That's one heck of a commit you've got there...
I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
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package electroblob.wizardry.client.gui.config;
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import electroblob.wizardry.Settings;
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import electroblob.wizardry.Wizardry;
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import net.minecraft.client.gui.GuiScreen;
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import net.minecraft.client.resources.I18n;
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import net.minecraftforge.common.config.ConfigElement;
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import net.minecraftforge.common.config.Configuration;
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import net.minecraftforge.fml.client.config.DummyConfigElement.DummyCategoryElement;
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import net.minecraftforge.fml.client.config.GuiConfig;
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import net.minecraftforge.fml.client.config.GuiConfigEntries;
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import net.minecraftforge.fml.client.config.GuiConfigEntries.CategoryEntry;
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import net.minecraftforge.fml.client.config.IConfigElement;
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import java.util.ArrayList;
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import java.util.List;
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public class GuiConfigWizardry extends GuiConfig {
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public GuiConfigWizardry(GuiScreen parent){
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super(parent, getConfigEntries(), Wizardry.MODID, false, false,
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Wizardry.NAME + " - " + I18n.format("config." + Wizardry.MODID + ".title.general"));
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// this.titleLine2 = "File location: " + Wizardry.config.getConfigFile().getAbsolutePath();
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}
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private static List<IConfigElement> getConfigEntries(){
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List<IConfigElement> configList = new ArrayList<IConfigElement>(1);
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configList.add(new DummyCategoryElement("gameplayConfig", "config." + Wizardry.MODID + ".category." + Settings.GAMEPLAY_CATEGORY, GameplayCategory.class));
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configList.add(new DummyCategoryElement("worldgenConfig", "config." + Wizardry.MODID + ".category." + Settings.WORLDGEN_CATEGORY, WorldgenCategory.class));
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configList.add(new DummyCategoryElement("commandsConfig", "config." + Wizardry.MODID + ".category." + Settings.COMMANDS_CATEGORY, CommandsCategory.class));
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configList.add(new DummyCategoryElement("clientConfig", "config." + Wizardry.MODID + ".category." + Settings.CLIENT_CATEGORY, ClientCategory.class));
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configList.add(new DummyCategoryElement("spellsConfig", "config." + Wizardry.MODID + ".category." + Settings.SPELLS_CATEGORY, SpellsCategory.class));
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configList.add(new DummyCategoryElement("resistancesConfig", "config." + Wizardry.MODID + ".category." + Settings.RESISTANCES_CATEGORY, ResistancesCategory.class));
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configList.add(new DummyCategoryElement("compatibilityConfig", "config." + Wizardry.MODID + ".category." + Settings.COMPATIBILITY_CATEGORY, CompatibilityCategory.class));
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configList.addAll(new ConfigElement(Wizardry.settings.getConfigCategory(Configuration.CATEGORY_GENERAL)).getChildElements());
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return configList;
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}
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// The reason this system is so convoluted is that it's designed for use with the @Config annotation. The problem is,
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// I'm not sure whether that will play well with the load phases. Hmmm...
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public static abstract class CategoryBase extends CategoryEntry {
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public CategoryBase(GuiConfig owningScreen, GuiConfigEntries owningEntryList, IConfigElement prop){
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super(owningScreen, owningEntryList, prop);
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}
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@Override
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protected GuiScreen buildChildScreen(){
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String category = this.getCategory();
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// This GuiConfig object specifies the configID of the object and as such will force-save when it is closed.
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// The parent GuiConfig object's entryList will also be refreshed to reflect the changes.
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GuiConfig childScreen = new GuiConfig(this.owningScreen,
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(new ConfigElement(Wizardry.settings.getConfigCategory(category))).getChildElements(),
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this.owningScreen.modID, category, false, false,
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Wizardry.NAME + " - " + I18n.format("config." + Wizardry.MODID + ".title." + category));
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childScreen.titleLine2 = I18n.format("config." + Wizardry.MODID + ".subtitle." + category);
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return childScreen;
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}
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protected abstract String getCategory();
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}
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/** Gameplay category of the config gui. */
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public static class GameplayCategory extends CategoryBase {
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public GameplayCategory(GuiConfig owningScreen, GuiConfigEntries owningEntryList, IConfigElement prop){
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super(owningScreen, owningEntryList, prop);
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}
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@Override protected String getCategory() { return Settings.GAMEPLAY_CATEGORY; }
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}
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/** Worldgen category of the config gui. */
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public static class WorldgenCategory extends CategoryBase {
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public WorldgenCategory(GuiConfig owningScreen, GuiConfigEntries owningEntryList, IConfigElement prop){
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super(owningScreen, owningEntryList, prop);
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}
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@Override protected String getCategory() { return Settings.WORLDGEN_CATEGORY; }
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}
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/** Commands category of the config gui. */
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public static class CommandsCategory extends CategoryBase {
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public CommandsCategory(GuiConfig owningScreen, GuiConfigEntries owningEntryList, IConfigElement prop){
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super(owningScreen, owningEntryList, prop);
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}
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@Override protected String getCategory() { return Settings.COMMANDS_CATEGORY; }
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}
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/** Client category of the config gui. */
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public static class ClientCategory extends CategoryBase {
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public ClientCategory(GuiConfig owningScreen, GuiConfigEntries owningEntryList, IConfigElement prop){
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super(owningScreen, owningEntryList, prop);
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}
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@Override protected String getCategory() { return Settings.CLIENT_CATEGORY; }
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}
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/** Spells category of the config gui. */
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public static class SpellsCategory extends CategoryBase {
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public SpellsCategory(GuiConfig owningScreen, GuiConfigEntries owningEntryList, IConfigElement prop){
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super(owningScreen, owningEntryList, prop);
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}
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@Override protected String getCategory() { return Settings.SPELLS_CATEGORY; }
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}
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/** Resistances category of the config gui. */
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public static class ResistancesCategory extends CategoryBase {
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public ResistancesCategory(GuiConfig owningScreen, GuiConfigEntries owningEntryList, IConfigElement prop){
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super(owningScreen, owningEntryList, prop);
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}
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@Override protected String getCategory() { return Settings.RESISTANCES_CATEGORY; }
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}
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/** Commands category of the config gui. */
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public static class CompatibilityCategory extends CategoryBase {
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public CompatibilityCategory(GuiConfig owningScreen, GuiConfigEntries owningEntryList, IConfigElement prop){
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super(owningScreen, owningEntryList, prop);
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}
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@Override protected String getCategory() { return Settings.COMPATIBILITY_CATEGORY; }
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}
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}
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