mirror of
https://github.com/GeyserMC/Geyser.git
synced 2024-08-14 23:57:35 +00:00
0ca42308eb
* Add API to show/hide GUI elements * Bump version to 2.3.2 --------- Co-authored-by: Konicai <71294714+Konicai@users.noreply.github.com>
180 lines
7.1 KiB
Java
180 lines
7.1 KiB
Java
/*
|
|
* Copyright (c) 2019-2023 GeyserMC. http://geysermc.org
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
* of this software and associated documentation files (the "Software"), to deal
|
|
* in the Software without restriction, including without limitation the rights
|
|
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
* copies of the Software, and to permit persons to whom the Software is
|
|
* furnished to do so, subject to the following conditions:
|
|
*
|
|
* The above copyright notice and this permission notice shall be included in
|
|
* all copies or substantial portions of the Software.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
* THE SOFTWARE.
|
|
*
|
|
* @author GeyserMC
|
|
* @link https://github.com/GeyserMC/Geyser
|
|
*/
|
|
|
|
package org.geysermc.geyser.api.bedrock.camera;
|
|
|
|
import org.checkerframework.checker.nullness.qual.NonNull;
|
|
import org.checkerframework.checker.nullness.qual.Nullable;
|
|
import org.geysermc.geyser.api.connection.GeyserConnection;
|
|
|
|
import java.util.Set;
|
|
import java.util.UUID;
|
|
|
|
/**
|
|
* This interface holds all the methods that relate to a client's camera.
|
|
* Can be accessed through {@link GeyserConnection#camera()}.
|
|
*/
|
|
public interface CameraData {
|
|
|
|
/**
|
|
* Sends a camera fade instruction to the client.
|
|
* If an existing camera fade is already in progress, the current fade will be prolonged.
|
|
* Can be built using {@link CameraFade.Builder}.
|
|
* To stop a fade early, use {@link #clearCameraInstructions()}.
|
|
*
|
|
* @param fade the camera fade instruction to send
|
|
*/
|
|
void sendCameraFade(@NonNull CameraFade fade);
|
|
|
|
/**
|
|
* Sends a camera position instruction to the client.
|
|
* If an existing camera movement is already in progress,
|
|
* the final camera position will be the one of the latest instruction, and
|
|
* the (optional) camera fade will be added on top of the existing fade.
|
|
* Can be built using {@link CameraPosition.Builder}.
|
|
* To stop reset the camera position/stop ongoing instructions, use {@link #clearCameraInstructions()}.
|
|
*
|
|
* @param position the camera position instruction to send
|
|
*/
|
|
void sendCameraPosition(@NonNull CameraPosition position);
|
|
|
|
/**
|
|
* Stops all sent camera instructions (fades, movements, and perspective locks).
|
|
* This will not stop any camera shakes/input locks/fog effects, use the respective methods for those.
|
|
*/
|
|
void clearCameraInstructions();
|
|
|
|
/**
|
|
* Forces a {@link CameraPerspective} on the client. This will prevent the client
|
|
* from changing their camera perspective until it is unlocked via {@link #clearCameraInstructions()}.
|
|
* <p>
|
|
* Note: You cannot force a client into a free camera perspective with this method.
|
|
* To do that, send a {@link CameraPosition} via {@link #sendCameraPosition(CameraPosition)} - it requires a set position
|
|
* instead of being relative to the player.
|
|
*
|
|
* @param perspective the {@link CameraPerspective} to force
|
|
*/
|
|
void forceCameraPerspective(@NonNull CameraPerspective perspective);
|
|
|
|
/**
|
|
* Gets the client's current {@link CameraPerspective}, if one is currently forced.
|
|
* This will return {@code null} if the client is not currently forced into a perspective.
|
|
* If a perspective is forced, the client will not be able to change their camera perspective until it is unlocked.
