Add javadoc & refactor of utils class related to config.

This commit is contained in:
alexcrea 2024-03-14 02:03:54 +01:00
parent 2bb23e75bf
commit 136edddc1f
6 changed files with 200 additions and 30 deletions

View file

@ -10,7 +10,7 @@ import xyz.alexcrea.cuanvil.enchant.EnchantmentProperties;
import xyz.alexcrea.cuanvil.enchant.EnchantmentRarity; import xyz.alexcrea.cuanvil.enchant.EnchantmentRarity;
import xyz.alexcrea.cuanvil.gui.config.settings.EnchantCostSettingsGui; import xyz.alexcrea.cuanvil.gui.config.settings.EnchantCostSettingsGui;
import xyz.alexcrea.cuanvil.gui.util.GuiGlobalItems; import xyz.alexcrea.cuanvil.gui.util.GuiGlobalItems;
import xyz.alexcrea.cuanvil.util.StringUtil; import xyz.alexcrea.cuanvil.util.CasedStringUtil;
import java.util.Arrays; import java.util.Arrays;
import java.util.Locale; import java.util.Locale;
@ -39,7 +39,7 @@ public class EnchantCostConfigGui extends AbstractEnchantConfigGui<EnchantCostSe
@Override @Override
public EnchantCostSettingsGui.EnchantCostSettingFactory getFactoryFromEnchant(Enchantment enchant) { public EnchantCostSettingsGui.EnchantCostSettingFactory getFactoryFromEnchant(Enchantment enchant) {
String key = enchant.getKey().getKey().toLowerCase(Locale.ENGLISH); String key = enchant.getKey().getKey().toLowerCase(Locale.ENGLISH);
String prettyKey = StringUtil.snakeToUpperSpacedCase(key); String prettyKey = CasedStringUtil.snakeToUpperSpacedCase(key);
// try to find rarity. default to 0 if not found // try to find rarity. default to 0 if not found
EnchantmentRarity rarity = EnchantmentRarity.NO_RARITY; EnchantmentRarity rarity = EnchantmentRarity.NO_RARITY;
@ -47,7 +47,7 @@ public class EnchantCostConfigGui extends AbstractEnchantConfigGui<EnchantCostSe
rarity = EnchantmentProperties.valueOf(key.toUpperCase(Locale.ENGLISH)).getRarity(); rarity = EnchantmentProperties.valueOf(key.toUpperCase(Locale.ENGLISH)).getRarity();
}catch (IllegalArgumentException ignored){} }catch (IllegalArgumentException ignored){}
return EnchantCostSettingsGui.enchentCostFactory(prettyKey+" Level Cost", this, return EnchantCostSettingsGui.enchantCostFactory(prettyKey+" Level Cost", this,
SECTION_NAME+'.'+key, ConfigHolder.DEFAULT_CONFIG, 0, 255, SECTION_NAME+'.'+key, ConfigHolder.DEFAULT_CONFIG, 0, 255,
rarity.getItemValue(), rarity.getBookValue(), rarity.getItemValue(), rarity.getBookValue(),
1, 10, 50); 1, 10, 50);

View file

@ -6,7 +6,7 @@ import org.bukkit.enchantments.Enchantment;
import xyz.alexcrea.cuanvil.config.ConfigHolder; import xyz.alexcrea.cuanvil.config.ConfigHolder;
import xyz.alexcrea.cuanvil.gui.config.settings.IntSettingsGui; import xyz.alexcrea.cuanvil.gui.config.settings.IntSettingsGui;
import xyz.alexcrea.cuanvil.gui.util.GuiGlobalItems; import xyz.alexcrea.cuanvil.gui.util.GuiGlobalItems;
import xyz.alexcrea.cuanvil.util.StringUtil; import xyz.alexcrea.cuanvil.util.CasedStringUtil;
import java.util.Locale; import java.util.Locale;
@ -34,7 +34,7 @@ public class EnchantLimitConfigGui extends AbstractEnchantConfigGui<IntSettingsG
@Override @Override
public IntSettingsGui.IntSettingFactory getFactoryFromEnchant(Enchantment enchant) { public IntSettingsGui.IntSettingFactory getFactoryFromEnchant(Enchantment enchant) {
String key = enchant.getKey().getKey().toLowerCase(Locale.ROOT); String key = enchant.getKey().getKey().toLowerCase(Locale.ROOT);
String prettyKey = StringUtil.snakeToUpperSpacedCase(key); String prettyKey = CasedStringUtil.snakeToUpperSpacedCase(key);
return IntSettingsGui.intFactory(prettyKey+" Level Limit", this, return IntSettingsGui.intFactory(prettyKey+" Level Limit", this,
SECTION_NAME+'.'+key, ConfigHolder.DEFAULT_CONFIG, 0, 255, SECTION_NAME+'.'+key, ConfigHolder.DEFAULT_CONFIG, 0, 255,

