GWT GXT StoreFilterField event - java

I would like to search into my tree only if the user type 3 character at least.
How i can catch "doSelect" event to do this?
If i add a keylistener on the text field to check its value, the handler is invoked after the doSelect.
Can anyone help me?
This is an example...
filterText = new StoreFilterField<ModelData>() {
#Override
protected boolean doSelect(Store<ModelData> store,
ModelData parent, ModelData record, String property,
String filter) {
String name = record.get("name");
name = name.toLowerCase();
if (name.startsWith(filter.toLowerCase()))
return true;
else
return false;
}
};
KeyListener keyListener = new KeyListener() {
public void componentKeyUp(ComponentEvent event) {
loadingImage.setVisible(false);
if(filterText.isValid() && filterText.getRawValue().length()>=FILTER_MIN_SIZE) {
filterText.bind(store);
} else {
filterText.unbind(store);
}
}
};
filterText.setMinLength(FILTER_MIN_SIZE);
filterText.bind(store);

(Appears to be GXT 2, let me know if you are actually using GXT 3)
StoreFilterField relies on the applyFilters method to actually apply all of these. It has a check already that the text has at least one character:
protected void applyFilters(Store<M> store) {
if (getRawValue().length() > 0) {
store.addFilter(filter);
store.applyFilters(property);
} else {
store.removeFilter(filter);
}
}
The easiest way I see to override this would be to subclass StoreFilterField and redefine this method:
filterText = new StoreFilterField<ModelData>() {
#Override
protected void applyFilters(Store<M> store) {
if (getRawValue().length() > 3) {
store.addFilter(filter);
store.applyFilters(getProperty());
} else {
store.removeFilter(filter);
}
}
}

Related

How to add a item to player

I'm trying to add some custom ability to this plugin by using it own API. I have some trouble adding items to players when they got a kill. I have tried a lot of different methods to add potion to the killer by using .addItem(). There is no wiki for this plugin and on their page, there is some information about the API. Here is my code
public class ChemistryAbility extends Ability{
//Return name of ability
#Override
public String getName() {
return "Chemistry";
}
//Get the data form config file.
#Override
public void load(FileConfiguration file) {
// TODO Auto-generated method stub
}
//Get the activate Material
#Override
public Material getActivationMaterial() {
return null;
}
//Get the activate projectile
#Override
public EntityType getActivationProjectile() {
return null;
}
//Will this ability activate when player attack another player
#Override
public boolean isAttackActivated() {
return true;
}
//Will this ability activate when player get attacked by another player
#Override
public boolean isAttackReceiveActivated() {
return false;
}
//Will this ability activate when player get damage
#Override
public boolean isDamageActivated() {
return false;
}
//Will this ability activate when player interact with another player
#Override
public boolean isEntityInteractionActivated() {
return false;
}
#Override
public boolean execute(final Player p, final PlayerData PD, final Event e) {
ItemStack potion = new ItemStack(Material.SPLASH_POTION, 3);
PotionMeta pmeta = (PotionMeta) potion.getItemMeta();
pmeta.addCustomEffect(new PotionEffect(PotionEffectType.HARM, 1, 2), true);
potion.setItemMeta(pmeta);
Player killer = p.getKiller();
if (p.isDead()) {
p.getKiller();
if (p.getKiller() instanceof Player) {
killer.getInventory().addItem(potion);
}
}
return false;
}
}
K, So i don't know that much about plugin dev, but here is my best shot with 15 min of research. Not sure about the API, but if u can implement this outside the event, try this
#EventHandler
public void onKill(PlayerDeathEvent e) {
if (e.getEntity().getKiller() != null) { // to check if there was actually a killer
Entity killer = e.getEntity.getKiller(); // stores killer instance
if (killer.hasMetadata("Chemistry")) { // checks if has class
killer.getInventory().addItem(new ItemStack(Material.BOOK));
}
}
}
i think. i honestly dont know
Potions have always been a pain in Minecraft. Mojang changes how item data works.
I have some Deprecated code that I made. This should work for a few of the upcoming updates.
public ItemStack getPotionItem(Color c, PotionEffectType type, PotionType pType, boolean splash, int time, int level) {
Potion p = new Potion(pType);
p.setSplash(splash);
p.setType(pType);
ItemStack pot = new ItemStack(Material.SPLASH_POTION);
PotionMeta im = (PotionMeta) pot.getItemMeta();
List<String> lores = new ArrayList<String>();
lores.add(getLore());
im.setDisplayName(getName());
im.addCustomEffect(new PotionEffect(type, time, level - 1), true);
im.setLore(lores);
im.setColor(getColor());
im.addItemFlags(ItemFlag.HIDE_POTION_EFFECTS);
im.addItemFlags(ItemFlag.HIDE_ATTRIBUTES);
pot.setItemMeta(im);
p.apply(pot);
return pot;
}

