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https://github.com/FabricMC/fabric
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Fix javadoc errors resulting from the migration to official names
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14 changed files with 21 additions and 21 deletions
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@ -70,7 +70,7 @@
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* <td>Consistency of tests</td>
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* </tr>
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* <tr>
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* <td>{@linkplain net.minecraft.client.Options#cloudStatus()} Cloud render mode}</td>
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* <td>{@linkplain net.minecraft.client.Options#cloudStatus() Cloud render mode}</td>
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* <td>{@link net.minecraft.client.CloudStatus#OFF OFF}</td>
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* <td>{@link net.minecraft.client.CloudStatus#FANCY FANCY}</td>
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* <td>Consistency of tests</td>
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@ -82,14 +82,14 @@
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* <td>Would cause the game test runner to have to click through the onboard accessibility prompt</td>
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* </tr>
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* <tr>
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* <td>{@linkplain net.minecraft.client.Options#renderDistance()} View distance}</td>
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* <td>{@linkplain net.minecraft.client.Options#renderDistance() View distance}</td>
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* <td>{@code 5}</td>
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* <td>{@code 10}</td>
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* <td>Speeds up loading of chunks, especially for functions such as
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* {@link net.fabricmc.fabric.api.client.gametest.v1.context.TestClientWorldContext#waitForChunksRender() TestClientWorldContext.waitForChunksRender()}</td>
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* </tr>
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* <tr>
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* <td>{@linkplain net.minecraft.client.Options#getSoundSourceOptionInstance(net.minecraft.sounds.SoundSource)} Music volume}</td>
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* <td>{@linkplain net.minecraft.client.Options#getSoundSourceOptionInstance(net.minecraft.sounds.SoundSource) Music volume}</td>
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* <td>{@code 0.0}</td>
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* <td>{@code 1.0}</td>
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* <td>The game music is annoying while running gametests</td>
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@ -166,7 +166,7 @@ public abstract class FabricDynamicRegistryProvider implements DataProvider {
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* Adds a new object to be data generated with several resource conditions.
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*
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* @param object The object to generate. This registry entry must have both a
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* {@linkplain Holder#isBound()} key and value}.
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* {@linkplain Holder#isBound() key and value}.
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* @param conditions Conditions that must be satisfied to load this object.
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*/
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public <T> void add(Holder.Reference<T> object, ResourceCondition... conditions) {
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@ -100,7 +100,7 @@ public final class EntitySleepEvents {
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* If {@code false}, the player wakes up.
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*
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* <p>This event is only checked <i>during</i> sleeping, so an entity can
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* {@linkplain LivingEntity#startSleeping(BlockPos)} start sleeping} on any block, but will immediately
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* {@linkplain LivingEntity#startSleeping(BlockPos) start sleeping} on any block, but will immediately
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* wake up if this check fails.
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*
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* @see LivingEntity#checkBedExists()
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@ -230,7 +230,7 @@ public final class EntitySleepEvents {
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* Called when an entity starts to sleep.
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*
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* @param entity the sleeping entity
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* @param sleepingPos the {@linkplain LivingEntity#getSleepingPos()} sleeping position} of the entity
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* @param sleepingPos the {@linkplain LivingEntity#getSleepingPos() sleeping position} of the entity
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*/
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void onStartSleeping(LivingEntity entity, BlockPos sleepingPos);
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}
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@ -47,7 +47,7 @@ import net.fabricmc.fabric.api.event.EventFactory;
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* </ul>
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*
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* <p>Note that on the server, the {@link EntityHitResult} may be {@code null} if the client successfully interacted using
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* the {@linkplain Player#interactOn(Entity, InteractionHand)} position-less overload}.
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* the {@linkplain Player#interactOn(Entity, InteractionHand) position-less overload}.
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* On the client, the {@link EntityHitResult} will never be null.
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*/
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public interface UseEntityCallback {
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@ -26,7 +26,7 @@ import net.minecraft.world.item.ItemStack;
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* an armor slot that they can go in.
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*
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* <p>The preferred equipment slot of an item stack can be queried using
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* {@link LivingEntity#getEquipmentSlotForItem(ItemStack)} LivingEntity.getPreferredEquipmentSlot()}.
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* {@link LivingEntity#getEquipmentSlotForItem(ItemStack) LivingEntity.getPreferredEquipmentSlot()}.
