Files
LegacyRenouveau/Minecraft.World/FireworksItem.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

38 lines
1.4 KiB
C++

#pragma once
#include "Item.h"
class FireworksItem : public Item
{
public:
static const wstring TAG_FIREWORKS;
static const wstring TAG_EXPLOSION;
static const wstring TAG_EXPLOSIONS;
static const wstring TAG_FLIGHT;
static const wstring TAG_E_TYPE;
static const wstring TAG_E_TRAIL;
static const wstring TAG_E_FLICKER;
static const wstring TAG_E_COLORS;
static const wstring TAG_E_FADECOLORS;
static const byte TYPE_SMALL = 0;
static const byte TYPE_BIG = 1;
static const byte TYPE_STAR = 2;
static const byte TYPE_CREEPER = 3;
static const byte TYPE_BURST = 4;
static const byte TYPE_MIN = TYPE_SMALL;
static const byte TYPE_MAX = TYPE_BURST;
FireworksItem(int id);
bool useOn(shared_ptr<ItemInstance> instance, shared_ptr<Player> player, Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, bool bTestUseOnOnly=false);
virtual shared_ptr<ItemInstance> use(shared_ptr<ItemInstance> instance, Level *level, shared_ptr<Player> player);
void appendHoverText(shared_ptr<ItemInstance> itemInstance, shared_ptr<Player> player, vector<HtmlString> *lines, bool advanced);
virtual int getUseTooltipId(std::shared_ptr<ItemInstance> itemInstance,
std::shared_ptr<Player> player,
Level* level,
int x, int y, int z,
bool bUseItem) const override;
};