188 lines
5.9 KiB
Java
188 lines
5.9 KiB
Java
/*
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* This file is part of MapReflectionAPI.
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* Copyright (c) 2022 inventivetalent / SBDevelopment - All Rights Reserved
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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package tech.sbdevelopment.mapreflectionapi.api;
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import org.bukkit.OfflinePlayer;
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import org.bukkit.World;
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import org.bukkit.entity.ItemFrame;
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import org.bukkit.entity.Player;
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import tech.sbdevelopment.mapreflectionapi.api.exceptions.MapLimitExceededException;
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public interface MapController {
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/**
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* Add a viewer
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*
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* @param player {@link Player} to add
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*/
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void addViewer(Player player) throws MapLimitExceededException;
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/**
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* Remove a viewer
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*
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* @param player {@link OfflinePlayer} to remove
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*/
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void removeViewer(OfflinePlayer player);
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/**
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* Remove all viewers
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*/
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void clearViewers();
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/**
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* Check if a player is viewing
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*
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* @param player {@link OfflinePlayer} to check
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* @return <code>true</code> if the player is viewing
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*/
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boolean isViewing(OfflinePlayer player);
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/**
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* Get the map ID for a player
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*
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* @param player {@link OfflinePlayer} to get the ID for
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* @return the ID, or <code>-1</code> if no ID exists (i.e. the player is not viewing)
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*/
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int getMapId(OfflinePlayer player);
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/**
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* Update the image
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*
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* @param content new {@link ArrayImage} content
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*/
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void update(ArrayImage content);
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/**
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* Get the content of the controller
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*
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* @return The {@link ArrayImage}
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*/
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ArrayImage getContent();
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/**
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* Send the content to a player
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*
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* @param player {@link Player} receiver of the content
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*/
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void sendContent(Player player);
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/**
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* Send the content to a player
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*
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* @param player {@link Player} receiver of the content
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* @param withoutQueue if <code>true</code>, the content will be sent immediately
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*/
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void sendContent(Player player, boolean withoutQueue);
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/**
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* Show in a player's inventory
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*
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* @param player {@link Player}
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* @param slot slot to show the map in
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* @param force if <code>false</code>, the map will not be shown if the player is in creative mode
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*/
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void showInInventory(Player player, int slot, boolean force);
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/**
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* Show in a player's inventory
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*
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* @param player {@link Player}
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* @param slot slot to show the map in
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*/
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void showInInventory(Player player, int slot);
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/**
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* Show in a player's hand
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*
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* @param player {@link Player}
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* @param force if <code>false</code>, the map will not be shown if the player is not holding a map, or is in creative mode
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* @see #showInFrame(Player, ItemFrame, boolean)
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*/
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void showInHand(Player player, boolean force);
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/**
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* Show in a player's hand
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*
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* @param player {@link Player}
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*/
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void showInHand(Player player);
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/**
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* Show in an {@link ItemFrame}
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*
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* @param player {@link Player} that will be able to see the map
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* @param frame {@link ItemFrame} to show the map in
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*/
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void showInFrame(Player player, ItemFrame frame);
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/**
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* Show in an {@link ItemFrame}
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*
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* @param player {@link Player} that will be able to see the map
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* @param frame {@link ItemFrame} to show the map in
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* @param force if <code>false</code>, the map will not be shown if there is not Map-Item in the ItemFrame
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*/
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void showInFrame(Player player, ItemFrame frame, boolean force);
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/**
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* Show in an {@link ItemFrame}
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*
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* @param player {@link Player} that will be able to see the map
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* @param entityId Entity-ID of the {@link ItemFrame} to show the map in
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*/
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void showInFrame(Player player, int entityId);
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/**
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* Show in an {@link ItemFrame}
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*
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* @param player {@link Player} that will be able to see the map
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* @param entityId Entity-ID of the {@link ItemFrame} to show the map in
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* @param debugInfo {@link String} to show when a player looks at the map, or <code>null</code>
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*/
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void showInFrame(Player player, int entityId, String debugInfo);
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/**
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* Clear a frame
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*
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* @param player {@link Player} that will be able to see the cleared frame
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* @param entityId Entity-ID of the {@link ItemFrame} to clear
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*/
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void clearFrame(Player player, int entityId);
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/**
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* Clear a frame
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*
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* @param player {@link Player} that will be able to see the cleared frame
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* @param frame {@link ItemFrame} to clear
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*/
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void clearFrame(Player player, ItemFrame frame);
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/**
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* Get an {@link ItemFrame} by its entity ID
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*
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* @param world The world the {@link ItemFrame} is in
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* @param entityId Entity-ID of the {@link ItemFrame}
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* @return The found {@link ItemFrame}, or <code>null</code>
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*/
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ItemFrame getItemFrameById(World world, int entityId);
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}
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