View file

@ -234,7 +234,7 @@ public class EnchantCostSettingsGui extends IntSettingsGui {
* If step only contain 1 value, no step item should be displayed. * If step only contain 1 value, no step item should be displayed.
* @return A factory for an enchant cost setting gui. * @return A factory for an enchant cost setting gui.
*/ */
public static EnchantCostSettingFactory enchentCostFactory( public static EnchantCostSettingFactory enchantCostFactory(
@NotNull String title, ValueUpdatableGui parent, @NotNull String title, ValueUpdatableGui parent,
String configPath, ConfigHolder config, String configPath, ConfigHolder config,
int min, int max, int defaultItemVal, int defaultBookVal, int min, int max, int defaultItemVal, int defaultBookVal,

View file

@ -12,12 +12,27 @@ import java.lang.reflect.Constructor;
import java.lang.reflect.InvocationTargetException; import java.lang.reflect.InvocationTargetException;
import java.util.function.Consumer; import java.util.function.Consumer;
/**
* A utility class to store function that create generic GUI actions.
*/
public class GuiGlobalActions { public class GuiGlobalActions {
public final static String NO_EDIT_PERM = "§cYou do not have permission to edit the config"; public final static String NO_EDIT_PERM = "§cYou do not have permission to edit the config";
/**
* A Consumer that should be used if the item goal is to do nothing on click.
*/
public final static Consumer<InventoryClickEvent> stayInPlace = (event) -> event.setCancelled(true); public final static Consumer<InventoryClickEvent> stayInPlace = (event) -> event.setCancelled(true);
/**
* Create a consumer to create and open a new GUI.
* Used with InventoryClickEvent as the consumer argument as it is planned to be used on click on an GuiItem.
* @param clazz The class of the gui to open.
* It is assumed this class contain a constructor requiring arguments of argClass in the same order as argClass array.
* @param argClass Classes of the argument that will be passed to the constructor of the GUI class.
* @param args Arguments for the constructor the GUI class.
* @return A consumer to create a new gui and open it.
*/
public static @NotNull Consumer<InventoryClickEvent> openGuiAction( public static @NotNull Consumer<InventoryClickEvent> openGuiAction(
@NotNull Class<? extends Gui> clazz, @NotNull Class<? extends Gui> clazz,
@NotNull Class<?>[] argClass, @NotNull Class<?>[] argClass,
@ -44,11 +59,24 @@ public class GuiGlobalActions {
}; };
} }
/**
* Create a consumer to create and open a new GUI.
* Used with InventoryClickEvent as the consumer argument as it is planned to be used on click on an GuiItem.
* @param clazz The class of the gui to open.
* It is assumed this class contain a constructor with no argument.
* @return A consumer to create a new gui and open it.
*/
public static @NotNull Consumer<InventoryClickEvent> openGuiAction( public static @NotNull Consumer<InventoryClickEvent> openGuiAction(
@NotNull Class<? extends Gui> clazz){ @NotNull Class<? extends Gui> clazz){
return openGuiAction(clazz, new Class<?>[0]); return openGuiAction(clazz, new Class<?>[0]);
} }
/**
* Create a consumer to open a setting gui from a setting GUI factory.
* Used with InventoryClickEvent as the consumer argument as it is planned to be used on click on an GuiItem.
* @param factory The setting gui factory.
* @return A consumer to create and open a new setting GUI.
*/
public static @NotNull Consumer<InventoryClickEvent> openSettingGuiAction(AbstractSettingGui.SettingGuiFactory factory){ public static @NotNull Consumer<InventoryClickEvent> openSettingGuiAction(AbstractSettingGui.SettingGuiFactory factory){
return event -> { return event -> {
event.setCancelled(true); event.setCancelled(true);
@ -57,6 +85,12 @@ public class GuiGlobalActions {
}; };
} }
/**
* Create a consumer to open a global GUI.
* Used with InventoryClickEvent as the consumer argument as it is planned to be used on click on an GuiItem.
* @param goal The gui to open when consumer is run.
* @return A consumer to open a global GUI.
*/
public static @NotNull Consumer<InventoryClickEvent> openGuiAction(@NotNull Gui goal) { public static @NotNull Consumer<InventoryClickEvent> openGuiAction(@NotNull Gui goal) {
return event -> { return event -> {
HumanEntity player = event.getWhoClicked(); HumanEntity player = event.getWhoClicked();
@ -71,6 +105,14 @@ public class GuiGlobalActions {
}; };
} }
/**
* Create a consumer to update and open an updatable GUI.
* Used with InventoryClickEvent as the consumer argument as it is planned to be used on click on an GuiItem.
* This consumer check if the player who interacted with the item have the permission to save before saving.
* @param setting The gui that contain the modified setting.
* @param goal The gui to update and open when consumer is run.
* @return A consumer to open a global GUI.
*/
public static @NotNull Consumer<InventoryClickEvent> saveSettingAction( public static @NotNull Consumer<InventoryClickEvent> saveSettingAction(
@NotNull AbstractSettingGui setting, @NotNull AbstractSettingGui setting,
@NotNull ValueUpdatableGui goal) { @NotNull ValueUpdatableGui goal) {
@ -86,12 +128,13 @@ public class GuiGlobalActions {
// Save setting // Save setting
if(!setting.onSave()){ if(!setting.onSave()){
player.sendMessage("\u00A7cSomething wrong happen while saving the change of value."); player.sendMessage("\u00A7cSomething went wrong while saving the change of value.");
} }
// Update gui for the one who have it open // Update gui for those who have it open.
goal.updateGuiValues(); goal.updateGuiValues();
// Then show // Then show
goal.show(player); goal.show(player);
}; };
} }
} }

