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Tooltips: Improve code clarity and docs
The return type for `_make_custom_tooltip` is clarified as Control, and users should make sure to return a visible node for proper size calculations. Moreover in the current master branch, a PopupPanel will be added as parent to the provided tooltip to make it a sub-window. Clarifies documentation for `Control._make_custom_tooltip`, and shows how to use the (until now undocumented) "TooltipPanel" and "TooltipLabel" theme types to style tooltips. Fixes #39677.
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@@ -75,15 +75,17 @@
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</description>
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</method>
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<method name="_make_custom_tooltip" qualifiers="virtual">
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<return type="Object">
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<return type="Control">
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</return>
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<argument index="0" name="for_text" type="String">
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</argument>
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<description>
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Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. Use [code]for_text[/code] parameter to determine what text the tooltip should contain (likely the contents of [member hint_tooltip]).
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The returned node must be of type [Control] or Control-derieved. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance, not e.g. a node from scene. When [code]null[/code] or non-Control node is returned, the default tooltip will be used instead.
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Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. The [code]for_text[/code] includes the contents of the [member hint_tooltip] property.
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The returned node must be of type [Control] or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance).When [code]null[/code] or a non-Control node is returned, the default tooltip will be used instead.
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The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member hint_tooltip] for an example).
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[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member rect_min_size] to some non-zero value.
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Example of usage with custom-constructed node:
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[b]Note:[/b] The node (and any relevant children) should be [member CanvasItem.visible] when returned, otherwise the viewport that instantiates it will not be able to calculate its minimum size reliably.
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Example of usage with a custom-constructed node:
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[codeblocks]
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[gdscript]
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func _make_custom_tooltip(for_text):
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@@ -92,7 +94,7 @@
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return label
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[/gdscript]
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[csharp]
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public override Godot.Object _MakeCustomTooltip(String forText)
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public override Godot.Control _MakeCustomTooltip(String forText)
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{
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var label = new Label();
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label.Text = forText;
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@@ -100,18 +102,18 @@
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}
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[/csharp]
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[/codeblocks]
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Example of usage with custom scene instance:
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Example of usage with a custom scene instance:
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[codeblocks]
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[gdscript]
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func _make_custom_tooltip(for_text):
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var tooltip = preload("SomeTooltipScene.tscn").instance()
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var tooltip = preload("res://SomeTooltipScene.tscn").instance()
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tooltip.get_node("Label").text = for_text
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return tooltip
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[/gdscript]
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[csharp]
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public override Godot.Object _MakeCustomTooltip(String forText)
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public override Godot.Control _MakeCustomTooltip(String forText)
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{
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Node tooltip = ResourceLoader.Load<PackedScene>("SomeTooltipScene.tscn").Instance();
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Node tooltip = ResourceLoader.Load<PackedScene>("res://SomeTooltipScene.tscn").Instance();
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tooltip.GetNode<Label>("Label").Text = forText;
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return tooltip;
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}
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@@ -993,6 +995,25 @@
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</member>
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<member name="hint_tooltip" type="String" setter="set_tooltip" getter="_get_tooltip" default="""">
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Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change the time required for the tooltip to appear with [code]gui/timers/tooltip_delay_sec[/code] option in Project Settings.
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The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding [method _make_custom_tooltip]. The default tooltip includes a [PopupPanel] and [Label] whose theme properties can be customized using [Theme] methods with the [code]"TooltipPanel"[/code] and [code]"TooltipLabel"[/code] respectively. For example:
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[codeblocks]
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[gdscript]
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var style_box = StyleBoxFlat.new()
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style_box.set_bg_color(Color(1, 1, 0))
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style_box.set_border_width_all(2)
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# We assume here that the `theme` property has been assigned a custom Theme beforehand.
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theme.set_stylebox("panel", "TooltipPanel", style_box)
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theme.set_color("font_color", "TooltipLabel", Color(0, 1, 1))
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[/gdscript]
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[csharp]
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var styleBox = new StyleBoxFlat();
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styleBox.SetBgColor(new Color(1, 1, 0));
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styleBox.SetBorderWidthAll(2);
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// We assume here that the `Theme` property has been assigned a custom Theme beforehand.
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Theme.SetStyleBox("panel", "TooltipPanel", styleBox);
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Theme.SetColor("font_color", "TooltipLabel", new Color(0, 1, 1));
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[/csharp]
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[/codeblocks]
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</member>
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<member name="margin_bottom" type="float" setter="set_margin" getter="get_margin" default="0.0">
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Distance between the node's bottom edge and its parent control, based on [member anchor_bottom].
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