All Classes and Interfaces

Class
Description
A clickable button setting that runs an action when clicked in the GUI.
 
Client policy the game managers need but cannot see from the API: the AntiCheat module's placement/rotation/inventory limits and the vanilla MultiPlayerGameMode.carriedIndex field (reached through a mixin accessor).
Mutable holder (interfaces cannot own mutable statics).
Placement limits, read live from the AntiCheat module's settings.
Describes one argument of a FunctionName function, in declaration order — the annotation equivalent of a JSDoc @param line.
Container for repeated ArgumentDescription annotations on one method.
Fired when the player begins breaking a block (left-click on a block).
Centralized block-placement manager.
 
Block breaking utilities — breaking speed, break delta, tool search, etc.
 
A flexbox-like container element that lays out children in a row or column.
Priority tiers for break requests made through MiningManager, mapped onto SilentMine's internal priority scale.
A nextui-style button (JoshMerlino/nextui Button.tsx, dense size): rounded-md, sentence-case label, centred both axes.
A rounded surface with a hairline border and optional cheap elevation — the base container for panels, list rows and editor sections in the Macros tab.
A module category — the grouping shown as one panel in the ClickGUI.
Marks a PropertyName whose value must be masked (never read) when a template is evaluated in censored mode — e.g.
Fired when a chat message is received (system messages, player chat, disguised chat).
Fired when the local player sends a chat message.
Utility for sending styled chat messages using & color codes.
A small pill label.
A Setting whose value is one option chosen from an ordered list — the model behind the ClickGUI dropdown.
Smooth large-circle rendering.
A single ClickGUI tab — the sub-screen shown when its tab is selected in the top tab bar.
 
Color utility for converting RGBA (0xRRGGBBAA) to Minecraft's ARGB (0xAARRGGBB).
THE colour picker — SV square, hue bar, a hex text input and R/G/B number inputs, inside a 1px frame.
Where the picker goes: content spans [x0,x1) from y0, rows itemH tall.
The colours the host draws the picker with.
The colour this picker edits.
A setting that stores a color as an int.
Abstract base class for all hackware commands.
Singleton command manager.
The full-screen destructive-confirm dialog (shadcn proportions): a dimmed backdrop, a title, a detail line, an "undo" warning, and right-aligned Cancel / Delete buttons.
The host's click-region registrar (ripple colour, corner radius, action).
Enchantment utilities using the 1.21+ registry-based enchantment system.
Fired on the main thread from the TAIL of ClientPacketListener#handleAddEntity, after vanilla has applied the spawn.
Fired when the local player attacks an entity.
Returns the original display name for an enum constant.
 
Base class for all events dispatched through the EventBus.
Annotation-driven event bus using SubscribeEvent and bound MethodHandle-based fast invocation (no reflective Method.invoke() at dispatch time).
Listener priority — handlers are sorted by descending ordinal so EventPriority.HIGHEST fires first and EventPriority.LOWEST fires last.
Marks a plugin-API element as experimental: usable, but not yet frozen for backward compatibility.
Multi-select over a dynamic option list — HUD filter lists (modules, effects, items, entities).
One selectable option: stable id + display name.
 
Marks a method as a template function.
Fired when the local player joins a world (receives the login/join game packet).
Fired when the local player leaves a world (disconnect, server switch, etc.).
The 2×3 dot grip that marks a draggable / reorderable Studio row.
Shared constants and enums for the ClickGUI system.
Host presentation metrics the widget kit needs for layout: the GUI zoom multiplier and the macOS notch inset.
 
Read-only theme colors the widget kit paints with, as ARGB ints.
 
Static utility methods shared across the ClickGUI system.
Auto-generated from .ogg files in assets/hackware/sounds/.
Base class for draggable HUD elements.
 
