// Check documentation for more information with examples
// https://github.com/lukaskabc/SimpleCustomEarlyLoading#configuration
{
  // texture elements to render
  "elements": [
    // note that order matters - elements are rendered from top to bottom
    // lower elements will be rendered over the higher ones
    {
      // example background
      // you can also specify multiple images from which a random one will be picked
      // "image": ["stellarview.png", "another.png", "yet_another.png"],
      "image": "stellarview.png",
      // "display_conditions": [
      //   // a list of conditions, when any of the conditions is met, the element will be rendered
      //   // the condition result can be negated with "negate": true
      //   // the condition can also be activated only once and hold forever after that with "hold_after_trigger": true
      //   {
      //     "type": "LOADING_PERCENTAGE", // renders the element when the Minecraft loading progress percentage is in the defined range
      //     "minimum": 0,
      //     "minimumInclusive": false,
      //     "maximum": 50,
      //     "maximumInclusive": true,
      //   },
      //   {
      //     "type": "LOADING_STAGE", // renders the element when any active loading stage contains any of the defined keywords (stages below)
      //     // the match is not case sensitive
      //     "stages": [
      //       // Note that some stages may occure concurently or in a different order
      //       // some of the options for example are:
      //       "Scanning mod candidates",
      //       "Launching minecraft",
      //       "Loading bootstrap resources",
      //       "Loading mods",
      //       "Mod Construction",
      //       "Mod Construction: Deferred Queue",
      //       "Registry initialization",
      //       "Config loading",
      //       "Minecraft Progress",
      //       "Sided setup"
      //     ]
      //   }
      // ],
      "position": {
        // define which point in the image should be aligned at x, y position on the window
        // Possible values: TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT, CENTER, TOP_CENTER, BOTTOM_CENTER, LEFT_CENTER, RIGHT_CENTER
        "position_anchor": "TOP_LEFT",
        // The unit for x, y position PIXELS or PERCENTAGE (percentage of the window values: 0-100)
        // the position unit can also be defined for each coordinate separately position_unit_x, position_unit_y
        "position_unit": "PIXELS",
        // The position of the anchor on the screen in position_unit
        "x": 0,
        "y": 0,
        // The unit for width, height - PIXELS or PERCENTAGE (again, percantage of the window) - can't be defined separately
        "size_unit": "PERCENTAGE",
        // "keep_aspect_ratio": false, // to disable maintaining aspect ratio (enabled by default)
        // The width and height of the image in size_unit
        // if you specify both values, the aspect ratio is not preserved
        // if you specify only one value, the other is calculated to preserve the aspect ratio
        "width": 100,
        "height": 100
      }
    },
    {
      // the loading text should be centered and poistioned at 60% from the top of the window
      // loading.png is also available if you want the text without animation
      "image": "loading.apng",
      // APNG texture can also be rendered based on the loading progress
      // if the APNG texture has 100 frames, each frame will be rendered at each percentage of the loading progress (so frame 50 will be rendered at 50% loading progress)
      // GAME_LOADING_IMAGE uses minecraft loading progress, note that this progress is AFTER the early loading
      // TOTAL_LOADING_IMAGE uses heuristic based on known loading phases to estimate the total loading progress,
      //                     that includes the early loading AND minecraft loading in total
      // "type": "TOTAL_LOADING_IMAGE" // or "GAME_LOADING_IMAGE"
      "position": {
        // using bottom center alignes the bottom of the loading text to the 60%
        // this comes handy as we want to render the loading bar below it
        "position_anchor": "BOTTOM_CENTER",
        "position_unit": "PERCENTAGE",
        "x": 50,
        "y": 60,
        "size_unit": "PERCENTAGE",
        // the loading text should be 25% of the window width
        "width": 25
      }
    }
  ],
  // "progress_bar": null to remove the default progress bar element
  "progress_bar": {
    // 3 is also default when the value is not specified
    "bar_count": 3,
    "position": {
      "position_anchor": "TOP_CENTER",
      "position_unit": "PERCENTAGE",
      "x": 50,
      "y": 65
      // custom width and height is not supported
    }
  },
  "performance_bar": true,
  "fox": false,
  "log_messages": true,
  "forge_version": false
  // I dont think it would be nice to remove the mojang logo and change the branding, so I am not allowing it here

  // When specified, the window resolution will be fixed
  // if omited, the window resolution will match the window size in fml.toml
  // also note that this resolution is for the frame buffer, some height of the window is taken by the window header
  // so if you set the height of the monitor, you will get black bars on sides
  // since the frame buffer will be actually higher than the space in the window
  // "resolution_width": 854,
  // "resolution_height": 480
}
