Files
LegacyRenouveau/Minecraft.World/TrapDoorTile.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

95 lines
2.5 KiB
C++

#pragma once
#include "Tile.h"
class Player;
class HitResult;
class TrapDoorTile : public Tile
{
friend class Tile;
private:
static const int TOP_MASK = 0x8;
protected:
TrapDoorTile(int id, Material *material);
/*
* public int getTexture(int face, int data) { if (face == 0 || face == 1)
* return tex; int dir = getDir(data); if ((dir == 0 || dir == 2) ^ (face <= 3))
* { return tex; } int tt = (dir / 2 + ((face & 1) ^ dir)); tt += ((data & 4) /
* 4); int texture = tex - (data & 8) * 2; if ((tt & 1) != 0) { texture =
* -texture; } // if (getDir(data)==0 // tt-=((face+data&3)&1)^((data&4)>>2);
* return texture; }
*/
public:
bool blocksLight();
virtual void createBlockStateDefinition() override;
virtual int defaultBlockState() override;
virtual int convertBlockStateToLegacyData(BlockState *state) override;
virtual Tile::BlockState getBlockState(LevelSource *level, int x, int y, int z) override;
virtual Tile::BlockState getBlockState(int data);
public:
bool isSolidRender(bool isServerLevel = false);
public:
bool isCubeShaped();
bool isPathfindable(LevelSource *level, int x, int y, int z);
public:
int getRenderShape();
public:
AABB *getTileAABB(Level *level, int x, int y, int z);
public:
AABB *getAABB(Level *level, int x, int y, int z);
public:
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
public:
void updateDefaultShape();
public:
using Tile::setShape;
void setShape(int data);
public:
void attack(Level *level, int x, int y, int z, shared_ptr<Player> player);
public:
virtual bool TestUse();
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
public:
void setOpen(Level *level, int x, int y, int z, bool shouldOpen);
public:
void neighborChanged(Level *level, int x, int y, int z, int type);
public:
HitResult *clip(Level *level, int xt, int yt, int zt, Vec3 *a, Vec3 *b);
public:
int getDir(int dir);
public:
int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
public:
bool mayPlace(Level *level, int x, int y, int z, int face);
public:
static bool isOpen(int data);
virtual int getInteractTooltipId(Level* level, int x, int y, int z, std::shared_ptr<Player> player, bool bUseItemOn) const;
private:
static bool attachesTo(int id);
};