/*
 * Copyright (c) 2019-2026 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.common.value.qual.IntRange;
import org.cloudburstmc.math.vector.Vector3f;
import org.geysermc.geyser.api.GeyserApi;
import org.jspecify.annotations.Nullable;

/**
 * This interface represents a camera position instruction. Can be built with the {@link #builder()}.
 * <p>
 * Any camera position instruction pins the client camera to a specific position and rotation.
 * You can set {@link CameraEaseType} to ensure a smooth transition that will last {@link #easeSeconds()} seconds.
 * A {@link CameraFade} can also be sent, which will transition the player to a coloured transition during the transition.
 * <p>
 * Use {@link CameraData#sendCameraPosition(CameraPosition)} to send such an instruction to any connection.
 */
public interface CameraPosition {

    /**
     * Gets the camera's position.
     *
     * @return camera position vector
     */
    Vector3f position();

    /**
     * Gets the {@link CameraEaseType} of the camera.
     * If not set, there is no easing.
     *
     * @return camera ease type
     */
    @Nullable CameraEaseType easeType();

    /**
     * Gets the {@link CameraFade} to be sent along the camera position instruction.
     * If set, they will run at once.
     *
     * @return camera fade, or null if not present
     */
    @Nullable CameraFade cameraFade();

    /**
     * Gets the easing duration of the camera, in seconds.
     * Is only used if a {@link CameraEaseType} is set.
     *
     * @return camera easing duration in seconds
     */
    float easeSeconds();

    /**
     * Gets the x-axis rotation of the camera.
     * To prevent the camera from being upside down, Bedrock limits the range to -90 to 90.
     * Will be overridden if {@link #facingPosition()} is set.
     *
     * @return camera x-axis rotation
     */
    @IntRange(from = -90, to = 90) int rotationX();

    /**
     * Gets the y-axis rotation of the camera.
     * Will be overridden if {@link #facingPosition()} is set.
     *
     * @return camera y-axis rotation
     */
    int rotationY();

    /**
     * Gets the position that the camera is facing.
     * Can be used instead of manually setting rotation values.
     * <p>
     * If set, the rotation values set via {@link #rotationX()} and {@link #rotationY()} will be ignored.
     *
     * @return Camera's facing position
     */
    @Nullable Vector3f facingPosition();

    /**
     * Controls whether player effects, such as night vision or blindness, should be rendered on the camera.
     * Defaults to false.
     *
     * @return whether player effects should be rendered
     */
    boolean renderPlayerEffects();

    /**
     * Controls whether the player position should be used for directional audio.
     * If false, the camera position will be used instead.
     *
     * @return whether the players position should be used for directional audio
     */
    boolean playerPositionForAudio();

    /**
     * Creates a Builder for CameraPosition
     *
     * @return a CameraPosition Builder
     */
    static CameraPosition.Builder builder() {
        return GeyserApi.api().provider(CameraPosition.Builder.class);
    }

    interface Builder {

        Builder cameraFade(@Nullable CameraFade cameraFade);

        Builder renderPlayerEffects(boolean renderPlayerEffects);

        Builder playerPositionForAudio(boolean playerPositionForAudio);

        Builder easeType(@Nullable CameraEaseType easeType);

        Builder easeSeconds(float easeSeconds);

        Builder position(Vector3f position);

        Builder rotationX(@IntRange(from = -90, to = 90) int rotationX);

        Builder rotationY(int rotationY);

        Builder facingPosition(@Nullable Vector3f facingPosition);

        CameraPosition build();
    }
}