|
|
*
|
|
* @return the forced perspective, or {@code null} if none is forced
|
|
*/
|
|
@Nullable CameraPerspective forcedCameraPerspective();
|
|
|
|
/**
|
|
* Shakes the client's camera.
|
|
* <p>
|
|
* If the camera is already shaking with the same {@link CameraShake} type, then the additional intensity
|
|
* will be layered on top of the existing intensity, with their own distinct durations.<br>
|
|
* If the existing shake type is different and the new intensity/duration are not positive, the existing shake only
|
|
* switches to the new type. Otherwise, the existing shake is completely overridden.
|
|
*
|
|
* @param intensity the intensity of the shake. The client has a maximum total intensity of 4.
|
|
* @param duration the time in seconds that the shake will occur for
|
|
* @param type the type of shake
|
|
*/
|
|
void shakeCamera(float intensity, float duration, @NonNull CameraShake type);
|
|
|
|
/**
|
|
* Stops all camera shakes of any type.
|
|
*/
|
|
void stopCameraShake();
|
|
|
|
/**
|
|
* Adds the given fog IDs to the fog cache, then sends all fog IDs in the cache to the client.
|
|
* <p>
|
|
* Fog IDs can be found <a href="https://wiki.bedrock.dev/documentation/fog-ids.html">here</a>
|
|
*
|
|
* @param fogNameSpaces the fog IDs to add. If empty, the existing cached IDs will still be sent.
|
|
*/
|
|
void sendFog(String... fogNameSpaces);
|
|
|
|
/**
|
|
* Removes the given fog IDs from the fog cache, then sends all fog IDs in the cache to the client.
|
|
*
|
|
* @param fogNameSpaces the fog IDs to remove. If empty, all fog IDs will be removed.
|
|
*/
|
|
void removeFog(String... fogNameSpaces);
|
|
|
|
/**
|
|
* Returns an immutable copy of all fog affects currently applied to this client.
|
|
*/
|
|
@NonNull
|
|
Set<String> fogEffects();
|
|
|
|
/**
|
|
* (Un)locks the client's camera, so that they cannot look around.
|
|
* To ensure the camera is only unlocked when all locks are released, you must supply
|
|
* a UUID when using method, and use the same UUID to unlock the camera.
|
|
*
|
|
* @param lock whether to lock the camera
|
|
* @param owner the owner of the lock, represented with a UUID
|
|
* @return if the camera is locked after this method call
|
|
*/
|
|
boolean lockCamera(boolean lock, @NonNull UUID owner);
|
|
|
|
/**
|
|
* Returns whether the client's camera is locked.
|
|
*
|
|
* @return whether the camera is currently locked
|
|
*/
|
|
boolean isCameraLocked();
|
|
|
|
/**
|
|
* Hides a {@link GuiElement} on the client's side.
|
|
*
|
|
* @param element the {@link GuiElement} to hide
|
|
*/
|
|
void hideElement(@NonNull GuiElement... element);
|
|
|
|
/**
|
|
* Resets a {@link GuiElement} on the client's side.
|
|
* This makes the client decide on its own - e.g. based on client settings -
|
|
* whether to show or hide the gui element.
|
|
* <p>
|
|
* If no elements are specified, this will reset all currently hidden elements
|
|
*
|
|
* @param element the {@link GuiElement} to reset
|
|
*/
|
|
void resetElement(@NonNull GuiElement @Nullable... element);
|
|
|
|
/**
|
|
* Determines whether a {@link GuiElement} is currently hidden.
|
|
*
|
|
* @param element the {@link GuiElement} to check
|
|
*/
|
|
boolean isHudElementHidden(@NonNull GuiElement element);
|
|
|
|
/**
|
|
* Returns the currently hidden {@link GuiElement}s.
|
|
*
|
|
* @return an unmodifiable view of all currently hidden {@link GuiElement}s
|
|
*/
|
|
@NonNull Set<GuiElement> hiddenElements();
|
|
}
|