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*
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* <p>Equipment slot providers can be set with {@link FabricItem.Settings#equipmentSlot(EquipmentSlotProvider)}.
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*
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@ -65,7 +65,7 @@ public final class ClientReceiveMessageEvents {
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*
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* <p>Overlay is whether the message will be displayed in the action bar.
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* To toggle overlay, return false and call
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* {@link net.minecraft.client.player.LocalPlayer#displayClientMessage(Component, boolean)} ClientPlayerEntity.sendMessage(message, overlay)}.
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* {@link net.minecraft.client.player.LocalPlayer#displayClientMessage(Component, boolean) ClientPlayerEntity.sendMessage(message, overlay)}.
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*/
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public static final Event<AllowGame> ALLOW_GAME = EventFactory.createArrayBacked(AllowGame.class, listeners -> (message, overlay) -> {
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boolean allow = true;
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@ -173,7 +173,7 @@ public final class ClientReceiveMessageEvents {
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*
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* <p>Overlay is whether the message will be displayed in the action bar.
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* To toggle overlay, return false and call
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* {@link net.minecraft.client.player.LocalPlayer#displayClientMessage(Component, boolean)} ClientPlayerEntity.sendMessage(message, overlay)}.
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* {@link net.minecraft.client.player.LocalPlayer#displayClientMessage(Component, boolean) ClientPlayerEntity.sendMessage(message, overlay)}.
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*
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* @param message the message received from the server
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* @param overlay whether the message will be displayed in the action bar
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@ -30,7 +30,7 @@ public final class EntityTrackingEvents {
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/**
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* An event that is called after a player has started tracking an entity.
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* Typically, this occurs when an entity enters a client's view distance.
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* This event is called after the entity's {@linkplain Entity#getAddEntityPacket(ServerEntity)} spawn packet} is sent to the player.
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* This event is called after the entity's {@linkplain Entity#getAddEntityPacket(ServerEntity) spawn packet} is sent to the player.
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*/
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public static final Event<StartTracking> START_TRACKING = EventFactory.createArrayBacked(StartTracking.class, callbacks -> (trackedEntity, player) -> {
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for (StartTracking callback : callbacks) {
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@ -50,7 +50,7 @@ public interface FabricBlockStateParticleEffect {
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}
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/**
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* @return the block pos from which {@linkplain BlockParticleOption#getState()} the block state} was
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* @return the block pos from which {@linkplain BlockParticleOption#getState() the block state} was
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* retrieved, or {@code null} if not applicable or this instance was synced from a remote server that does not have
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* this Fabric API module installed
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*/
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@ -40,7 +40,7 @@ public interface FabricIngredient {
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* and custom ingredients need to {@linkplain CustomIngredient#requiresTesting() provide this information}.
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*
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* <p>If {@code false}, {@linkplain Ingredient#test testing this ingredient} with an item stack must be equivalent to checking whether
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* the item stack's item is included in the ingredient's {@linkplain Ingredient#items()} list of matching stacks}.
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* the item stack's item is included in the ingredient's {@linkplain Ingredient#items() list of matching stacks}.
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* In that case, optimized matching logic can be used.
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*
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* <p>If {@code true}, the ingredient must always be tested using {@link Ingredient#test(ItemStack)}.
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@ -318,9 +318,9 @@ public interface MutableQuadView extends QuadView {
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* Controls whether vertex colors should be modified for ambient occlusion.
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*
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* <p>If set to {@link TriState#DEFAULT}, ambient occlusion will be used if the block state has
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* {@linkplain BlockState#getLightEmission()} a luminance} of 0. Set to {@link TriState#TRUE} or {@link TriState#FALSE}
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* {@linkplain BlockState#getLightEmission() a luminance} of 0. Set to {@link TriState#TRUE} or {@link TriState#FALSE}
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* to override this behavior. {@link TriState#TRUE} will not have an effect if
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* {@linkplain Minecraft#useAmbientOcclusion()} ambient occlusion is disabled globally}.
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* {@linkplain Minecraft#useAmbientOcclusion() ambient occlusion is disabled globally}.
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*
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* <p>The default value is {@link TriState#DEFAULT}.
