Geyser/api/src/main/java/org/geysermc/geyser/api/bedrock/camera/CameraData.java

148 lines
6.1 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();
}