 
 
 
 
Optional visibility keybind: toggles or holds the element visible/hidden.
Builds a concrete HUD element instance for a given id/position.
Opaque handle for a registered HUD element type, returned by PluginContext#registerHudElement.
Client services the HUD element bases need but cannot see from the API: the hud.yml settings store, global HUD layout/scale state, the template scripting engine, and module lookups.
Mutable holder (interfaces cannot own mutable statics).
A Studio row's type icon: a sprite centred on a rounded square filled with a faint tint of the sprite's own colour.
White, tintable ClickGUI icon sprites (assets/hackware/textures/gui/icons/*.png).
A sprite.
Centralized interaction manager — item use, entity attacks, use-action lifecycle.
Inventory search and manipulation utilities.
 
A single item id (e.g.
The average colour of an item's texture, sampled through the resource manager so it follows whatever resource pack is active rather than baking in vanilla's palette.
Fired when the local player would be slowed down due to using an item (eating, drinking, blocking, etc.).
 
Reusable borderless keybind recorder: a muted prefix label, then the combo as keycaps (a dashed ghost cap when unbound).
What the recorder reads from and writes to; implementations persist changes.
A setting that stores a keybind (GLFW key code) and its activation mode.
 
Shared docs-site <kbd>-style keycap rendering plus key-combo label helpers, reused by the sidebar rows, filter hints and the KeybindInput recorder so keycaps look identical everywhere.
Fired when a key is pressed, released, or repeated.
 
A generic setting that stores a set of selected items from a list.
A setting that stores a map of selected items to values from a fixed list of keys.
The type of value editor to display per entry.
Fired when a block tracked by a SilentMine slot breaks (turns to air).
Where a tracked block currently sits in SilentMine's two-slot pipeline.
Fired when SilentMine claims a block into one of its mining slots and starts breaking it.
Immutable snapshot of a block tracked by the mining pipeline.
The plugin-facing mining API: a stable facade over SilentMine's two-slot pipeline (see MinePhase for the slot model).
 
 
Fired when a mouse button is clicked or released.
 
Fired when the mouse scroll wheel is moved.
Centralized movement manager — velocity injections, jumps, gravity toggles.
A setting that stores a set of selected string identifiers.
 
Marks a class as a script namespace.
macOS notch (camera-housing) safe-area detection for the ClickGUI top chrome.
Shared sound presets for notification modules.
 
Trims anything appended after the last complete Ogg page.
Fired when a packet is sent (SEND) or received (RECEIVE).
 
Fired when a player dies (local or remote).
A UI element that renders a player's face (head) like in the tab list.
Fired when another player joins the server (appears in the tab list).
Fired when another player leaves the server (removed from the tab list).
Fired when the local player moves.
Fired when another player (not the local player) pops a Totem of Undying.
Entry point of a hackware plugin.
The registration surface handed to a Plugin on enable.
Contents of a plugin's descriptor, which must sit at the root of the plugin jar as hackware.plugin.json, hackware.plugin.yml or hackware.plugin.yaml — same fields either way.
A reusable anchored-popover component — the macro "Add" picker, the profiles Import / row menus, the wheel adder, the search quick-nav, IntelliSense, and any other floating panel that drops from a control.
Draws the popover's body, faded by alpha; runs inside the scale transform.
 
Marks a method as a script member of its enclosing Namespace.
Human-readable description of a PropertyName variable or FunctionName function, shown in the editor's IntelliSense detail panel when the entry is selected.
Marks a no-argument method as a template variable (property).
Fired when a mined-out position becomes the armed rebreak target: from here until the slot is dropped, anything re-placed on it is popped near-instantly.
A read-only view of one entry in the relations ledger.
Read-only view of the relations ledger — friends, enemies, and every player ever seen online.
An explicit stance towards a player.
Fired during 2D HUD rendering (overlay pass).
Fired during 3D world rendering.
Client services RenderUtils needs but cannot see from the API: shader-mod (Iris) pipeline routing and the Antialiasing module's toggles.
Mutable holder (interfaces cannot own mutable statics).
Gbuffer program kinds a custom pipeline can be routed through.
Direct-draw API for 3D overlays: box outlines/fills, lines, quads and camera-facing strips (tracers), plus world-to-screen projection.
Port of nextui's Ripple.tsx (JoshMerlino/nextui, new-components): on press, a circle of the element's text colour (bg-current at the container's opacity-20) emits from the click point and grows to (max(w,h) + distFromCenter * 1.875) * 1.1 over 500ms along cubic-bezier(0, .5, 0, .75); it holds while pressed and fades out over 2 × duration on release.
Single-slot rotation manager.
Shared helpers for client UI scale values.
Fired when a screen is about to be opened (or closed).
A scrollable, clipped viewport.
A horizontal segmented control (two or more options, one selected) — used for the macro/wheel keybind mode toggle (Toggle / Hold).
 