java.lang.InstantiationError. Class becomes abstract

I am currently working on a Bukkit plugin for Minecraft and I am getting a java.lang.InstantiationError error while trying to create a new object. The stacktrace is as follows;
Caused by: java.lang.InstantiationError: fancyui.craterhater.components.FancyComponent
at fancyui.craterhater.uibuilder.ComponentMaker.getComponent(ComponentMaker.java:13) ~[?:?]
at fancyui.craterhater.uibuilder.Editor_Page_0.getComponents(Editor_Page_0.java:40) ~[?:?]
at fancyui.craterhater.uibuilder.Editor$1.call(Editor.java:36) ~[?:?]
at fancyui.craterhater.masterfancyui.FancyUI.openInventory(FancyUI.java:195) ~[?:?]
at fancyui.craterhater.uibuilder.Editor.createEditorGUI(Editor.java:236) ~[?:?]
at fancyui.craterhater.commandhandler.MasterCommand$2.call(MasterCommand.java:69) ~[?:?]
at fancyui.craterhater.commandhandler.CECommand.playerExecutes(CECommand.java:105) ~[?:?]
at fancyui.craterhater.commandhandler.CECommand.checkPlayerExecutes(CECommand.java:98) ~[?:?]
at fancyui.craterhater.commandhandler.MasterCommand.onCommand(MasterCommand.java:153) ~[?:?]
at org.bukkit.command.PluginCommand.execute(PluginCommand.java:44) ~[1.8.jar:git-Spigot-870264a-0a645a2]
... 15 more
Line 13 of the ComponentMaker class simply says;
FancyComponent fancyComponent = new FancyComponent();
I did some debugging and decided to print the following;
System.out.println(FancyComponent.class.toGenericString());
This printed;
public abstract class fancyui.craterhater.components.FancyComponent
While the FancyComponent class is not abstract. Here is the FancyComponent class:
public class FancyComponent {
//FancyComponent class represents the individual items placed in a FancyUI.
//It handles things such as animation, itemstack building and event handling whilst
//allowing the FancyUI to handle loading and deleting of these components.
//FancyComponents are added to the FancyUI by the user of the API using LoadFunctions.
//They can also be generated from a FancyUI file.
private FancyLocation fancyLocation;
private FancyItemStack fancyItemStack;
private FancyDisplayType fancyDisplayType;
private String identifier = null;
private int ID = 0;
private int basicSlot = 0;
private boolean copied;
public FancyComponent() {
fancyDisplayType = FancyDisplayType.DYNAMIC;
}
public FancyComponent copy(FancyLocation newLocation) {
FancyComponent newComponent = new FancyComponent();
newComponent.setDisplayType(fancyDisplayType);
newComponent.setID(ID);
newComponent.setFancyItemStack(fancyItemStack);
newComponent.setFancyLocation(newLocation);
newComponent.setAttributes(attributes);
newComponent.setIdentifier(identifier);
return newComponent;
}
//Method gets called when FancyUI decides to load in new FancyComponents.
//This happens when openInventory gets called and new components are generated.
//This method should start future animations. It should also handle ItemStack placement.
//The boolean here represents whether or not it has succesfully been added. This is used in the
//FancyUI in order to keep track of all active components and not the once off-screen.
public boolean addToUI(Inventory inventory, Player p, FileConfiguration fc, FileConfiguration fc2) {
if(fancyLocation == null) {return false;}
return addToUI(inventory, p, fancyLocation, fc, fc2);
}
public boolean addToUI(Inventory inventory, Player p, FancyLocation fancyLocation, FileConfiguration fc, FileConfiguration fc2) {
if(fancyItemStack == null) {return false;}
FancyUI fancyUI = fancyLocation.getFancyUI();
FancyLocation masterFancyLocation = fancyUI.getFancyData().getCurrentFancyLocation();
if(!fancyLocation.isInView(masterFancyLocation, fancyDisplayType)) {return false;}
int basicSlot = fancyLocation.getBasicLocation(masterFancyLocation.getX(), masterFancyLocation.getY(), fancyDisplayType);
if(basicSlot < 0 || basicSlot >= inventory.getSize()) {return false;}
this.basicSlot = basicSlot;
ItemStack itemStack = fancyItemStack.buildItemStack(p,fc2);
if(fc != null) {
if(fc.contains("Components."+identifier+".Animations")) {
