Dalamud/imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationVec2.cs
2025-12-08 21:27:05 +01:00

149 lines
4.4 KiB
C#

using System.Numerics;
using System.Runtime.InteropServices;
namespace Dalamud.Bindings.ImAnim;
[StructLayout(LayoutKind.Sequential)]
public unsafe struct ImAnimVariationVec2
{
public ImAnimVariationMode Mode;
public Vector2 Amount;
public Vector2 MinClamp;
public Vector2 MaxClamp;
public uint Seed;
public delegate* unmanaged[Cdecl]<int, void*, Vector2> Callback;
public void* User;
public ImAnimVariationFloat X;
public ImAnimVariationFloat Y;
public static ImAnimVariationVec2 None => new()
{
Mode = ImAnimVariationMode.None,
Amount = Vector2.Zero,
MinClamp = new Vector2(float.MinValue),
MaxClamp = new Vector2(float.MaxValue),
Seed = 0,
Callback = null,
User = null,
X = ImAnimVariationFloat.None,
Y = ImAnimVariationFloat.None,
};
public static ImAnimVariationVec2 Inc(Vector2 amt) => new()
{
Mode = ImAnimVariationMode.Increment,
Amount = amt,
MinClamp = new Vector2(float.MinValue),
MaxClamp = new Vector2(float.MaxValue),
Seed = 0,
Callback = null,
User = null,
X = ImAnimVariationFloat.None,
Y = ImAnimVariationFloat.None,
};
public static ImAnimVariationVec2 Inc(float x, float y) => new()
{
Mode = ImAnimVariationMode.Increment,
Amount = new Vector2(x, y),
MinClamp = new Vector2(float.MinValue),
MaxClamp = new Vector2(float.MaxValue),
Seed = 0,
Callback = null,
User = null,
X = ImAnimVariationFloat.None,
Y = ImAnimVariationFloat.None,
};
public static ImAnimVariationVec2 Dec(Vector2 amt) => new()
{
Mode = ImAnimVariationMode.Decrement,
Amount = amt,
MinClamp = new Vector2(float.MinValue),
MaxClamp = new Vector2(float.MaxValue),
Seed = 0,
Callback = null,
User = null,
X = ImAnimVariationFloat.None,
Y = ImAnimVariationFloat.None,
};
public static ImAnimVariationVec2 Dec(float x, float y) => new()
{
Mode = ImAnimVariationMode.Decrement,
Amount = new Vector2(x, y),
MinClamp = new Vector2(float.MinValue),
MaxClamp = new Vector2(float.MaxValue),
Seed = 0,
Callback = null,
User = null,
X = ImAnimVariationFloat.None,
Y = ImAnimVariationFloat.None,
};
public static ImAnimVariationVec2 Mul(float f) => new()
{
Mode = ImAnimVariationMode.Multiply,
Amount = new Vector2(f),
MinClamp = new Vector2(float.MinValue),
MaxClamp = new Vector2(float.MaxValue),
Seed = 0,
Callback = null,
User = null,
X = ImAnimVariationFloat.None,
Y = ImAnimVariationFloat.None,
};
public static ImAnimVariationVec2 Rand(Vector2 amt) => new()
{
Mode = ImAnimVariationMode.Random,
Amount = amt,
MinClamp = new Vector2(float.MinValue),
MaxClamp = new Vector2(float.MaxValue),
Seed = 0,
Callback = null,
User = null,
X = ImAnimVariationFloat.None,
Y = ImAnimVariationFloat.None,
};
public static ImAnimVariationVec2 Rand(float x, float y) => new()
{
Mode = ImAnimVariationMode.Random,
Amount = new Vector2(x, y),
MinClamp = new Vector2(float.MinValue),
MaxClamp = new Vector2(float.MaxValue),
Seed = 0,
Callback = null,
User = null,
X = ImAnimVariationFloat.None,
Y = ImAnimVariationFloat.None,
};
// TODO: iam_variation_vec2_fn
public static ImAnimVariationVec2 Fn(ImAnim.VariationVec2Fn fn, void* userData = null) => new()
{
Mode = ImAnimVariationMode.Callback,
Amount = Vector2.Zero,
MinClamp = new Vector2(float.MinValue),
MaxClamp = new Vector2(float.MaxValue),
Seed = 0,
Callback = (delegate* unmanaged[Cdecl]<int, void*, Vector2>)Marshal.GetFunctionPointerForDelegate(fn),
User = userData,
X = ImAnimVariationFloat.None,
Y = ImAnimVariationFloat.None,
};
public static ImAnimVariationVec2 Axis(ImAnimVariationFloat vx, ImAnimVariationFloat vy) => new()
{
Mode = ImAnimVariationMode.None,
Amount = Vector2.Zero,
MinClamp = new Vector2(float.MinValue),
MaxClamp = new Vector2(float.MaxValue),
Seed = 0,
Callback = null,
User = null,
X = vx,
Y = vy,
};
}