<commit_before>﻿using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Xml.Serialization;
using UnityEngine;

namespace VRGIN.Core
{
    /// <summary>
    /// Class that holds settings for VR. Saved as an XML file.
    /// 
    /// In order to create your own settings file, extend this class and add your own properties. Make sure to call <see cref="TriggerPropertyChanged(string)"/> if you want to use
    /// the events.
    /// </summary>
    [XmlRoot("Settings")]
    public class VRSettings
    {
        private VRSettings _OldSettings;
        private IDictionary<string, IList<EventHandler<PropertyChangedEventArgs>>> _Listeners = new Dictionary<string, IList<EventHandler<PropertyChangedEventArgs>>>();

        [XmlIgnore]
        public string Path { get; set; }

        private float _Distance = 0.3f;
        /// <summary>
        /// Gets or sets the distance between the camera and the GUI at [0,0,0] [seated]
        /// </summary>
        public float Distance { get { return _Distance; } set { _Distance = Mathf.Clamp(value, 0.1f, 10f); TriggerPropertyChanged("Distance"); } }

        private float _Angle = 170f;
        /// <summary>
        /// Gets or sets the width of the arc the GUI takes up. [seated]
        /// </summary>
        public float Angle { get { return _Angle; } set { _Angle = Mathf.Clamp(value, 50f, 360f); TriggerPropertyChanged("Angle"); } }

        private float _IPDScale = 1f;
        /// <summary>
        /// Gets or sets the scale of the camera. The higher, the more gigantic the player is.
        /// </summary>
        public float IPDScale { get { return _IPDScale; } set { _IPDScale = Mathf.Clamp(value, 0.01f, 10f); TriggerPropertyChanged("IPDScale"); } }<commit_msg>Comments<commit_after>﻿using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Xml.Serialization;
using UnityEngine;

namespace VRGIN.Core
{
    /// <summary>
    /// Class that holds settings for VR. Saved as an XML file.
    /// 
    /// In order to create your own settings file, extend this class and add your own properties. Make sure to call <see cref="TriggerPropertyChanged(string)"/> if you want to use
    /// the events.
    /// IMPORTANT: When extending, add an XmlRoot annotation to the class like so:
    /// <code>[XmlRoot("Settings")]</code>
    /// </summary>
    [XmlRoot("Settings")]
    public class VRSettings
    {
        private VRSettings _OldSettings;
        private IDictionary<string, IList<EventHandler<PropertyChangedEventArgs>>> _Listeners = new Dictionary<string, IList<EventHandler<PropertyChangedEventArgs>>>();

        [XmlIgnore]
        public string Path { get; set; }

        private float _Distance = 0.3f;
        /// <summary>
        /// Gets or sets the distance between the camera and the GUI at [0,0,0] [seated]
        /// </summary>
        public float Distance { get { return _Distance; } set { _Distance = Mathf.Clamp(value, 0.1f, 10f); TriggerPropertyChanged("Distance"); } }

        private float _Angle = 170f;
        /// <summary>
        /// Gets or sets the width of the arc the GUI takes up. [seated]
        /// </summary>
        public float Angle { get { return _Angle; } set { _Angle = Mathf.Clamp(value, 50f, 360f); TriggerPropertyChanged("Angle"); } }

        private float _IPDScale = 1f;
        /// <summary>
        /// Gets or sets the scale of the camera. The higher, the more gigantic the player is.
        /// </summary>
        public float IPDScale { get { return _IPDScale; } set { _IPDScale = Mathf.Clamp(value, 0.01f, 10f); TriggerPropertyChanged("IPDScale"); } }
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