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
52 lines
2.1 KiB
C++
52 lines
2.1 KiB
C++
#pragma once
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#include "Tile.h"
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#include "Material.h"
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#include "Definitions.h"
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class Player;
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class Random;
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class Level;
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class ChunkRebuildData;
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class CakeTile : public Tile
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{
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friend class Tile;
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friend class ChunkRebuildData;
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private:
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Icon *iconTop;
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Icon *iconBottom;
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Icon *iconInner;
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protected:
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CakeTile(int id);
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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 updateDefaultShape();
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virtual AABB *getAABB(Level *level, int x, int y, int z);
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virtual AABB *getTileAABB(Level *level, int x, int y, int z);
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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 bool isCubeShaped();
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virtual bool isSolidRender(bool isServerLevel = false);
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virtual bool TestUse();
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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 void attack(Level *level, int x, int y, int z, shared_ptr<Player> player);
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private:
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void eat(Level *level, int x, int y, int z, shared_ptr<Player> player);
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public:
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virtual bool mayPlace(Level *level, int x, int y, int z);
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virtual void neighborChanged(Level *level, int x, int y, int z, int type);
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virtual bool canSurvive(Level *level, int x, int y, int z);
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virtual int getResourceCount(Random *random);
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virtual int getResource(int data, Random *random, int playerBonusLevel);
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int cloneTileId(Level *level, int x, int y, int z);
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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 int getInteractTooltipId(Level* level, int x, int y, int z, std::shared_ptr<Player> player, bool bUseItemOn) const override;
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};
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