using System.Numerics;
namespace Content.Client.Parallax.Data;
///
/// The configuration for a parallax layer.
///
[DataDefinition]
public sealed partial class ParallaxLayerConfig
{
///
/// The texture source for this layer.
///
[DataField("texture", required: true)]
public IParallaxTextureSource Texture { get; set; } = default!;
///
/// A scaling factor for the texture.
/// In the interest of simplifying maths, this is rounded down to integer for ParallaxControl, so be careful.
///
[DataField("scale")]
public Vector2 Scale { get; set; } = Vector2.One;
///
/// If true, this layer is tiled as the camera scrolls around.
/// If false, this layer only shows up around it's home position.
///
[DataField("tiled")]
public bool Tiled { get; set; } = true;
///
/// A position relative to the centre of a ParallaxControl that this parallax should be drawn at, in pixels.
/// Used for menus.
/// Note that this is ignored if the parallax layer is tiled - in that event a random pixel offset is used and slowness is applied.
///
[DataField("controlHomePosition")]
public Vector2 ControlHomePosition { get; set; }
///
/// The "relative to ParallaxAnchor" starting world position for this layer.
/// Essentially, an unclamped lerp occurs between here and the eye position, with Slowness as the factor.
/// Used for in-game.
///
[DataField("worldHomePosition")]
public Vector2 WorldHomePosition { get; set; }
///
/// An adjustment performed to the world position of this layer after parallax shifting.
/// Used for in-game.
/// Useful for moving around Slowness = 1.0 objects (which can't otherwise be moved from screen centre).
///
[DataField("worldAdjustPosition")]
public Vector2 WorldAdjustPosition { get; set; }
///
/// Multiplier of parallax shift.
/// A slowness of 0.0f anchors this layer to the world.
/// A slowness of 1.0f anchors this layer to the camera.
///
[DataField("slowness")]
public float Slowness { get; set; } = 0.5f;
///
/// Should the parallax scroll at a specific rate per second.
///
[DataField("scrolling")] public Vector2 Scrolling = Vector2.Zero;
[DataField("shader")] public string? Shader = "unshaded";
}