## Tutorial This tutorial is intended to show most of the features of this library, so let's say that we want to create the following configuration file for some kind of game: ```yaml # Valid color codes: &4, &c, &e win_message: '&4YOU WON' blocked_users: - root - john team_members: - - Pete - Mary - Alice - Leo - - Eli - Eve - Paul - Patrick moderator: credentials: username: alex password: '123' email: a@b.c users_by_name: Patrick: credentials: username: Patrick password: '579' email: patrick@example.com Eli: credentials: username: Eli password: '246' email: eli@example.com Pete: credentials: username: Pete password: '123' email: pete@example.com Eve: credentials: username: Eve password: '357' email: eve@example.com Alice: credentials: username: Alice password: '789' email: alice@example.com Leo: credentials: username: Leo password: '135' email: leo@example.com Paul: credentials: username: Paul password: '468' email: paul@example.com Mary: credentials: username: Mary password: '456' email: mary@example.com first_prize: ==: org.bukkit.inventory.ItemStack type: DIAMOND_AXE meta: ==: ItemMeta meta-type: UNSPECIFIC enchants: DIG_SPEED: 5 DURABILITY: 3 MENDING: 1 consolation_prizes: - ==: org.bukkit.inventory.ItemStack type: STICK amount: 2 - ==: org.bukkit.inventory.ItemStack type: ROTTEN_FLESH amount: 3 - ==: org.bukkit.inventory.ItemStack type: CARROT amount: 4 prohibited_items: - BEDROCK - AIR - LAVA # Configure the arena: arena_height: 40 arena_center: world;0;128;0 # Remember to play fair! ``` #### 1. Extend `BukkitYamlConfiguration` The first thing we have to do is to extend `BukkitYamlConfiguration`. We use `BukkitYamlConfiguration` instead of `YamlConfiguration` because it can properly (de-)serialize Bukkit classes like `ItemStack`s. ```java public final class GameConfig extends BukkitYamlConfiguration {} ``` #### 2. Create constructor Next we have to create a constructor that matches super. If we don't pass a `BukkitYamlProperties` object to the super call, the `BukkitYamlProperties.DEFAULT` instance is used. But because we want to format the field names of our configuration (so that we can write 'winMessage' in Java which becomes 'win_message' in YAML), we have to pass a `BukkitYamlProperties` object that uses a different `FieldNameFormatter` (see [11.](https://github.com/Exlll/ConfigLib/wiki/Tutorial#11-use-gameconfig)). ```java public final class GameConfig extends BukkitYamlConfiguration { public GameConfig(Path path, BukkitYamlProperties properties) { super(path, properties); } // uses BukkitYamlProperties.DEFAULT instance // public GameConfig(Path path) { // super(path); // } } ``` #### 3. Add `winMessage` Because `winMessage` is a string with a comment, we add a field named `winMessage` of type `String` to our configuration class and annotate it with the `@Comment` annotation. ```java public final class GameConfig extends BukkitYamlConfiguration { @Comment("Valid color codes: &4, &c, &e") private String winMessage = "&4YOU WON"; // ... } ``` #### 4. Add `blockedUsers` Because `blockedUsers` is a list of strings, we add a field named `blockedUsers` of type `List` to our configuration class. ```java public final class GameConfig extends BukkitYamlConfiguration { // ... private List blockedUsers = Arrays.asList("root", "john"); // ... } ``` Remember that `null` values are not allowed. All non-primitive fields must be assigned some non-`null` default value. #### 5. Add `teamMembers` The `teamMembers` field is of type `List>`. ```java public final class GameConfig extends BukkitYamlConfiguration { // ... private List> teamMembers = Arrays.asList( Arrays.asList("Pete", "Mary", "Alice", "Leo"), Arrays.asList("Eli", "Eve", "Paul", "Patrick") ); // ... } ``` #### 6. Add `moderator` Because our `moderator` represents a user that has credentials and an email address, we create a `User` and a `Credentials` class and annotate them as `ConfigurationElement`s: ```java @ConfigurationElement final class Credentials { private String username; private String password; // ConfigurationElements must have a no-args constructor (can be private) private Credentials() {} public Credentials(String username, String password) { this.username = username; this.password = password; } // getter etc. } @ConfigurationElement final class User { private Credentials credentials; private String email; private User() {} public User(String username, String password, String email) { this.credentials = new Credentials(username, password); this.email = email; } // getter