A highly advanced and effective inventory management library for Bukkit plugins. The primary goal of canvas is to enable creation of elegant inventory systems without the quirks of existing libraries.
- Menus - the basics of GUI creation
- Close Handlers - handling close behavior
- Redrawing - preventing cursor position resets
- Pagination - menu pages made easy
- Slots - controlling what GUI slots do
- Templates - rendering non-static items on a per-player basis
- Masks - inventory slot IDs made easy!
- Recipe Masks - multiple item masks
canvas is integrated into plugins through the use of Maven.
Then use the following command to install canvas to your local maven repository
git clone https://github.com/IPVP-MC/canvas.git
cd canvas/
mvn clean install
You will now be able to add canvas as a dependency in your pom.xml files with the following
<dependency>
<groupId>org.ipvp</groupId>
<artifactId>canvas</artifactId>
<version>1.7.0-SNAPSHOT</version>
<scope>compile</scope>
</dependency>
Note: You will need to use the Maven shade plugin in order to package your final .jar
file. Add the following to your maven plugins section:
<plugin>
<groupId>org.apache.maven.plugins</groupId>
<artifactId>maven-shade-plugin</artifactId>
<version>3.2.4</version>
<executions>
<execution>
<phase>package</phase>
<goals>
<goal>shade</goal>
</goals>
</execution>
</executions>
</plugin>
see here for additional documentation on the shade plugin.
Once the dependency is registered, the only thing left to do is to register the MenuFunctionListener with the Bukkit event dispatcher.
Bukkit.getPluginManager().registerEvents(new MenuFunctionListener(), plugin);
Out of the box, canvas supports the following inventory types as menus:
- Chest menus
- Hopper menus
- Box menus (ie. 3x3 inventories such as workbench, dispenser, dropper)
- Note: Due to an error in internal Minecraft code, shift clicking is disabled in Hopper and Box menus.
The above menus can be created by using the Builder pattern available in their respective classes. Creating a standard ChestMenu with 4 rows would look as such:
public Menu createMenu() {
return ChestMenu.builder(4)
.title("Menu")
.build();
}
Displaying the menu to a player is made simple with Menu#open(Player)
public void displayMenu(Player player) {
Menu menu = createMenu();
menu.open(player);
}
Simple yet effective, our result looks like this:
Functionality when a Menu is closed can be added to Menus through the Menu.CloseHandler interface. The interface is meant to be used as a functional interface, and functionality is added elegantly with Java 8 lambda expressions.
Let's say we want to send the player some messages when they leave the inventory:
public void addCloseHandler(Menu menu) {
menu.setCloseHandler((player, menu1) -> {
player.sendMessage("You just closed the menu...");
player.sendMessage("See you next time!");
});
}
When switching between different Menus for players, by default the cursor will reset to the middle of the screen.
This behavior can be changed to preserve cursor location at the cost of not being able to update Menu titles by enabling
the redraw
property of a Menu. When building a Menu via MenuBuilder
, passing a value of true
to MenuBuilder#redraw(boolean)
enabled this functionality.
Note: If switching to a menu that has different dimensions, the redraw
flag will be ignored and a new Inventory will
be opened for the player, resetting their cursor.
Creating connected pages of Menus to display a catalog of items is made easy with the PaginatedMenuBuilder class. The utility is able to be configured to set the proper previous and next page icons, and any necessary functions for items that are added.
In the basic example below, we create a simple menu displaying various static items.
Menu.Builder pageTemplate = ChestMenu.builder(3).title("Items").redraw(true);
Mask itemSlots = BinaryMask.builder(pageTemplate.getDimensions())
.pattern("011111110").build();
List<Menu> pages = PaginatedMenuBuilder.builder(pageTemplate)
.slots(itemSlots)
.nextButton(new ItemStack(Material.ARROW))
.nextButtonEmpty(new ItemStack(Material.ARROW)) // Icon when no next page available
.nextButtonSlot(23)
.previousButton(new ItemStack(Material.ARROW))
.previousButtonEmpty(new ItemStack(Material.ARROW)) // Icon when no previous page available
.previousButtonSlot(21)
.addItem(new ItemStack(Material.DIRT))
.addItem(new ItemStack(Material.GRASS))
.addItem(new ItemStack(Material.COBBLESTONE))
.addItem(new ItemStack(Material.STONE))
// ...
.build();
Per-player items and click handlers are supported for added items as well, via the PaginatedMenuBuilder.addItem(ItemStackTemplate)
or PaginatedMenuBuilder.addItem(SlotSettings)
methods.
If additional modifications need to be made to any newly created page that the builder doesn't support, adding functionality
to modify a freshly created page is available by adding a Consumer<Menu>
with the PaginatedMenuBuilder.newMenuModifier(Consumer<Menu>)
method.
A Slot is exactly what you'd expect it to be, however canvas allows
incredible customization of what they can do. Menus grant access to their slots through the Menu#getSlot(int)
method.
There are 3 major pieces to Slot functionality:
Additionally, Slots grant the ability to render non-static items within their parent Menu via ItemStackTemplate (see below).
Click options are the primary method of controlling what actions and click types can be performed on the raw item contents of the holding inventory. Two basic sets are provided with the library, which are ClickOptions.ALLOW_ALL
and ClickOptions.DENY_ALL
. By default, slots carry the DENY_ALL trait, denying all pickup and dropping off of items in the respective inventory. These behaviors are easily modified with the Slot#setClickOptions(ClickOptions)
method.
