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
62 lines
2.3 KiB
C++
62 lines
2.3 KiB
C++
#pragma once
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#include "DirectionalTile.h"
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class Pos;
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class Player;
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class Random;
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class Level;
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class BedTile : public DirectionalTile
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{
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private:
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static const int PART_FOOT = 0;
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static const int PART_HEAD = 1;
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Icon **iconEnd;
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Icon **iconSide;
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Icon **iconTop;
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public:
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static const int HEAD_PIECE_DATA = 0x8;
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static const int OCCUPIED_DATA = 0x4;
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static int HEAD_DIRECTION_OFFSETS[4][2];
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BedTile(int id);
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virtual void createBlockStateDefinition() override;
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virtual int defaultBlockState() override;
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virtual int convertBlockStateToLegacyData(BlockState *state) override;
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virtual Tile::BlockState getBlockState(LevelSource *level, int x, int y, int z) override;
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virtual Tile::BlockState getBlockState(int data);
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virtual void updateDefaultShape();
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virtual bool TestUse(Level *level, int x, int y, int z, shared_ptr<Player> player);
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virtual bool use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly = false); // 4J added soundOnly param
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virtual Icon *getTexture(int face, int data);
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//@Override
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void registerIcons(IconRegister *iconRegister);
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virtual int getRenderShape();
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virtual bool isCubeShaped();
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virtual bool isSolidRender(bool isServerLevel = false);
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virtual int getInteractTooltipId(Level* level, int x, int y, int z, std::shared_ptr<Player> player, bool bUseItemOn) const override;
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virtual void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>()); // 4J added forceData, forceEntity param
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virtual void neighborChanged(Level *level, int x, int y, int z, int type);
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virtual int getResource(int data, Random *random,int playerBonusLevel);
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private:
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using Tile::setShape;
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void setShape();
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public:
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static bool isHeadPiece(int data);
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static bool isOccupied(int data);
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static void setOccupied(Level *level, int x, int y, int z, bool occupied);
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static Pos *findStandUpPosition(Level *level, int x, int y, int z, int skipCount);
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virtual void spawnResources(Level *level, int x, int y, int z, int data, float odds, int playerBonus);
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virtual int getPistonPushReaction();
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virtual int cloneTileId(Level *level, int x, int y, int z);
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virtual void playerWillDestroy(Level *level, int x, int y, int z, int data, shared_ptr<Player> player);
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};
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