Anything that owns a settings tree — modules and HUD elements.
A group of settings that extends BooleanSetting.
Fired when the client level is about to play a sound.
 
Membership panel in the wheel-editor style: a labelled list of the currently assigned rows (each removable), then an "Add …" button that opens a searchable picker of candidates (drops down from the top add button).
 
 
The shell of a Studio screen: one unified rounded Card with a slightly darker sidebar rail down the left and a hairline divider between the rail and the content.
A selectable Studio sidebar row: a type icon and title on the left, an optional right-aligned keybind (keycaps) and an optional muted subtitle with a highlighted span (e.g.
 
The shared chrome + metrics for a Studio card panel, so every panel matches: a rounded categoriesBackgroundColor body, a darkened header strip with a hairline divider under it, and a 1px border drawn last.
The scrolling row list every Studio surface uses: full-bleed hover fills, the row that reaches a card's bottom rounding its corners with it, and snapped scrolling so item icons glide a pixel at a time instead of jumping by the panel scale.
Which bottom corners the last row rounds off — whatever the surrounding card rounds.
Draws one row's content.
The Studio sidebar search box: an outlined field (accent ring on focus) with a leading search glyph and, on the right, either a clear ✕ (when there's a query) or a Ctrl F / ⌘ F focus hint.
clear is null when there's no query (no ✕ shown).
A Studio sidebar section header: a muted label, a dimmer count beside it, and a right-aligned "Add +" affordance (mob-green on hover).
Marks a method as an event handler.
Centralized inventory-swap manager supporting instant (sub-tick) and multi-tick swaps with multiple swap strategies.
 
A single tab within a Tabs strip: a Tabs.PADDING_H-padded label, drawn white when active else grey with a drop shadow, vertically centred in the caller's rowH row.
The screen hosting the ClickGUI tab bar, as visible to a ClickGuiTab.
A tab strip (Vercel-style), shared so every tab bar renders identically: the top TabBarSystem bar and in-screen sub-tab bars (e.g.
A HUD text element whose content is a user-editable template string.
 
Which end of the string the effect works from.
A text element that renders a string with configurable color, shadow, padding, and formatting (bold, italic, underline, strikethrough, obfuscated).
A self-contained rounded text input.
Base class for simple single-line text HUD elements.
Icon glyphs usable inline in chat / HUD text.
The available icon glyphs.
Base class for list-style HUD elements (potion timers, entity radar, item radar, visual range).
 
 
 
A run of text with a color, used by TextField's syntax highlighter.
Fired at the end of every client tick (when a player exists in the world).
Fired at the start of every client tick (@At("HEAD") of Minecraft.tick()).
Fired when Item.getTooltipImage(net.minecraft.world.item.ItemStack) is called, allowing listeners to provide custom tooltip data (e.g.
Fired after vanilla gathers tooltip lines for an ItemStack.
Per-frame render context and primitive-drawing toolkit shared by the ClickGUI component kit (see this package).
Base class for all UI elements in the flexbox-like layout system.
Entry point for measuring, laying out, and rendering a UI element tree.
Base for phantom elements that proxy vanilla (or third-party) HUD clusters — hotbar, boss bar, Xaero minimap.