Files
LegacyRenouveau/Minecraft.World/JukeboxTile.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

63 lines
2.1 KiB
C++

#pragma once
#include "BaseEntityTile.h"
#include "CompoundTag.h"
#include "TileEntity.h"
class CompoundTag;
class ChunkRebuildData;
class JukeboxTile : public BaseEntityTile
{
friend class Tile;
friend class ChunkRebuildData;
public:
class Entity : public TileEntity
{
public:
eINSTANCEOF GetType() { return eTYPE_RECORDPLAYERTILE; }
static TileEntity *create() { return new JukeboxTile::Entity(); }
private:
shared_ptr<ItemInstance> record;
public:
Entity();
virtual void load(CompoundTag *tag);
virtual void save(CompoundTag *tag);
virtual shared_ptr<ItemInstance> getRecord();
virtual void setRecord(shared_ptr<ItemInstance> record);
// 4J Added
shared_ptr<TileEntity> clone();
};
private:
Icon *iconTop;
protected:
JukeboxTile(int id);
public:
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);
virtual Icon *getTexture(int face, int data);
virtual bool TestUse(Level *level, int x, int y, int z, shared_ptr<Player> player);
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
void setRecord(Level *level, int x, int y, int z, shared_ptr<ItemInstance> record);
void dropRecording(Level *level, int x, int y, int z);
virtual void onRemove(Level *level, int x, int y, int z, int id, int data);
virtual void spawnResources(Level *level, int x, int y, int z, int data, float odds, int playerBonus);
virtual shared_ptr<TileEntity> newTileEntity(Level *level);
virtual void registerIcons(IconRegister *iconRegister);
virtual bool hasAnalogOutputSignal();
virtual int getAnalogOutputSignal(Level *level, int x, int y, int z, int dir);
virtual int getInteractTooltipId(Level* level, int x, int y, int z, std::shared_ptr<Player> player, bool bUseItemOn) const override;
};