LeviLamina
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ClientLoadingProgressTickingSystem.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/deps/ecs/systems/ITickingSystem.h"
7#include "mc/deps/game_refs/WeakRef.h"
8#include "mc/world/actor/player/LoadingState.h"
9
10// auto generated forward declare list
11// clang-format off
14class ChunkPos;
16class EntityContext;
17class EntityRegistry;
20// clang-format on
21
23public:
24 // virtual functions
25 // NOLINTBEGIN
26 virtual void tick(::EntityRegistry& registry) /*override*/;
27 // NOLINTEND
28
29public:
30 // static functions
31 // NOLINTBEGIN
32#ifdef LL_PLAT_C
33 MCAPI static void _calculateLoadingProgressView(
34 ::ActorOwnerComponent& actorOwnerComponent,
35 ::BlockSourceComponent& blockSourceComponent,
36 ::DimensionStateComponent& dimensionStateComponent,
37 ::LoadedChunksComponent& loadedChunksComponent,
38 ::LoadingStateComponent& loadingStateComponent,
39 bool isTextureGroupReloading
40 );
41
42 MCAPI static float getLoadingProgress(::WeakRef<::EntityContext> entityRef);
43
44 MCAPI static ::LoadingState getLoadingState(::WeakRef<::EntityContext> entityRef);
45
46 MCAPI static bool hasFinishedLoading(::EntityContext const& entity);
47
48 MCAPI static bool hasFinishedLoading(::WeakRef<::EntityContext> entityRef);
49#endif
50 // NOLINTEND
51
52public:
53 // static variables
54 // NOLINTBEGIN
55 MCAPI static ::std::vector<::ChunkPos> const& mChunksNeededForLoadOffsets();
56 // NOLINTEND
57
58public:
59 // virtual function thunks
60 // NOLINTBEGIN
61#ifdef LL_PLAT_C
62 MCAPI void $tick(::EntityRegistry& registry);
63#endif
64
65
66 // NOLINTEND
67};
Definition ActorOwnerComponent.h:10
Definition BlockSourceComponent.h:13
Definition ChunkPos.h:13
Definition ClientLoadingProgressTickingSystem.h:22
Definition DimensionStateComponent.h:5
Definition EntityContext.h:15
Definition EntityRegistry.h:10
Definition ITickingSystem.h:15
Definition LoadedChunksComponent.h:5
Definition LoadingStateComponent.h:8
Definition WeakRef.h:8