Give particle menus a shared bottom bar

Back, use, add, rename, icon, particle count and delete or reset now sit
in the same column of the last row in every particle menu, and columns a
menu does not use show a barrier.
This commit is contained in:
2026-10-26 09:48:28 +01:00
parent 0c7ee052e8
commit e41f76937e
5 changed files with 95 additions and 25 deletions
@@ -50,9 +50,10 @@ class EntryEditor {
private final int ROW_SHAPE = 2;
private final int ROW_TIMING = 3;
private final int ROW_CONDITIONS = 4;
private final int BACK = 45;
private final int COST = 49;
private final int DELETE = 53;
private final int SIZE = 54;
private final int BACK = BottomBar.position(SIZE, BottomBar.BACK);
private final int COST = BottomBar.position(SIZE, BottomBar.COST);
private final int DELETE = BottomBar.position(SIZE, BottomBar.DELETE);
private final Map<Parameter<?>, Material> ICONS = Map.ofEntries(
Map.entry(COUNT, Material.GLOWSTONE_DUST),
@@ -97,7 +98,7 @@ class EntryEditor {
ParticleEntry entry = context.entry();
ParticleDesign design = entry.getDesign();
SWInventory inventory = new SWInventory(player, 54, msg("PARTICLE_ENTRY_EDITOR", player, designName(design, player)));
SWInventory inventory = new SWInventory(player, SIZE, msg("PARTICLE_ENTRY_EDITOR", player, designName(design, player)));
header(inventory, ROW_DESIGN, Material.PAINTING, "PARTICLE_SECTION_DESIGN", player);
header(inventory, ROW_PARTICLE, Material.FIREWORK_STAR, "PARTICLE_SECTION_PARTICLE", player);
header(inventory, ROW_SHAPE, Material.ARMOR_STAND, "PARTICLE_SECTION_SHAPE", player);
@@ -128,7 +129,8 @@ class EntryEditor {
SlotEditor.save(player, index, slot);
SlotEditor.open(player, index);
}));
SlotEditor.fill(inventory, 0, 54);
BottomBar.fillUnused(inventory, SIZE, false);
SlotEditor.fill(inventory, 0, SIZE);
inventory.open();
}