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
38 lines
2.0 KiB
C++
38 lines
2.0 KiB
C++
#pragma once
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#include "Tile.h"
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class LeverTile : public Tile
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{
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friend class Tile;
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protected:
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LeverTile(int id);
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public:
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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(int data);
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virtual Tile::BlockState getBlockState(LevelSource *level, int x, int y, int z) override;
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virtual AABB *getAABB(Level *level, int x, int y, int z);
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virtual bool blocksLight();
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virtual bool isSolidRender(bool isServerLevel = false);
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virtual bool isCubeShaped();
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virtual int getRenderShape();
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virtual bool mayPlace(Level *level, int x, int y, int z, int face);
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virtual bool mayPlace(Level *level, int x, int y, int z);
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virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
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virtual void setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance);
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static int getLeverFacing(int facing);
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virtual void neighborChanged(Level *level, int x, int y, int z, int type);
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private:
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virtual bool checkCanSurvive(Level *level, int x, int y, int z);
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public:
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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 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 onRemove(Level *level, int x, int y, int z, int id, int data);
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virtual int getSignal(LevelSource *level, int x, int y, int z, int dir);
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virtual int getDirectSignal(LevelSource *level, int x, int y, int z, int dir);
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virtual bool isSignalSource();
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virtual int getInteractTooltipId(Level* level, int x, int y, int z, std::shared_ptr<Player> player, bool bUseItemOn) const;
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};
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