View file

@ -12,36 +12,63 @@ import xyz.alexcrea.cuanvil.gui.ValueUpdatableGui;
import xyz.alexcrea.cuanvil.gui.config.settings.AbstractSettingGui; import xyz.alexcrea.cuanvil.gui.config.settings.AbstractSettingGui;
import xyz.alexcrea.cuanvil.gui.config.settings.BoolSettingsGui; import xyz.alexcrea.cuanvil.gui.config.settings.BoolSettingsGui;
import xyz.alexcrea.cuanvil.gui.config.settings.IntSettingsGui; import xyz.alexcrea.cuanvil.gui.config.settings.IntSettingsGui;
import xyz.alexcrea.cuanvil.util.StringUtil; import xyz.alexcrea.cuanvil.util.CasedStringUtil;
import java.util.Collections; import java.util.Collections;
// maybe use builder patern ? /**
* A utility class to store function that create generic GUI item.
*/
public class GuiGlobalItems { public class GuiGlobalItems {
// return // statically create default back itemstack
public static GuiItem goToGuiItem(@NotNull ItemStack item, @NotNull Gui goal){ private static final ItemStack BACK_ITEM;
return new GuiItem(item, GuiGlobalActions.openGuiAction(goal), CustomAnvil.instance);
}
// statically create back itemstack
private static final ItemStack BACK_ITEM = new ItemStack(Material.BARRIER);
static { static {
// todo add what I need to add to the back item BACK_ITEM = new ItemStack(Material.BARRIER);
ItemMeta meta = BACK_ITEM.getItemMeta(); ItemMeta meta = BACK_ITEM.getItemMeta();
meta.setDisplayName("\u00A7cBack"); meta.setDisplayName("\u00A7cBack");
BACK_ITEM.setItemMeta(meta); BACK_ITEM.setItemMeta(meta);
} }
/**
* Create a GuiItem that open the given GUi.
* @param item The item to display in the GUI.
* @param goal The GUI to open on click.
* @return An GuiItem that open goal on click.
*/
public static GuiItem goToGuiItem(@NotNull ItemStack item, @NotNull Gui goal){
return new GuiItem(item, GuiGlobalActions.openGuiAction(goal), CustomAnvil.instance);
}
/**
* Create back button item from default back GuiItem.
* The back item will open the goal inventory when clicked.
* @param goal The GUI to go back to.
* @return An GuiItem that go back to goal on click.
*/
public static GuiItem backItem(@NotNull Gui goal){ public static GuiItem backItem(@NotNull Gui goal){
// simple go back item
return goToGuiItem(BACK_ITEM, goal); return goToGuiItem(BACK_ITEM, goal);
} }
/**
* Add default back item to a GUI pattern with the reserved character key <strong>B</strong>.
* The back item will open the target inventory when clicked.
* @param target The pattern to add the back item.
* @param goal The GUI to go back to.
*/
public static void addBackItem(@NotNull PatternPane target, public static void addBackItem(@NotNull PatternPane target,
@NotNull Gui goal){ @NotNull Gui goal){
target.bindItem('B', backItem(goal)); target.bindItem('B', backItem(goal));
} }
private static final Material DEFAULT_BACKGROUND_MAT = Material.LIGHT_GRAY_STAINED_GLASS_PANE; private static final Material DEFAULT_BACKGROUND_MAT = Material.LIGHT_GRAY_STAINED_GLASS_PANE;
/**
* Get a background item with backgroundMat as the displayed material.
* A background item is a GuiItem that do nothing when interacted with and have an empty name.
* @param backgroundMat The material to which the background item should be made of.
* @return A background item with backgroundMat as material.
*/
public static GuiItem backgroundItem(Material backgroundMat){ public static GuiItem backgroundItem(Material backgroundMat){
ItemStack item = new ItemStack(backgroundMat); ItemStack item = new ItemStack(backgroundMat);
ItemMeta meta = item.getItemMeta(); ItemMeta meta = item.getItemMeta();
@ -49,19 +76,46 @@ public class GuiGlobalItems {
item.setItemMeta(meta); item.setItemMeta(meta);