etc. } ``` Now we can use the `User` class for our `moderator` field: ```java public final class GameConfig extends BukkitYamlConfiguration { // ... private User moderator = new User("alex", "a@b.c", "123"); // ... } ``` `ConfigurationElement`s must have a no-args constructor which is to create instances of a given element. If the no-args constructor is a valid constructor for your program, it must initialize the fields to some non-`null` value. #### 7. Add `usersByName` The `usersByName` field is a map that maps user names to `User` instances. That means we have to use the `@ElementType` annotation. ```java public final class GameConfig extends BukkitYamlConfiguration { // ... @ElementType(User.class) private Map usersByName = initUsersByName(); // ... private Map initUsersByName() { Map usersByName = new HashMap<>(); usersByName.put("Pete", new User("Pete", "pete@example.com", "123")); usersByName.put("Mary", new User("Mary", "mary@example.com", "456")); // ... return usersByName; } } ``` #### 8. Add `firstPrize` and `consolationPrizes` The types of `firstPrize` and `consolationPrizes` are `ItemStack` and `List`, respectively. Because a `BukkitYamlConfiguration` knows how to serialize `ItemStack` instances, we need to tell the library not to try to convert them. This can be done by using the `@NoConvert` annotation. ```java public final class GameConfig extends BukkitYamlConfiguration { // ... @NoConvert private ItemStack firstPrize = initFirstPrize(); @NoConvert private List consolationPrizes = Arrays.asList( new ItemStack(Material.STICK, 2), new ItemStack(Material.ROTTEN_FLESH, 3), new ItemStack(Material.CARROT, 4) ); // ... private ItemStack initFirstPrize() { ItemStack stack = new ItemStack(Material.DIAMOND_AXE); stack.addEnchantment(Enchantment.DURABILITY, 3); stack.addEnchantment(Enchantment.DIG_SPEED, 5); stack.addEnchantment(Enchantment.MENDING, 1); return stack; } // ... } ``` #### 9. Add `prohibitedItems` The `prohibitedItems` field is a list of `Material`s. Since this library supports converting enums, we just have to use the `@ElementType` annotation. ```java public final class GameConfig extends BukkitYamlConfiguration { // ... @ElementType(Material.class) private List prohibitedItems = Arrays.asList( Material.BEDROCK, Material.AIR, Material.LAVA ); // ... } ``` #### 10. Add `arenaHeight` and `arenaCenter` The `arenaHeight` can simply be represented by an `int` field. The `arenaCenter` is of type `Location`. We could again use the `@NoConvert` annotation but this would result in a different representation. Instead, we are going to implement our `Converter`. First we have to create a class that implements `Converter`: ```java final class LocationStringConverter implements Converter {} ``` Then we must implement the `convertTo` and `convertFrom` methods: ```java final class LocationStringConverter implements Converter { @Override public String convertTo(Location location, ConversionInfo conversionInfo) { String worldName = location.getWorld().getName(); int blockX = location.getBlockX(); int blockY = location.getBlockY(); int blockZ = location.getBlockZ(); return worldName + ";" + blockX + ";" + blockY + ";" + blockZ; } @Override public Location convertFrom(String s, ConversionInfo conversionInfo) { String[] split = s.split(";"); World world = Bukkit.getWorld(split[0]); int x = Integer.parseInt(split[1]); int y = Integer.parseInt(split[2]); int z = Integer.parseInt(split[3]); return new Location(world, x, y, z); } } ``` Finally we have to tell our configuration to use this converter for the `arenaCenter` field. This is done using the `@Convert` annotation: ```java public final class GameConfig extends BukkitYamlConfiguration { // ... @Comment({"", "Configure the arena:"}) private int arenaHeight = 40; @Convert(LocationStringConverter.class) private Location arenaCenter = new Location( Bukkit.getWorld("world"), 0, 128, 0 ); } ``` #### 11. Use `GameConfig` Before we can use our new configuration, we have to instantiate it by passing a `Path` and a `BukkitYamlProperties` object to its constructor. In this case the `BukkitYamlProperties` is used to change the formatting and to append additional text to the created configuration file. ```java public final class GamePlugin extends JavaPlugin { @Override public void onEnable() { Path configPath = new File(getDataFolder(), "config.yml").toPath(); BukkitYamlProperties properties = BukkitYamlProperties.builder() .setFormatter(FieldNameFormatters.LOWER_UNDERSCORE) .setAppendedComments(Arrays.asList( "", "Remember to play fair!" )) .build(); GameConfig config = new GameConfig(configPath, properties); config.loadAndSave(); } } ``` ### Full example ```java import de.exlll.configlib.Converter; import de.exlll.configlib.annotation.