for(String animation : fc.getConfigurationSection("Components."+identifier+".Animations").getKeys(false)) {
if(fc.getBoolean(("Components."+identifier+".Animations."+animation+".continious"))){
List<String> frames = new ArrayList<>();
if(fc.contains("Components."+identifier+".Animations."+animation+".animation")) {
frames = fc.getStringList("Components."+identifier+".Animations."+animation+".animation");
}
int interval = fc.getInt("Components."+identifier+".Animations."+animation+".interval");
if(interval < 1) {
interval = 2;
}
int position = fc.getInt("Components."+identifier+".Animations."+animation+".position");
boolean continious = fc.getBoolean("Components."+identifier+".Animations."+animation+".continious");
boolean reverse = fc.getBoolean("Components."+identifier+".Animations."+animation+".reverse");
fancyItemStack.startAnimation(frames, p, interval, position, this, continious, reverse);
break;
}
}
}
}
if(fancyLocation.getFancyUI().getFancyData().isPlayerInventory()) {
if(fancyItemStack.getCustomName().getFancyStringAnimations().length > 0) {
fancyItemStack.startAnimation(fancyItemStack.getCustomName().getFancyStringAnimations()[0].getFrames(), p, 4, 0, this, true, false);
}
}
inventory.setItem(basicSlot, itemStack);
return true;
}
//Method to reload just this component. It is used when cycling through fancyLore. If a function makes changes
//to other components the reload method in the FancyUI has to be called in order to fully reload a page.
public void reload(Player p) {
FileConfiguration fc = DataHandler.getFile(96,p.getUniqueId().toString(), false, "Data", "Users");
ItemStack itemStack = fancyItemStack.buildItemStack(p,fc);
if(fancyLocation == null) {
return;
}
if(fancyLocation.getFancyUI().getFancyData().isPlayerInventory()) {
p.getInventory().setItem(basicSlot, itemStack);
return;
}
fancyLocation.getFancyUI().getFancyData().getInventory().setItem(basicSlot, itemStack);
}
//Method gets called when FancyUI deletes all information on other FancyComponents.
//This happens when openInventory gets called and new components are generated.
//Make sure that this method cleans up future animations so they don't go around throwing nullpointers.
//The ItemStack itself is removed automatically by the FancyUI.
public void notifyOfDeletion() {
fancyItemStack.stopAnimating();
}
//Attributes are pieces of code written by the user of the API in order to have certain things
//happen at certain events such as ON_CLICK or ON_DROP etc.
private List<Attribute> attributes = new ArrayList<>();
public void addAttribute(Attribute attribute) {
attributes.add(attribute);
}
public List<Attribute> getAttributes(){
return attributes;
}
public void setAttributes(List<Attribute> attributes) {
this.attributes = attributes;
}
//Method to identify which Attributes need to run at these specific occasions. These occasions
//may include things suchs as ON_CLICK or ON_1 just to name a few. This method consists of two
//distinct parts. The first part handles all generated components which have scripts assigned to them
//and the second part handles all components that have been generated by the plugin itself. And thus
//do not have scripts assigned to them.
public void handleEvent(FileConfiguration fc, FileConfiguration fc2, FunctionParams params, AttributeOccasion... attributeOccasions) {
//The 'identifier' is a tag all generated components get. It is unique to all components.
//Non-generated components do not have this tag and thus we can check for null to see whether or not
//it is generated.
if(identifier != null) {
if(fc.contains("Components."+identifier+".Scripts")) {
for(String script : fc.getConfigurationSection("Components."+identifier+".Scripts").getKeys(false)) {
if(fc.contains("Components."+identifier+".Scripts."+script+".events")) {
List<String> scriptLines = fc.getStringList("Components."+identifier+".Scripts."+script+".script");
for(String event : fc.getStringList("Components."+identifier+".Scripts."+script+".events")) {
A: for(AttributeOccasion attributeOccasion : attributeOccasions) {
if(attributeOccasion.name().equalsIgnoreCase(event)) {