return new GuiItem(item, GuiGlobalActions.stayInPlace, CustomAnvil.instance); return new GuiItem(item, GuiGlobalActions.stayInPlace, CustomAnvil.instance);
} }
/**
* Get default background GuiItem.
* A background item is a GuiItem that do nothing when interacted with and have an empty name.
* @return A new instance of the default background item.
*/
public static GuiItem backgroundItem(){ public static GuiItem backgroundItem(){
return backgroundItem(DEFAULT_BACKGROUND_MAT); return backgroundItem(DEFAULT_BACKGROUND_MAT);
} }
/**
* Add default background item to a GUI pattern with the reserved character key <strong>0</strong>.
* A background item is a GuiItem that do nothing when interacted with and have an empty name.
* @param target The pattern to add the background item.
* @param backgroundMat The material of the background item.
*/
public static void addBackgroundItem(@NotNull PatternPane target, public static void addBackgroundItem(@NotNull PatternPane target,
@NotNull Material backgroundMat){ @NotNull Material backgroundMat){
target.bindItem('0', backgroundItem(backgroundMat)); target.bindItem('0', backgroundItem(backgroundMat));
} }
/**
* Add default background item to a GUI pattern with the reserved character key <strong>0</strong>.
* A background item is a GuiItem that do nothing when interacted with and have an empty name.
* @param target The pattern to add the background item.
*/
public static void addBackgroundItem(@NotNull PatternPane target){ public static void addBackgroundItem(@NotNull PatternPane target){
addBackgroundItem(target, DEFAULT_BACKGROUND_MAT); addBackgroundItem(target, DEFAULT_BACKGROUND_MAT);
} }
private static final Material DEFAULT_SAVE_ITEM = Material.LIME_DYE; private static final Material DEFAULT_SAVE_ITEM = Material.LIME_DYE;
private static final Material DEFAULT_NO_CHANGE_ITEM = Material.GRAY_DYE; private static final Material DEFAULT_NO_CHANGE_ITEM = Material.GRAY_DYE;
/**
* Create a new save setting GuiItem.
* A save setting item is a GuiItem that save a changed setting when clicked.
* This item also check if the player who interacted with the item have the permission to save before saving.
* @param setting The setting to change.
* @param goal Parent GUI of this setting GUI. as setting will be change the display of goal GUI will be updated.
* @return A save setting item.
*/
public static GuiItem saveItem( public static GuiItem saveItem(
@NotNull AbstractSettingGui setting, @NotNull AbstractSettingGui setting,
@NotNull ValueUpdatableGui goal){ @NotNull ValueUpdatableGui goal){
@ -75,6 +129,7 @@ public class GuiGlobalItems {
CustomAnvil.instance); CustomAnvil.instance);
} }
// Create static non change item
private static final GuiItem NO_CHANGE_ITEM; private static final GuiItem NO_CHANGE_ITEM;
static { static {
ItemStack item = new ItemStack(DEFAULT_NO_CHANGE_ITEM); ItemStack item = new ItemStack(DEFAULT_NO_CHANGE_ITEM);
@ -84,10 +139,22 @@ public class GuiGlobalItems {
NO_CHANGE_ITEM = new GuiItem(item,GuiGlobalActions.stayInPlace, CustomAnvil.instance); NO_CHANGE_ITEM = new GuiItem(item,GuiGlobalActions.stayInPlace, CustomAnvil.instance);
} }
/**
* Get the global "no change" GuiItem.
* The no change item do nothing when interacted, only the title is change to show there is no change.
* @return The global "no change" item.
*/
public static GuiItem noChangeItem(){ public static GuiItem noChangeItem(){
return NO_CHANGE_ITEM; return NO_CHANGE_ITEM;
} }
/**
* Create a new "create and go to the setting GUI" GuiItem.
* This item will create and open a setting GUI from the factory.
* @param item The item that will be displayed.
* @param factory The setting's GUI factory.