*; import de.exlll.configlib.configs.yaml.BukkitYamlConfiguration; import de.exlll.configlib.configs.yaml.BukkitYamlConfiguration.BukkitYamlProperties; import de.exlll.configlib.format.FieldNameFormatters; import org.bukkit.Bukkit; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.World; import org.bukkit.enchantments.Enchantment; import org.bukkit.inventory.ItemStack; import org.bukkit.plugin.java.JavaPlugin; import java.io.File; import java.nio.file.Path; import java.util.Arrays; import java.util.HashMap; import java.util.List; import java.util.Map; public final class GamePlugin extends JavaPlugin { @Override public void onEnable() { Path configPath = new File(getDataFolder(), "config.yml").toPath(); BukkitYamlProperties properties = BukkitYamlProperties.builder() .setFormatter(FieldNameFormatters.LOWER_UNDERSCORE) .setAppendedComments(Arrays.asList( "", "Remember to play fair!" )) .build(); GameConfig config = new GameConfig(configPath, properties); config.loadAndSave(); } } final class GameConfig extends BukkitYamlConfiguration { @Comment("Valid color codes: &4, &c, &e") private String winMessage = "&4YOU WON"; private User moderator = new User("alex", "a@b.c", "123"); private List blockedUsers = Arrays.asList("root", "john"); private List> teamMembers = Arrays.asList( Arrays.asList("Pete", "Mary", "Alice", "Leo"), Arrays.asList("Eli", "Eve", "Paul", "Patrick") ); @ElementType(User.class) private Map usersByName = initUsersByName(); @NoConvert private ItemStack firstPrize = initFirstPrize(); @NoConvert private List consolationPrizes = Arrays.asList( new ItemStack(Material.STICK, 2), new ItemStack(Material.ROTTEN_FLESH, 3), new ItemStack(Material.CARROT, 4) ); @ElementType(Material.class) private List prohibitedItems = Arrays.asList( Material.BEDROCK, Material.AIR, Material.LAVA ); @Comment({"", "Configure the arena:"}) private int arenaHeight = 40; @Convert(LocationStringConverter.class) private Location arenaCenter = new Location( Bukkit.getWorld("world"), 0, 128, 0 ); public GameConfig(Path path, BukkitYamlProperties properties) { super(path, properties); } private HashMap initUsersByName() { HashMap usersByName = new HashMap<>(); usersByName.put("Pete", new User("Pete", "pete@example.com", "123")); usersByName.put("Mary", new User("Mary", "mary@example.com", "456")); usersByName.put("Alice", new User("Alice", "alice@example.com", "789")); usersByName.put("Leo", new User("Leo", "leo@example.com", "135")); usersByName.put("Eli", new User("Eli", "eli@example.com", "246")); usersByName.put("Eve", new User("Eve", "eve@example.com", "357")); usersByName.put("Paul", new User("Paul", "paul@example.com", "468")); usersByName.put("Patrick", new User("Patrick", "patrick@example.com", "579")); return usersByName; } private ItemStack initFirstPrize() { ItemStack stack = new ItemStack(Material.DIAMOND_AXE); stack.addEnchantment(Enchantment.DURABILITY, 3); stack.addEnchantment(Enchantment.DIG_SPEED, 5); stack.addEnchantment(Enchantment.MENDING, 1); return stack; } private static final class LocationStringConverter implements Converter { @Override public String convertTo(Location location, ConversionInfo conversionInfo) { String worldName = location.getWorld().getName(); int blockX = location.getBlockX(); int blockY = location.getBlockY(); int blockZ = location.getBlockZ(); return worldName + ";" + blockX + ";" + blockY + ";" + blockZ; } @Override public Location convertFrom(String s, ConversionInfo conversionInfo) { String[] split = s.split(";"); World world = Bukkit.getWorld(split[0]); int x = Integer.parseInt(split[1]); int y = Integer.parseInt(split[2]); int z = Integer.parseInt(split[3]); return new Location(world, x, y, z); } } } @ConfigurationElement final class User { private Credentials credentials; private String email; private User() {} public User(String username, String password, String email) { this.credentials = new Credentials(username, password); this.email = email; } } @ConfigurationElement final class Credentials { private String username; private String password; // ConfigurationElements must have a no-args constructor (can be private) private Credentials() {} public Credentials(String username, String password) { this.username = username; this.password = password; } } ```