* Implements Basic/Advanced/Expert settings panels
Better alternative to https://github.com/BentoBoxWorld/BentoBox/pull/887
* Remove StatusIcon class - not used.
* Fixes glow of active tab.
* Moved FlagMode to Flag.Mode
* Display the LOCK flag no matter what the tab is
* Made the "mode" being saved for the player instead of per-tab
This means that a player will have its "mode" saved when he comes back later in the Settings Panel while also making the navigation more fluent - he won't need to set PROTECTION and SETTING to the same mode everytime.
Also renamed Flag.Mode#getNextFlag() to #getNext()
Added PlayersManager#setFlagsDisplayMode(UUID, Flag.Mode), #getFlagsDisplayMode(UUID)
* Play a sound when click on the mode button
* Added a description to the "mode" item
* Modified the mode for some flags
TabbedPanel extends Panel so that when an icon is
clicked, the context can be gathered by the click listener via the
getActiveTab method. In this case, the CycleClick and IslandToggleClick
classes cast the tab to the SettingsTab so they can retrieve the island
that the panel is referring too. This is required in the case where an
admin is setting a user's island settings. Previously the context of a
panel was only every about the user who opened the panel.
* Adds a tabbed panel API
* Added permission for tab
* Adds default world protection settings GUI
This switches the settings panel to use the new TabbedPanel API.
https://github.com/BentoBoxWorld/BentoBox/issues/384
* Adds admin command to change a player's settings.
Requires addon to add the admin settings command.
https://github.com/BentoBoxWorld/BentoBox/issues/59
* Locale for AdminSettingsCommand
This actually makes them always lowercase in the code.
The previous approach of using a case insensitive TreeMap was not
possible because it could not handle null values, which could occur if
the bundle had no blueprint set for a specific world environment. This
approach was the easiest and most straightforward.
The assumption here is that the admin was changing the unique name of
the blueprint bundle in the JSON file.
https://github.com/BentoBoxWorld/BentoBox/issues/865
If an addon doesn't have any default bundles a default one is made, but
the previous code was making multiple attempts to do that instead of
doing it once.