Files
LegacyRenouveau/Minecraft.World/HopperTile.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

64 lines
2.6 KiB
C++

#pragma once
#include "BaseEntityTile.h"
class HopperTileEntity;
class HopperTile : public BaseEntityTile
{
friend class ChunkRebuildData;
private:
static const int MASK_TOGGLE = 0x8;
static const int MASK_ATTACHED = 0x7;
public :
static const wstring TEXTURE_OUTSIDE;
static const wstring TEXTURE_INSIDE;
private:
Random random;
private:
Icon *hopperIcon;
Icon *hopperTopIcon;
Icon *hopperInnerIcon;
public:
HopperTile(int id);
virtual void createBlockStateDefinition() override;
virtual int defaultBlockState() override;
virtual int convertBlockStateToLegacyData(BlockState *state) override;
virtual Tile::BlockState getBlockState(int data);
virtual Tile::BlockState getBlockState(LevelSource *level, int x, int y, int z) override;
virtual void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>());
virtual void addAABBs(Level *level, int x, int y, int z, AABB *box, AABBList *boxes, shared_ptr<Entity> source);
virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
virtual shared_ptr<TileEntity> newTileEntity(Level *level);
virtual void setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance);
virtual void onPlace(Level *level, int x, int y, int z);
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);
virtual void neighborChanged(Level *level, int x, int y, int z, int type);
private:
virtual void checkPoweredState(Level *level, int x, int y, int z);
public:
virtual void onRemove(Level *level, int x, int y, int z, int id, int data);
virtual int getRenderShape();
virtual bool isCubeShaped();
virtual bool isSolidRender(bool isServerLevel = false);
virtual bool shouldRenderFace(LevelSource *level, int x, int y, int z, int face);
virtual Icon *getTexture(int face, int data);
static int getAttachedFace(int data);
static bool isTurnedOn(int data);
virtual bool hasAnalogOutputSignal();
virtual int getAnalogOutputSignal(Level *level, int x, int y, int z, int dir);
virtual void registerIcons(IconRegister *iconRegister);
static Icon *getTexture(const wstring &name);
virtual wstring getTileItemIconName();
static shared_ptr<HopperTileEntity> getHopper(LevelSource *level, int x, int y, int z);
virtual int getInteractTooltipId(Level* level, int x, int y, int z, std::shared_ptr<Player> player, bool bUseItemOn) const;
};