game loop: Refactor the tooltips loop

Moved the whole logic to a new file (TooltipManager.cpp), and rewrote most of the logic to profit from object oriented programming. The side-effect is that the changes are scattered across entities, tiles and items because moving everything to OOP requires to add the tooltip to every .cpp file for every tile/item/entities (or their class, on plants for example which all use the tooltip IDS_TOOLTIPS_PLANT)

The issue with the default tooltips loop written by 4J is that:

    Its running in the main Minecraft::tick loop and is more than a thousand lines long, polluting the function.
    Not using C++'s full potential with object oriented programming, 4J decided to use a big switch case (probably because it could run better on hardware without branch prediction like the WiiU or Xbox 360 ?)
    And seems to be better off in its own file than in the main Minecraft.cpp file
This commit is contained in:
Anaël
2026-10-04 20:54:24 +02:00
parent ffa6694864
commit d8d65bcd49
150 changed files with 6215 additions and 1527 deletions
+17
View File
@@ -54,3 +54,20 @@ const Item::Tier *HoeItem::getTier()
{
return tier;
}
int HoeItem::getUseTooltipId(std::shared_ptr<ItemInstance> itemInstance, std::shared_ptr<Player> player, Level* level, int x, int y, int z, bool bUseItem) const
{
if (bUseItem && level != nullptr)
{
int targetType = level->getTile(x, y, z);
int above = level->getTile(x, y + 1, z);
// Not4J Anaël: We need to check if the target block is grass, dirt or mycelium and if the top is exposed to air
if (above == 0 && (targetType == Tile::grass_Id || targetType == Tile::dirt_Id || targetType == Tile::mycelium_Id))
{
return IDS_TOOLTIPS_TILL;
}
}
return 0;
}