* @return A formatted GuiItem that will create and open a GUI for the setting.
*/
public static GuiItem openSettingGuiItem( public static GuiItem openSettingGuiItem(
@NotNull ItemStack item, @NotNull ItemStack item,
@NotNull AbstractSettingGui.SettingGuiFactory factory @NotNull AbstractSettingGui.SettingGuiFactory factory
@ -95,8 +162,17 @@ public class GuiGlobalItems {
return new GuiItem(item, GuiGlobalActions.openSettingGuiAction(factory), CustomAnvil.instance); return new GuiItem(item, GuiGlobalActions.openSettingGuiAction(factory), CustomAnvil.instance);
} }
// Prefix of the one line lore that will be added to setting's item.
public static final String SETTING_ITEM_LORE_PREFIX = "\u00A77value: "; public static final String SETTING_ITEM_LORE_PREFIX = "\u00A77value: ";
/**
* Create a new Boolean setting GuiItem.
* This item will create and open a boolean setting GUI from the factory.
* The item will have its value written in the lore part of the item.
* @param factory The setting's GUI factory.
* @param name Name of the item.
* @return A formatted GuiItem that will create and open a GUI for the boolean setting.
*/
public static GuiItem boolSettingGuiItem( public static GuiItem boolSettingGuiItem(
@NotNull BoolSettingsGui.BoolSettingFactory factory, @NotNull BoolSettingsGui.BoolSettingFactory factory,
@NotNull String name @NotNull String name
@ -118,14 +194,30 @@ public class GuiGlobalItems {
return createGuiItemFromProperties(factory, itemMat, itemName, value); return createGuiItemFromProperties(factory, itemMat, itemName, value);
} }
/**
* Create a new boolean setting GuiItem.
* This item will create and open a boolean setting GUI from the factory.
* The item will have its value written in the lore part of the item.
* Item's name will be the factory set title.
* @param factory The setting's GUI factory.
* @return A formatted GuiItem that will create and open a GUI for the boolean setting.
*/
public static GuiItem boolSettingGuiItem( public static GuiItem boolSettingGuiItem(
@NotNull BoolSettingsGui.BoolSettingFactory factory @NotNull BoolSettingsGui.BoolSettingFactory factory
){ ){
String configPath = getConfigNameFromPath(factory.getConfigPath()); String configPath = getConfigNameFromPath(factory.getConfigPath());
return boolSettingGuiItem(factory, StringUtil.snakeToUpperSpacedCase(configPath)); return boolSettingGuiItem(factory, CasedStringUtil.snakeToUpperSpacedCase(configPath));
} }
/**
* Create a new int setting GuiItem.
* This item will create and open an int setting GUI from the factory.
* The item will have its value written in the lore part of the item.
* @param factory The setting's GUI factory.
* @param itemMat Displayed material of the item.
* @param name Name of the item.
* @return A formatted GuiItem that will create and open a GUI for the int setting.
*/
public static GuiItem intSettingGuiItem( public static GuiItem intSettingGuiItem(
@NotNull IntSettingsGui.IntSettingFactory factory, @NotNull IntSettingsGui.IntSettingFactory factory,
@NotNull Material itemMat, @NotNull Material itemMat,
@ -138,21 +230,39 @@ public class GuiGlobalItems {
return createGuiItemFromProperties(factory, itemMat, itemName, value); return createGuiItemFromProperties(factory, itemMat, itemName, value);
} }
/**
* Create a new int setting GuiItem.
* This item will create and open an int setting GUI from the factory.
* The item will have its value written in the lore part of the item.
* Item's name will be the factory set title.
* @param factory The setting's GUI factory.
* @param itemMat Displayed material of the item.
* @return A formatted GuiItem that will create and open a GUI for the int setting.
