TextTemplates
TextTemplates are an easy and convenient way to store messages with variable elements. For instance, you
may find yourself wanting to create a configurable message for players who have joined the server for the first time.
This is easily attainable with TextTemplate
s using the following strategy:
Let’s say we want to create a join message where the text is all yellow and italicized except the player’s name, which will be bold and aqua and the server’s name which will be bold and red. We can create a template of that description using the following code:
import static org.spongepowered.api.text.TextTemplate.*;
import org.spongepowered.api.text.TextTemplate;
import org.spongepowered.api.text.format.TextColor;
import org.spongepowered.api.text.format.TextStyle;
TextTemplate template = of(
TextColors.YELLOW, TextStyles.ITALIC, "Welcome to ",
arg("server").color(TextColors.RED).style(TextStyles.BOLD), " ",
arg("player").color(TextColors.AQUA).style(TextStyles.BOLD), "!"
);
You can obtain the result of this text template with the TextTemplate#apply() method. The apply()
method
accepts a Map<String, TextElement>
of parameters where the keys are the names of the arguments and the values are
the TextElement values you wish to replace the arguments with.
Notitie
Unless an argument is specified as “optional” via Arg.optional()
when it is created, missing parameters
supplied to the apply()
method will throw a TextTemplateArgumentException. Arguments may also
specify a default value during their creation with Arg.defaultValue()
Notitie
Although arguments can have text formatting associated with them, this can be overridden by providing a Text object
with custom formatting to the parameter map via the apply()
method.
TextTemplate
s, like Text objects themselves are serializable to Configurate. To save a TextTemplate
to a configuration file use the following code. We are also going to add a setting here so the user can define the name
of their server.
Tip
To learn more about how to use Configurate to create configuration files for your plugin please refer to Configuring Plugins.
import ninja.leaping.configurate.ConfigurationNode;
import com.google.common.reflect.TypeToken;
ConfigurationNode node = loader.load();
node.getNode("serverName").setValue("My Sponge Server");
node.getNode("mytemplate").setValue(TypeToken.of(TextTemplate.class), template);
loader.save(node);
This will produce the following output:
serverName="My Sponge Server"
mytemplate {
arguments {
player {
optional=false
}
server {
optional=false
}
}
content {
color=yellow
extra=[
"Welcome to ",
{
bold=true
color=red
text="{server}"
},
" ",
{
bold=true
color=aqua
text="{player}"
},
"!"
]
italic=true
text=""
}
options {
closeArg="}"
openArg="{"
}
}
You can retrieve TextTemplate
s from configurations using the following code:
TextTemplate template = node.getNode("mytemplate").getValue(TypeToken.of(TextTemplate.class));
Once you are happy with the layout of your new TextTemplate
, let’s go ahead and send it to the server when a player
joins the server for the first time. We can achieve that using the following code:
Tip
To learn more about how to handle events, please refer to Events.
import com.google.common.collect.ImmutableMap;
import org.spongepowered.api.Sponge;
import org.spongepowered.api.data.key.Keys;
import org.spongepowered.api.entity.living.player.Player;
import org.spongepowered.api.event.network.ClientConnectionEvent;
import org.spongepowered.api.text.Text;
import java.time.Instant;
import java.util.Optional;
@Listener
public void onJoin(ClientConnectionEvent.Join event) {
Player player = event.getTargetEntity();
Instant firstPlayed = player.firstPlayed().get();
Instant lastPlayed = player.lastPlayed().get();
if (firstPlayed.equals(lastPlayed)) {
// Player has not been to this server before
// First we will get the server name from our configuration file
String serverName = node.getNode("serverName").getString();
// Next we will send the template to the server,
// using the "server" and "player" template parameters
Text message = this.template.apply(ImmutableMap.of(
"server", Text.of(serverName), "player", Text.of(player.getName())
)).build();
event.setMessage(message);
}
}