.TutorialMod;
import notacyborg.tutorialmod.init.ModItems;
#EventBusSubscriber(value = Side.CLIENT, modid = TutorialMod.MODID)
public class ModelRegistrationHandler
{
#SubscribeEvent
public static void registerModels(ModelRegistryEvent event)
{
registerModel(ModItems.FIRST_ITEM, 0);
}
private static void registerModel(Item item, int meta)
{
ModelLoader.setCustomModelResourceLocation(item, meta,
new ModelResourceLocation(item.getRegistryName(), "inventory"));
}
}
And my first_item.json model file.
{
"parent": "item/generated",
"textures": {
"layer0": "tutorialmod:textures/items/first_item"
}
}
Any help is appreciated!
Your error log says that it was not able to find the model file of your first_item. Make sure that you have put your first_item.json (model file) in assets/Your-Mod-ID/models/item/first_item.json
In your first_item.json file, line 4 should be:
"textures": {
"layer0": "tutorialmod:item/first_item"
}
Try it out and post an error log too if you encounter any further errors.
I want to ask that is there a way to do Pretty formatting in xtext automatically without (ctrl+shift+f) or turning it on from preference menu. What I actually want is whenever a user completes writing the code it is automatically pretty formatted (or on runtime) without (ctrl+shift+f).
There is a way for doing that which is called "AutoEdit". It's not exactly when the user completes writing but it's with every token. That's at least what I have done. You can for sure change that. I will give you an example that I implemented myself for my project. It basically capitalizes everykeyword as the user types (triggered by spaces and endlines).
It is a UI thing. So, In your UI project:
in MyDslUiModule.java you need to attach your AutoEdit custom made class do that like this:
public Class<? extends DefaultAutoEditStrategyProvider> bindDefaultAutoEditStrategyProvider()
{
return MyDslAutoEditStrategyProvider.class;
}
Our class will be called MyDslAutoEditStrategyProvider so, go ahead and create it in a MyDslAutoEditStrategyProvider.java file. Mine had this to do what i explained in the introduction:
import java.util.Set;
import org.eclipse.jface.text.DocumentCommand;
import org.eclipse.jface.text.IAutoEditStrategy;
import org.eclipse.jface.text.IDocument;
import org.eclipse.jface.text.IRegion;
import org.eclipse.xtext.GrammarUtil;
import org.eclipse.xtext.IGrammarAccess;
import org.eclipse.xtext.ui.editor.autoedit.DefaultAutoEditStrategyProvider;
import org.eclipse.xtext.ui.editor.model.XtextDocument;
import com.google.inject.Inject;
import com.google.inject.Provider;
public class MyDslAutoEditStrategyProvider extends DefaultAutoEditStrategyProvider {
#Inject
Provider<IGrammarAccess> iGrammar;
private Set<String> KWDS;
#Override
protected void configure(IEditStrategyAcceptor acceptor) {
KWDS = GrammarUtil.getAllKeywords(iGrammar.get().getGrammar());
IAutoEditStrategy strategy = new IAutoEditStrategy()
{
#Override
public void customizeDocumentCommand(IDocument document, DocumentCommand command)
{
if ( command.text.length() == 0 || command.text.charAt(0) > ' ') return;
IRegion reg = ((XtextDocument) document).getLastDamage();
try {
String token = document.get(reg.getOffset(), reg.getLength());
String possibleKWD = token.toLowerCase();
if ( token.equals(possibleKWD.toUpperCase()) || !KWDS.contains(possibleKWD) ) return;
document.replace(reg.getOffset(), reg.getLength(), possibleKWD.toUpperCase());
}
catch (Exception e)
{
System.out.println("AutoEdit error.\n" + e.getMessage());
}
}
};
acceptor.accept(strategy, IDocument.DEFAULT_CONTENT_TYPE);
super.configure(acceptor);
}
}
I assume you saying "user completes writing" can be as "user saves file". If so here is how to trigger the formatter on save:
in MyDslUiModule.java:
public Class<? extends XtextDocumentProvider> bindXtextDocumentProvider()
{
return MyDslDocumentProvider.class;
}
Create the MyDslDocumentProvider class:
import org.eclipse.core.runtime.CoreException;
import org.eclipse.core.runtime.IProgressMonitor;
import org.eclipse.jface.text.IDocument;
import org.eclipse.ui.PlatformUI;
import org.eclipse.ui.handlers.IHandlerService;
import org.eclipse.xtext.ui.editor.model.XtextDocumentProvider;
public class MyDslDocumentProvider extends XtextDocumentProvider
{
#Override
protected void doSaveDocument(IProgressMonitor monitor, Object element, IDocument document, boolean overwrite)
throws CoreException {
IHandlerService service = (IHandlerService) PlatformUI.getWorkbench().getService(IHandlerService.class);
try {
service.executeCommand("org.eclipse.xtext.ui.FormatAction", null);
} catch (Exception e)
{
e.printStackTrace();
}
super.doSaveDocument(monitor, element, document, overwrite);
}
}
I have a class called "HudBarView" which takes care of the drawing of the HUD Bar at the top of the screen(Pause button, score, etc).