fancyLocation.getFancyUI().getScriptParser().executeScript(params.getPlayer(), scriptLines, FancyUI.fancyUI.get(params.getPlayer().getUniqueId()), params.getFancyComponent(), fc2, false);
break A;
}
}
}
}
}
}
if(fc.contains("Components."+identifier+".Animations")) {
for(String script : fc.getConfigurationSection("Components."+identifier+".Animations").getKeys(false)) {
if(fc.contains("Components."+identifier+".Animations."+script+".events")) {
for(String event : fc.getStringList("Components."+identifier+".Animations."+script+".events")) {
A: for(AttributeOccasion attributeOccasion : attributeOccasions) {
if(attributeOccasion.name().equalsIgnoreCase(event)) {
List<String> frames = new ArrayList<>();
if(fc.contains("Components."+identifier+".Animations."+script+".animation")) {
frames = fc.getStringList("Components."+identifier+".Animations."+script+".animation");
}
int interval = fc.getInt("Components."+identifier+".Animations."+script+".interval");
if(interval < 1) {
interval = 2;
}
int position = fc.getInt("Components."+identifier+".Animations."+script+".position");
boolean continious = fc.getBoolean("Components."+identifier+".Animations."+script+".continious");
boolean reverse = fc.getBoolean("Components."+identifier+".Animations."+script+".reverse");
fancyItemStack.startAnimation(frames, params.getPlayer(), interval, position, this, continious, reverse);
break A;
}
}
}
}
}
}
}
//Handles all components generated by the plugin as well as generated components from file if this component is inside of an editor.
//If inside an editor generated components will have some attributes linked to them by the plugin. If not inside an editor, generated components
//will not have any attributes linked to them.
A:for(Attribute attribute : attributes) {
for(AttributeOccasion attributeOccasion : attribute.getAttributeOccasions()){
for(AttributeOccasion attributeOccasion2 : attributeOccasions) {
if(attributeOccasion.equals(attributeOccasion2)) {
attribute.getAttributeFunction().call(params);
continue A;
}
}
}
}
}
//This method is used to move the cursor in list cycleables.
public void performCursorMove(int delta, Player p) {
if(fancyItemStack == null) {return;}
FancyLore fancyLore = fancyItemStack.getFancyLore();
if(fancyLore == null) {return;}
fancyLore.moveCursor(delta, p);
}
public void setCursorPosition(int n, Player p) {
if(fancyItemStack == null) {return;}
FancyLore fancyLore = fancyItemStack.getFancyLore();
if(fancyLore == null) {return;}
fancyLore.setCursorPosition(n, p);
}
public int getSlot() {
return basicSlot;
}
public FancyLocation getFancyLocation() {
return fancyLocation;
}
public FancyItemStack getFancyItemStack() {
return fancyItemStack;
}
public void setFancyItemStack(FancyItemStack fancyItemStack) {
this.fancyItemStack = fancyItemStack;
}
public void setFancyLocation(FancyLocation fancyLocation) {
this.fancyLocation = fancyLocation;
}
public void setDisplayType(FancyDisplayType fancyDisplayType) {
this.fancyDisplayType = fancyDisplayType;
}
public void setIdentifier(String identifier) {
this.identifier = identifier;
}
public String getIdentifier() {
return identifier;
}
public void setIsCopied(boolean copied) {
this.copied = copied;
}
public boolean isCopied() {
return copied;
}
public void setID(int ID) {
this.ID = ID;
}
public int getID() {
return ID;
}
public FancyDisplayType getFancyDisplayType() {
return fancyDisplayType;
}
}
The weird thing is that this does not occur on later versions of Spigot. I have tested this on 1.8, 1.9, and 1.15 and the error occurs on 1.8 and 1.9 but not on 1.15. Any help would be appreciated.
It appears to only not throw the error on the latest version (1.15). All other versions do throw the error.
After a few hours of testing I decided to copy paste the code of the problematic class into a new class. I renamed all references to this class. This fixed my issue but I am not particularly happy with it especially because the original name is still causing the error. So if I rename the new class to the old name the error reappears.