Creation of custom options is done through the ClickOptions.Builder
class. In the following example, we show you how to only allow dropping off of items into a specific slot, but not picking it up.
public void addClickOptions(Slot slot) {
ClickOptions options = ClickOptions.builder()
.allow(ClickType.LEFT, ClickType.RIGHT)
.allow(InventoryAction.PLACE_ALL, InventoryAction.PLACE_ONE, InventoryAction.PLACE_SOME)
.build();
slot.setClickOptions(options);
}
ClickInformation is a class constructed to provide the ClickHandler of a Slot with all available information about a click performed on the Slot. Also available is the possibility to change the resulting outcome of the click (whether interaction in the raw inventory occurs).
Click handlers are where most of the logic of a slot will occur. As a slot is clicked, the click handler (if present) is triggered with information about who clicked as well as the click performed. The handler of a slot will always be triggered, regardless of whether or not the options of a slot forbid interaction with it. Keep in mind that the result of the click will be set by the options before the handler is triggered and as such the ClickInformation will represent this result.
Adding a handler is made simple with Slot#setClickHandler(ClickHandler)
:
public void addClickHandler(Slot slot) {
slot.setClickHandler((player, info) -> {
player.sendMessage("You clicked the slot at index " + info.getClickedSlot().getIndex());
// Additional functionality goes here
});
}
Item templates are used to render non-static items on a per-player basis. In certain situations, users of canvas may require a Menu to be updated because state has changed. For example, if an icon in a Menu displays the level of a player and the player has levelled up then the icon must be redrawn to reflect the changes. Item templates allow this functionality to happen without requiring a completely new Menu for each player.
Item templates are assigned to slots via the Slot#setItemTemplate(ItemStackTemplate)
method. Alternatively,
Slot#setItem(ItemStack)
can be used to set a static item that will render the same for every player.
Using the scenario above, where a player may be levelling up, code for an item may look something like the following:
Menu menu = ChestMenu.builder(1).title("Level").build();
Slot slot = menu.getSlot(4);
slot.setItemTemplate(p -> {
int level = p.getLevel();
ItemStack item = new ItemStack(Material.EXP_BOTTLE);
ItemMeta itemMeta = item.getItemMeta();
itemMeta.setDisplayName("Level: " + level);
item.setItemMeta(itemMeta);
return item;
});
With the item template set in place, every time the Menu is updated for the player using Menu.update(Player)
, the EXP bottle
will be updated with the players current level and will be rendered in the inventory the player has open.
Masks create a layer of abstraction over raw inventory slot IDs. Through the usage of masks, populating specific slots inside an inventory has never been easier. Let's start with an example.
Suppose we begin with the previously created menu:
If we wanted to create a basic border of white glass on the outer slots, we would normally have to figure out which
values reference those slots. These 22 slot IDs are 0, 1, 2, 3, 4, 5, 6, 7, 8, 17, 18, 26, 27, 28, 29, 30, 31, 32, 33,
34, 35. If we didn't already store these values inside an int[]
array, some general code might look something like this:
public void addWhiteBorder(Menu menu) {
ItemStack glass = new ItemStack(Material.STAINED_GLASS_PANE);
for (int i = 0 ; i < 9 ; i++) { // Setting first row
menu.getSlot(i).setItem(glass);
}
menu.getSlot(17).setItem(glass);
menu.getSlot(18).setItem(glass);
for (int i = 26 ; i < 36 ; i++) {
menu.getSlot(i).setItem(glass);
}
}
As you can see, the code is fairly unintuitive and not at all friendly for refactoring or bug fixing and it only gets worse as the inventory size grows or we want to add more slots. What if we accidentally missed or forgot a slot id? Finding it would be a nuisance! For your benefit (or not) we've purposely excluded a single slot in the above example so that our inventory would have a gaping hole, feel free to see how long it would take to find the missing number.
Here is where Masks come in play. For the above inventory, masking the slots is made simple using a BinaryMask.
public void addWhiteBorder(Inventory inventory) {
Mask mask = BinaryMask.builder(menu)
.item(new ItemStack(Material.STAINED_GLASS_PANE))
.pattern("111111111") // First row
.pattern("100000001") // Second row
.pattern("100000001") // Third row
.pattern("111111111").build(); // Fourth row
mask.apply(menu);
}
Masks provide an incredibly simple interface for labelling slots. In the case of BinaryMask, each character represents a boolean value of whether or not the slot should be selected. A character value of '1' represents yes and all other characters the opposite. This model provides a semi-visual view of what the inventory will look like and is easy to add or remove specific slots.
The final product we end up with is:
A RecipeMask is another abstraction of mask which enabled assigning multiple types of items to slots. In the above image suppose we want every second item to be a red stained glass pane, we could use a RecipeMask in the following way:
public void addRedWhiteBorder(Inventory inventory) {
Mask mask = RecipeMask.builder(menu)
.pattern("wrwrwrwrw") // First row
.pattern("r0000000r") // Second row
.pattern("w0000000w") // Third row
.pattern("rwrwrwrwr").build(); // Fourth row
mask.apply(menu);
}
In the above, we use the w
and r
characters in the pattern wherever we want and then assign an item
to that character. If no item is assigned, the character will default to AIR
in the final product.
The final product we end up with is:
canvas is open source and is available under the MIT license.