Files
LegacyRenouveau/Minecraft.World/DoorTile.h
T
Anaël d8d65bcd49 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
2026-10-04 20:54:24 +02:00

78 lines
3.2 KiB
C++

#pragma once
#include "Tile.h"
#include "Definitions.h"
class Player;
class HitResult;
class ChunkRebuildData;
class DoorTile : public Tile
{
friend class Tile;
friend class ChunkRebuildData;
private:
static const int TEXTURE_NORMAL = 0;
static const int TEXTURE_FLIPPED = 1;
public:
static const int UPPER_BIT = 8;
static const int C_DIR_MASK = 3;
static const int C_OPEN_MASK = 4;
static const int C_LOWER_DATA_MASK = 7;
static const int C_IS_UPPER_MASK = 8;
static const int C_RIGHT_HINGE_MASK = 16;
wstring doorType;
private:
static const int DOOR_TILE_TEXTURE_COUNT = 4;
int texBase;
Icon *iconTop[2];
Icon *iconBottom[2];
protected:
DoorTile(int id, Material *material, const wstring& doorType);
public:
virtual Icon *getTexture(int face, int data);
virtual Icon *getTexture(LevelSource *level, int x, int y, int z, int face);
virtual void registerIcons(IconRegister *iconRegister);
virtual bool blocksLight();
virtual bool isSolidRender(bool isServerLevel = false);
virtual bool isCubeShaped();
virtual int getRenderShape();
virtual AABB *getTileAABB(Level *level, int x, int y, int z);
virtual AABB *getAABB(Level *level, int x, int y, int z);
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
int getDir(LevelSource *level, int x, int y, int z);
bool isOpen(LevelSource *level, int x, int y, int z);
private:
using Tile::setShape;
virtual void setShape(int compositeData);
public:
virtual void attack(Level *level, int x, int y, int z, shared_ptr<Player> player);
virtual bool TestUse();
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
void setOpen(Level *level, int x, int y, int z, bool shouldOpen);
virtual void neighborChanged(Level *level, int x, int y, int z, int type);
virtual int getResource(int data, Random *random, int playerBonusLevel);
virtual HitResult *clip(Level *level, int xt, int yt, int zt, Vec3 *a, Vec3 *b);
virtual bool mayPlace(Level *level, int x, int y, int z);
static bool isOpen(int data);
virtual int getPistonPushReaction();
int getCompositeData(LevelSource *level, int x, int y, int z);
virtual int cloneTileId(Level *level, int x, int y, int z);
virtual void playerWillDestroy(Level *level, int x, int y, int z, int data, shared_ptr<Player> player);
virtual void createBlockStateDefinition() override;
virtual int convertBlockStateToLegacyData(BlockState *state) override;
virtual int defaultBlockState() override;
Tile::BlockState getBlockState(LevelSource *level, int x, int y, int z);
Tile::BlockState getBlockState(int data);
void fillVirtualBlockStateProperties(Tile::BlockState *state, LevelSource *level, const BlockPos &pos);
virtual bool use(Level *level, const BlockPos &pos, Tile::BlockState *state, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly = false);
virtual int getInteractTooltipId(Level* level, int x, int y, int z, std::shared_ptr<Player> player, bool bUseItemOn) const;
};