This class extends the Group class(scene2d).
Another class I have is "HUDManager" which takes care of all the HUD work in the game, including HUD Bar.
Now, currently I have only a pause button in my HUD Bar but the problem is - it is visible only after I resize the screen. Very weird problem.
Here is my HudBarView class:
package views.hud.views;
import views.renderers.HUDManager;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.scenes.scene2d.Group;
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import engine.helpers.AssetsManager;
import engine.helpers.Values;
public class HUDBarView extends Group{
private ImageButton pause;
private HUDManager hud_manager;
private Skin skin;
public HUDBarView(HUDManager hud_manager) {
this.hud_manager = hud_manager;
initiate();
}
private void initiate() {
skin = new Skin(AssetsManager.getAsset(Values.BUTTONS_PACK, TextureAtlas.class));
pause = new ImageButton(skin.getDrawable("pause"));
pause.setSize(Values.Pause_Width, Values.Pause_Height);
pause.setPosition(Values.SCREEN_WIDTH - pause.getWidth(), Values.SCREEN_HEIGHT- pause.getHeight());
addActor(pause);
}
}
Here is my HUDManager class:
package views.renderers;
import views.hud.ParticleEffectsActor;
import views.hud.views.HUDBarView;
import aurelienribon.tweenengine.TweenManager;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.Group;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import engine.helpers.AssetsManager;
import engine.helpers.UIHelper;
import engine.helpers.Values;
public class HUDManager extends Group {
private Stage stage;
private Skin skin;
private Image text;
private HUDBarView hudView;
public HUDManager(Stage stage) {
this.stage = stage;
initiate();
addActor(hudView);
addActor(particles);
}
public void initiate() {
skin = AssetsManager.getAsset(Values.GAME_SKIN_PACK, Skin.class);
hudView = new HUDBarView(this);
particles = new ParticleEffectsActor();
}
public Stage getStage() {
return stage;
}
}
Here are some photos that will help you understand the problem a little bit better:
Before the screen is resized(it doesn't matter how much the screen is resized):
http://i.gyazo.com/5cc675bde2fcbba7492bba69d4a419c6.png
After the screen is resized:
http://i.gyazo.com/d6814f3e15b903d59dab74b83e95292c.png
P.S Here is my render method inside the Game Screen class(I omitted all the irrelevant parts):
public void render(float delta) {
switch(state) {
case RUN:
// if The asset manager is done loading
if(AssetsManager.update() && !doneLoading) {
doneLoading = true;
hudManager = new HUDManager(stage);
stage.addActor(hudManager);
renderer = new GameRenderer(world, camera, batch);
loadingRenderer.dispose();
} else if(doneLoading) {
renderer.render(delta);
stage.draw();
stage.act(delta);
world.update(delta);
manager.update(delta);
}
// Display loading information
else
loadingRenderer.render(AssetsManager.getProgress()*100);
case PAUSE:
break;
}
}
EDIT: After playing a little bit with the code I found out that if I pause and then resume the game it causes the ImageButton to appear on the screen.
I have two action-script classes one is instantiated in the other. It works fine in flash professional cc but when I use the mxmlc compiler via the command prompt, it compiles a blank swf without any errors.
Monster.as
package {
import flash.net.URLRequest;
import flash.net.URLLoader;
import flash.display.Sprite;
import flash.display.Loader;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundMixer;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class Monster extends Sprite {
public function Monster() {
// constructor code
var imageLoader: Loader = new Loader();
var image: URLRequest = new URLRequest("female-monster.png");
imageLoader.load(image);
addChild(imageLoader);
imageLoader.x = 0;
imageLoader.y = 0;
}
public function roar():void {
var mySound: Sound = new Sound();
mySound.load(new URLRequest("monster.mp3"));
mySound.play();
}
public function visibleMonster():void {
this.alpha = .5;
}
}
}
addMonster.as
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import Monster;
public class addMonster extends MovieClip {
public var monster:Monster;
public function addMonster() {
// constructor code
monster = new Monster();
addChild(monster);
monster.roar();
monster.moveMonster();
monster.visibleMonster();
}
}
}
Is it possible that there are options I need to use when running the command to compile?
Solved problem by closing Dreaweaver and Flash applications which were using the file I was trying to run mxmlc compiler to compile the as file.
Knows someone where I can find a sample of adding primavera UDF through API?
My code is below but nothing happens when I run it.