How to add properly UiHandler for BlurEvent in GWT?

Normally if we have some textField in GWT we can add a BlurHandler by the following code:
textField.addBlurHandler(new BlurHandler() {
#Override
public void onBlur(BlurEvent event) {
//what we need
}
});
But if we use UiBinder and our textField is annotated by #UiField and it is mentioned in our ui.xml file we can add BlurHandler by this code as well:
#UiHandler("textField")
protected void createBlurHandler(BlurEvent event) {
}
I guess I am right here because it works like this. So, the question is, can we actually define BlurHandler inside ui.xml file?
For example, it is possible to add inputMaxLength and some other attributes there, does GWT has some possibility like onChange method or are these ways that I described the only possibilities?
I would like to have something like this:
<g:TextBox ui:field="textField" onBlur="methodName" />
Is it possible?
I am pretty sure what you are asking is not possible. The problem is that you wouldn't be able to use reflection to figure out which method you want to call. However you can extends the TextBox class and use that inside your template. The extended class could have it's own properties that can be set in the template. An example is as follows where I set the default test on my own DefaultTextBox.
public class DefaultTextBox extends TextBox {
/**
* The text color used when the box is disabled and empty.
*/
private static final String TEXTBOX_DISABLED_COLOR = "#AAAAAA";
private final String defaultText;
public #UiConstructor
DefaultTextBox(final String defaultText) {
this.defaultText = defaultText;
resetDefaultText();
// Add focus and blur handlers.
addFocusHandler(new FocusHandler() {
#Override
public void onFocus(FocusEvent event) {
getElement().getStyle().clearColor();
getElement().getStyle().clearFontStyle();
if (defaultText.equals(getText())) {
setText("");
}
}
});
addBlurHandler(new BlurHandler() {
#Override
public void onBlur(BlurEvent event) {
if ("".equals(getText())) {
resetDefaultText();
}
}
});
}
public String getDefaultText() {
return defaultText;
}
#Override
public void setText(String text) {
if (text == null) {
super.setText(getDefaultText());
} else {
getElement().getStyle().clearColor();
getElement().getStyle().clearFontStyle();
super.setText(text);
}
}
public String getText() {
return super.getText();
}
/**
* This is override so that the editor framework will not get the default
* value but the actual null value when the default text is in the box.
*/
#Override
public String getValue() {
try {
return getValueOrThrow();
} catch (ParseException e) {
return null;
}
}
#Override
public void setValue(String value) {
setText(value);
}
/**
* This is overridden from the parent class because this is
* how the editor gets the value.
*/
public String getValueOrThrow() throws ParseException {
if (defaultText.equals(super.getValueOrThrow())) {
return null;
}
return super.getValueOrThrow();
}
/**
* Reset the text box to the default text.
*/
public void resetDefaultText() {
setText(defaultText);
getElement().getStyle().setColor(TEXTBOX_DISABLED_COLOR);
getElement().getStyle().setFontStyle(FontStyle.ITALIC);
}
}
Then in the template you can set properties like this.
<w:DefaultTextBox defaultText="name" ui:field="nameTextBox" />
This will also work with setters, you can set properties without having to use the #UiConstructor but in my case I wanted to make sure that there was no empty constructor for this class.