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*
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@ -332,7 +332,7 @@ public interface MutableQuadView extends QuadView {
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* Controls how glint should be applied.
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*
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* <p>If set to {@code null}, glint will be applied in item contexts based on
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* {@linkplain ItemStackRenderState.LayerRenderState#setFoilType(ItemStackRenderState.FoilType)} the glint type of the layer}. Set
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* {@linkplain ItemStackRenderState.LayerRenderState#setFoilType(ItemStackRenderState.FoilType) the glint type of the layer}. Set
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* to another value to override this behavior.
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*
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* <p>The default value is {@code null}.
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@ -34,7 +34,7 @@ public interface FabricLayerRenderState {
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* Retrieves the {@link QuadEmitter} used to append quads to this layer. Calling this method a second time
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* invalidates any prior result. Geometry added to this emitter will not be visible in
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* {@link ItemStackRenderState.LayerRenderState#prepareQuadList()} and will be rendered after any
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* {@linkplain ItemStackRenderState.LayerRenderState#prepareQuadList()} vanilla quads} when this layer is rendered. Vertex
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* {@linkplain ItemStackRenderState.LayerRenderState#prepareQuadList() vanilla quads} when this layer is rendered. Vertex
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* positions of geometry added to this emitter will automatically be output on
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* {@link ItemStackRenderState#visitExtents(Consumer)} ({@link ItemStackRenderState.LayerRenderState#setExtents(Supplier)} must still
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* be used to add positions of {@linkplain ItemStackRenderState.LayerRenderState#prepareQuadList() vanilla quads}). Adding quads
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@ -32,7 +32,7 @@ import net.fabricmc.fabric.impl.client.rendering.SpecialGuiElementRegistryImpl;
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* used to render custom gui elements beyond the methods available in {@link net.minecraft.client.gui.GuiGraphics DrawContext}.
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*
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* <p>To render a custom gui element, first implement and register a {@link PictureInPictureRenderer}.
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* When you want to render, add an instance of the corresponding render state to {@link net.minecraft.client.gui.GuiGraphics#guiRenderState DrawContext#state} using {@link net.minecraft.client.gui.render.state.GuiRenderState#submitPicturesInPictureState(net.minecraft.client.gui.render.state.pip.PictureInPictureRenderState)} GuiRenderState#addSpecialElement(SpecialGuiElementRenderState)}.
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* When you want to render, add an instance of the corresponding render state to {@link net.minecraft.client.gui.GuiGraphics#guiRenderState DrawContext#state} using {@link net.minecraft.client.gui.render.state.GuiRenderState#submitPicturesInPictureState(net.minecraft.client.gui.render.state.pip.PictureInPictureRenderState) GuiRenderState#addSpecialElement(SpecialGuiElementRenderState)}.
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*/
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public final class SpecialGuiElementRegistry {
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/**
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@ -42,7 +42,7 @@
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* {@link net.minecraft.world.SimpleMenuProvider} that wraps such factory.
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*
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* <h2>Overwriting screen handlers</h2>
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* You might have noticed that calling {@link net.minecraft.world.entity.player.Player#openMenu(net.minecraft.world.MenuProvider)} openHandledScreen} while on another screen will move
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* You might have noticed that calling {@link net.minecraft.world.entity.player.Player#openMenu(net.minecraft.world.MenuProvider) openHandledScreen} while on another screen will move
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* the cursor to the center of the screen. This is because the current screen gets closed before
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* opening the screen, resetting the cursor position. Since this behavior can be problematic,
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* this API provides a way to disable this. By overriding {@link
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@ -82,8 +82,8 @@ public interface FabricSoundInstance {
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* @param loader The default sound loader, capable of loading {@code .ogg} files.
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* @param id The resolved sound ID, equal to {@link SoundInstance#getSound()}'s location.
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* @param repeatInstantly Whether this sound should loop. This is true when the sound
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* {@linkplain SoundInstance#isLooping()} is repeatable} and has
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* {@linkplain SoundInstance#getDelay()} no delay}.
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* {@linkplain SoundInstance#isLooping() is repeatable} and has
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* {@linkplain SoundInstance#getDelay() no delay}.
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* @return the loaded audio stream
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*/
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default CompletableFuture<AudioStream> getAudioStream(SoundBufferLibrary loader, Identifier id, boolean repeatInstantly) {
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