I can connect to the database, read the UDF, delete the udf, but not to create
Thank you
package apitest;
import com.primavera.bo.base.u;
import com.primavera.common.value.ObjectId;
import com.primavera.integration.client.*;
import com.primavera.integration.client.Session;
import com.primavera.integration.client.EnterpriseLoadManager;
import com.primavera.integration.client.RMIURL;
import com.primavera.integration.common.DatabaseInstance;
import com.primavera.integration.client.bo.BOIterator;
import com.primavera.integration.client.bo.object.Project;
import com.primavera.integration.client.bo.object.UDFCode;
import com.primavera.integration.client.bo.InternalBOHelper;
import com.primavera.integration.client.bo.helper.UDFCodeHelper;
public class API
{
public static void main( String[] args )
{
System.setProperty("primavera.bootstrap.home","C:\\P6IntegrationAPI_1");
Session session = null;
try
{
DatabaseInstance[] dbInstances = Session.getDatabaseInstances(
RMIURL.getRmiUrl( RMIURL.LOCAL_SERVICE ) );
// Assume only one database instance for now, and hardcode the username and
// password for this sample code
session = Session.login( RMIURL.getRmiUrl( RMIURL.LOCAL_SERVICE ),
dbInstances[0].getDatabaseId(), "admin", "admin" );
//u.delete(session, (UDFCode)(new String ("High")));
UDFCode u = new UDFCode(session);
u.setCodeValue("cdc");
u.setDescription("cdcds");
u.setObjectId(ObjectId.USESSION_OVERRIDE_ID);
u.setCodeTypeObjectId(ObjectId.USESSION_OVERRIDE_ID);
u.setSequenceNumber(0);
u.create();
System.out.println("cdcx");
}
catch ( Exception e )
{
System.out.println(e.getCause());
}
finally
{
if ( session != null )
session.logout();
}
}
}
A UDF Field in P6 is in fact 3 Types of Tables/Classes.
UdfType - is the type of UDF (Name, Datatype etc...)
UdfValue - this is the actual value u want to set i guess ?
UdfCodes - Thats UserDefined Codes so its a bit complex and is in fact a Code and no Field!
So if u want a simple UDF, just create a UdfType, this is part of the globaldata and must exists befor u add values. You can also add it over the client/web and fill it with values later.
Next try to insert some UdfValues on Activities. Thats the way i go every time ;)
Use the following template code to connect to the DB . Make sure you change bootstrap,username password values before using it.
import java.util.Date;
import java.util.Iterator;
import com.primavera.PrimaveraException;
import com.primavera.ServerException;
import com.primavera.bo.events.enm.SpreadPeriodType;
import com.primavera.common.value.Duration;
import com.primavera.common.value.ObjectId;
import com.primavera.common.value.spread.ActivitySpread;
import com.primavera.common.value.spread.ActivitySpreadPeriod;
import com.primavera.integration.client.GlobalObjectManager;
import com.primavera.integration.client.Session;
import com.primavera.integration.client.bo.BOIterator;
import com.primavera.integration.client.bo.BusinessObjectException;
import com.primavera.integration.client.bo.enm.ActivityStatus;
import com.primavera.integration.client.bo.enm.ProjectStatus;
import com.primavera.integration.client.bo.object.Activity;
import com.primavera.integration.client.bo.object.ActivityNote;
import com.primavera.integration.client.bo.object.EPS;
import com.primavera.integration.client.bo.object.NotebookTopic;
import com.primavera.integration.client.bo.object.Project;
import com.primavera.integration.client.bo.object.BaselineProject;
import com.primavera.integration.common.CopyActivityOptions;
import com.primavera.integration.common.CopyProjectOptions;
import com.primavera.integration.common.CopyWBSOptions;
import com.primavera.integration.common.DatabaseInstance;
import com.primavera.integration.client.bo.object.*;
import com.primavera.integration.client.*;
import com.primavera.integration.network.NetworkException;
import com.primavera.integration.*;
public class EPSFilter {
static Session session = null;
//static Session session = null;
private static final String PRIMAVERA_BOOTSTRAP_HOME = "primavera.bootstrap.home";
static final String PRIMAVERA_BOOTSTRAP_HOME_VALUE = "C:\\P6EPPM_832\\p6";
static final String PRIMAVERA_USERNAME = "admin";
static final String PRIMAVERA_PASSWORD = "admin";
static final String PRIMAVERA_SYSTEM = "pmdb832_n1";
static void openSession() throws PrimaveraException {
for (DatabaseInstance dbi : Session.getDatabaseInstances(null)) {
if (PRIMAVERA_SYSTEM.equalsIgnoreCase(dbi.getDatabaseName())) {
session = Session.login(null, dbi.getDatabaseId(), PRIMAVERA_USERNAME, PRIMAVERA_PASSWORD);
//session = Session.login (RMIURL.getRmiUrl( RMIURL.LOCAL_SERVICE ), "1", "admin", "admin");
System.out.println("Connected to Primavera instance " + PRIMAVERA_SYSTEM);
return;
}
}
throw new RuntimeException("Error, Primavera instance " + PRIMAVERA_SYSTEM + " not found");
}
public static void main(String[] args) throws BusinessObjectException, ServerException, NetworkException {
try {
System.setProperty(PRIMAVERA_BOOTSTRAP_HOME, PRIMAVERA_BOOTSTRAP_HOME_VALUE);
openSession();
} catch (PrimaveraException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
Your code should follow to create the UDF's. If you still face issues. Please post the error you are getting