GWT : Render a hyperlink in a TextColumn of a CellTable

First of all - I am a beginner with Java and GWT. I have a scripting language background so please be explicit.
I have a CellTable that is populated with data from a database( ServerKeyWord class gets the data ).
myCellTable.addColumn(new TextColumn<ServerKeyWord>() {
#Override
public String getValue(ServerKeyWord object) {
// TODO Auto-generated method stub
return object.getName();
}
});
The example from above works, but it only shows the data as a text. I need to make it a hyperlink, that when you click it, it opens a new tab to that location.
I've surfed the web and got to the conclusion that I need to override render.
public class HyperTextCell extends AbstractCell<ServerKeyWord> {
interface Template extends SafeHtmlTemplates {
#Template("<a target=\"_blank\" href=\"{0}\">{1}</a>")
SafeHtml hyperText(SafeUri link, String text);
}
private static Template template;
public static final int LINK_INDEX = 0, URL_INDEX = 1;
/**
* Construct a new linkCell.
*/
public HyperTextCell() {
if (template == null) {
template = GWT.create(Template.class);
}
}
#Override
public void render(Context context, ServerKeyWord value, SafeHtmlBuilder sb) {
if (value != null) {
// The template will sanitize the URI.
sb.append(template.hyperText(UriUtils.fromString(value.getName()), value.getName()));
}
}
}
Now ... How do I use the HyperTextCell class with the addColumn method as in the first code example?!
Thank you in advance!
HyperTextCell hyperTextCell = new HyperTextCell();
Column<ServerKeyWord, ServerKeyWord> hyperColumn = new Column<ServerKeyWord, ServerKeyWord>(
hyperTextCell) {
#Override
public ServerKeyWord getValue(ServerKeyWord keyWord) {
return keyWord;
}
};
myCellTable.addColumn(hyperColumn);

Apache wicket: how to update model after validation error

I have form with dateTimeField, and ListView.
ListView looks like that:
final ListView<String> countryView = new ListView<String>("country", model.<List<String>>bind("country")) {
#Override
protected void populateItem(final ListItem<String> item) {
final String country = item.getModelObject();
item.add(new ValidationDisplayableLabel("country", country, new String[] { modelPath }));
item.add(new AjaxLink("deleteLink") {
#Override
public void onClick(AjaxRequestTarget target) {
model.getObject().getCountry().remove(country);
if (issPeriod) {
addButton.setVisible(true);
countryTextField.setVisible(true);
findButton.setVisible(true);
}
if (target != null)
target.addComponent(rowPanel);
}
});
}
};
countryTextField = new ValidationDisplayableTextField("countryCodeInput", model.bind("oneCountry"), "job.country.value");
**countryView.setReuseItems(true);**
rowPanel.add(countryView);
rowPanel.add(countryTextField);
addButton.setOutputMarkupPlaceholderTag(true);
rowPanel.add(addButton);
And the addButton looks like that:
AjaxSubmitLink addButton = new AjaxSubmitLink(LinkNames.addCountry.toString()) {
#Override
public void onSubmit(AjaxRequestTarget target, Form form) {
if (model.getObject().getOneCountry() != null)
addCountry();
if (target != null)
target.addComponent(rowPanel);
target.addComponent(form.getPage().get("feedbackPanel"));
}
#Override
protected void onError(AjaxRequestTarget target, Form<?> form)
{
onSubmit(target, form);
}
};
The thing is, that when I fail my dateTimeField (e.g. set hours to 100), enter country code in countryTextField, and press on addButton, it displays validation message in feedback panel, that hour range is incorrect, but don't add the country. This is because my model isn't updated. Maybe there is a way to update it manually? So validation message will be displayed, but the country listView still could be updated?
Submit of the whole form is on other button, so logically it is normal to add a country even if there is a validation error in dateTimeField.
Thanks!
P.S. i've read a lot of posts about similar problem, but most of them were solved with .setReuseItems(true), but it doesn't work in my case.
P.P.S Apache wicket 1.4.17
As an update to this answer, in Wicket 6, you can accomplish this by overriding onError() in the Form:
#Override
protected void onError() {
super.onError();
this.updateFormComponentModels();
}
I faced a similar problem in my project, the workaround I found was to use a special Visitor. It will update the model even though the submitted input is invalid.
public class VisitorUpdateModelWithoutValidation implements FormComponent.IVisitor {
public Object formComponent(IFormVisitorParticipant formComponent) {
if (formComponent instanceof FormComponent) {
final FormComponent<?> formComponent1 = (FormComponent<?>) formComponent;
boolean required = formComponent1.isRequired();
if (required) {
formComponent1.setRequired(false);
}
formComponent1.modelChanging();
formComponent1.validate();
formComponent1.updateModel();
formComponent1.modelChanged();
if (required) {
formComponent1.setRequired(true);
}
}
return Component.IVisitor.CONTINUE_TRAVERSAL;
}
}
Simply use it in the onSubmit method of your behavior : getForm().visitFormComponents(new VisitorUpdateModelWithoutValidation());
You can issue a field.clearInput() on the fields you are updating before you target the update(s).

Categories

Resources