*/
public static GuiItem intSettingGuiItem( public static GuiItem intSettingGuiItem(
@NotNull IntSettingsGui.IntSettingFactory factory, @NotNull IntSettingsGui.IntSettingFactory factory,
@NotNull Material itemMat @NotNull Material itemMat
){ ){
String configPath = getConfigNameFromPath(factory.getConfigPath()); String configPath = getConfigNameFromPath(factory.getConfigPath());
return intSettingGuiItem(factory, itemMat, StringUtil.snakeToUpperSpacedCase(configPath)); return intSettingGuiItem(factory, itemMat, CasedStringUtil.snakeToUpperSpacedCase(configPath));
} }
/**
* Create an arbitrary GuiItem from a unique setting and item's property.
* @param factory The setting's GUI factory.
* @param itemMat Displayed material of the item.
* @param itemName Name of the item.
* @param value Value of the setting when the item is created.
* Will not update automatically, if the setting's value change, the item need to be created again.
* @return A formatted GuiItem that will create and open a GUI for the setting.
*/
private static GuiItem createGuiItemFromProperties( private static GuiItem createGuiItemFromProperties(
@NotNull AbstractSettingGui.SettingGuiFactory factory, @NotNull AbstractSettingGui.SettingGuiFactory factory,
@NotNull Material itemMat, @NotNull Material itemMat,
@NotNull StringBuilder itemName, @NotNull StringBuilder itemName,
@NotNull Object value @NotNull Object value
){ ){
// Create item // Create & initialise item
ItemStack item = new ItemStack(itemMat); ItemStack item = new ItemStack(itemMat);
ItemMeta itemMeta = item.getItemMeta(); ItemMeta itemMeta = item.getItemMeta();
@ -160,13 +270,20 @@ public class GuiGlobalItems {
itemMeta.setLore(Collections.singletonList(SETTING_ITEM_LORE_PREFIX+value)); itemMeta.setLore(Collections.singletonList(SETTING_ITEM_LORE_PREFIX+value));
item.setItemMeta(itemMeta); item.setItemMeta(itemMeta);
// Create GuiItem
return openSettingGuiItem(item, factory); return openSettingGuiItem(item, factory);
} }
/**
* Get the setting name from the setting path.
* For example: "gui.command.name" will return "name".
* @param path The setting's path.
* @return The setting's name.
*/
public static String getConfigNameFromPath(String path){ public static String getConfigNameFromPath(String path){
// Get index of first dot
int indexOfDot = path.indexOf("."); int indexOfDot = path.indexOf(".");
//if(indexOfDot == -1) return path; // when indexOfDot == -1 (not fond), it is implied that indexOfDot+1 = 0. substring will keep the full path as expected
// indexOfDot == -1 (not fond) imply indexOfDot+1 = 0. substring will keep the full path as expected
return path.substring(indexOfDot+1); return path.substring(indexOfDot+1);
} }

View file

@ -1,8 +1,18 @@
package xyz.alexcrea.cuanvil.util; package xyz.alexcrea.cuanvil.util;
public class StringUtil { /**
* An incomplete cased string util
*/
public class CasedStringUtil {
//we assume snake_cased_string is in snake case /**
* Transform a snake cased string to an upper-cased spaced string.
* <p>
* for example: if we use "hello_world" as an input this function will return "Hello World".
* @param snake_cased_string The input string.
* This argument NEED to be a snake cased string, or it will not work
* @return The input as an upper-cased string with space separator.
*/
public static String snakeToUpperSpacedCase(String snake_cased_string){ public static String snakeToUpperSpacedCase(String snake_cased_string){
if(snake_cased_string.contentEquals("")) return ""; if(snake_cased_string.contentEquals("")) return "";
StringBuilder result = new StringBuilder(); StringBuilder result = new StringBuilder();