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
12class Actor;
15class ChunkPos;
17class EntityContext;
18class EntityRegistry;
19class IBlockSource;
22class WeakEntityRef;
23// clang-format on
24
26public:
27 // virtual functions
28 // NOLINTBEGIN
29#ifdef LL_PLAT_S
30 virtual void tick(::EntityRegistry&) /*override*/;
31#else // LL_PLAT_C
32 virtual void tick(::EntityRegistry& registry) /*override*/;
33#endif
34
35 // NOLINTEND
36
37public:
38 // static functions
39 // NOLINTBEGIN
40#ifdef LL_PLAT_C
41 MCAPI static void _calculateLoadingProgress(
42 ::Actor* actor,
43 ::LoadedChunksComponent const& loadedChunksComponent,
44 ::LoadingStateComponent& loadingStateComponent,
45 ::DimensionStateComponent const& dimensionStateComponent,
46 ::IBlockSource* region,
47 bool isTextureGroupReloading
48 );
49
50 MCAPI static void _calculateLoadingProgressView(
51 ::ActorOwnerComponent& actorOwnerComponent,
52 ::BlockSourceComponent& blockSourceComponent,
53 ::DimensionStateComponent& dimensionStateComponent,
54 ::LoadedChunksComponent& loadedChunksComponent,
55 ::LoadingStateComponent& loadingStateComponent,
56 bool isTextureGroupReloading
57 );
58
59 MCAPI static bool _hasLoadedEnoughChunksToView(
60 ::Actor const& actor,
61 ::IBlockSource& region,
62 ::DimensionStateComponent const& dimensionStateComponent
63 );
64
65 MCAPI static float getLoadingProgress(::WeakRef<::EntityContext> entityRef);
66
67 MCAPI static ::LoadingState getLoadingState(::EntityContext const& entity);
68
69 MCAPI static ::LoadingState getLoadingState(::WeakRef<::EntityContext> entityRef);
70
71 MCAPI static bool hasFinishedLoading(::EntityContext const& entity);
72
73 MCAPI static bool hasFinishedLoading(::WeakRef<::EntityContext> entityRef);
74
75 MCAPI static void notifyWaitingForPreload(::WeakEntityRef entityRef, bool waitingForPreload);
76
77 MCAPI static void setLoadingProgress(::EntityContext& entity, float loadingProgress);
78
79 MCAPI static void setLoadingState(::EntityContext& entity, ::LoadingState loadingState);
80#endif
81 // NOLINTEND
82
83public:
84 // static variables
85 // NOLINTBEGIN
86 MCAPI static ::std::vector<::ChunkPos> const& mChunksNeededForLoadOffsets();
87 // NOLINTEND
88
89public:
90 // virtual function thunks
91 // NOLINTBEGIN
92#ifdef LL_PLAT_C
93 MCAPI void $tick(::EntityRegistry& registry);
94#endif
95
96
97 // NOLINTEND
98
99public:
100 // vftables
101 // NOLINTBEGIN
102 MCNAPI static void** $vftable();
103 // NOLINTEND
104};
Definition ActorOwnerComponent.h:10
Definition Actor.h:125
Definition BlockSourceComponent.h:14
Definition ChunkPos.h:11
Definition ClientLoadingProgressTickingSystem.h:25
static MCAPI void ** $vftable()
Definition DimensionStateComponent.h:5
Definition EntityContext.h:17
Definition EntityRegistry.h:11
Definition IBlockSource.h:38
Definition ITickingSystem.h:15
Definition LoadedChunksComponent.h:5
Definition LoadingStateComponent.h:8
Definition WeakEntityRef.h:14
Definition WeakRef.h:8