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
64 lines
2.2 KiB
C++
64 lines
2.2 KiB
C++
#pragma once
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#include "BaseEntityTile.h"
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#include "Material.h"
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class Player;
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class Random;
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class ChestTile : public BaseEntityTile
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{
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friend class Tile;
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friend class Minecraft;
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public:
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static const int TYPE_BASIC = 0;
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static const int TYPE_TRAP = 1;
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static const int EVENT_SET_OPEN_COUNT = 1;
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private:
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Random *random;
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public:
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int type;
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protected:
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ChestTile(int id, int type);
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~ChestTile();
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public:
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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 AABB *getTileAABB(Level *level, int x, int y, int z);
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virtual AABB *getAABB(Level *level, int x, int y, int z);
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virtual void updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>());
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virtual void onPlace(Level *level, int x, int y, int z);
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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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void recalcLockDir(Level *level, int x, int y, int z);
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virtual bool mayPlace(Level *level, int x, int y, int z);
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private:
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bool isFullChest(Level *level, int x, int y, int z);
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public:
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virtual void neighborChanged(Level *level, int x, int y, int z, int type);
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virtual void onRemove(Level *level, int x, int y, int z, int id, int data);
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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 shared_ptr<Container> getContainer(Level *level, int x, int y, int z);
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virtual shared_ptr<TileEntity> newTileEntity(Level *level);
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virtual bool isSignalSource();
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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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private:
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bool isCatSittingOnChest(Level *level, int x, int y, int z);
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public:
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virtual bool hasAnalogOutputSignal();
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virtual int getAnalogOutputSignal(Level *level, int x, int y, int z, int dir);
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virtual void registerIcons(IconRegister *iconRegister);
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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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