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
Implement Book & Quill:
- IUIScene_WritingBookMenu and UIScene_BookAndQuillMenu for UI
- Edited UIControl_Label to add direct editing (quite hardcoded to my needs right now)
- Reimplement scrapped custom payload packets for books and signing
- Other misc changes
TODO:
- Coloured and scambled text
- Book copying
- Clean up code
Acacia and Dark Oak Logs, Planks and Stairs.
Fences, Fence Gates and Doors for Spruce/Birch/Jungle/Acacia/Dark Oak.
Iron Trapdoors and Inverted Daylight Sensor.
1. Improve const correctness in a few places (such as `Container::getMaxStackSize()` -> `Container::getMaxStackSize() const`)
2. Use C++11 varargs for `I18n::get`, `Entity::newDoubleList` and `Language::getElement`