Delayed Property Tooltips (#886)

* add dropdown

yes im really making a pr for something as tiny as this

* can now turn on/off

now for the hard part

* can turn on and off much better

now i can ACTUALLY get the delay working

* it works!!!

currently waits for 400 frames regardless of fps, should probably be changed in the future but it works well enough rn

* Timer waits 1.5 seconds

much better, thanks astrl
This commit is contained in:
Zeo 2024-04-21 16:39:19 -05:00 committed by GitHub
parent 93f7d85198
commit f861be86a3
9 changed files with 1554 additions and 266 deletions

View file

@ -14,8 +14,8 @@ RenderTexture:
m_DownscaleFallback: 0
m_IsAlphaChannelOptional: 0
serializedVersion: 5
m_Width: 1057
m_Height: 595
m_Width: 1249
m_Height: 703
m_AntiAliasing: 2
m_MipCount: -1
m_DepthStencilFormat: 92

View file

@ -14,8 +14,8 @@ RenderTexture:
m_DownscaleFallback: 0
m_IsAlphaChannelOptional: 0
serializedVersion: 5
m_Width: 1585
m_Height: 892
m_Width: 1873
m_Height: 1054
m_AntiAliasing: 1
m_MipCount: -1
m_DepthStencilFormat: 92

View file

@ -13155,7 +13155,7 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 171581557}
m_HandleRect: {fileID: 171581556}
m_Direction: 2
m_Value: 0
m_Value: 1
m_Size: 1
m_NumberOfSteps: 0
m_OnValueChanged:
@ -25415,7 +25415,7 @@ MonoBehaviour:
m_HandleRect: {fileID: 1589389271}
m_Direction: 2
m_Value: 1
m_Size: 1
m_Size: 0.99995804
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
@ -30235,6 +30235,8 @@ MonoBehaviour:
background: {fileID: 1585542810}
text: {fileID: 151438065}
group: {fileID: 1090036112}
timer: 0
timerActive: 0
--- !u!225 &1090036112
CanvasGroup:
m_ObjectHideFlags: 0
@ -31578,7 +31580,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 1, y: 0.5}
m_AnchoredPosition: {x: 0, y: 199.06123}
m_AnchoredPosition: {x: 0, y: 122.12238}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 1}
--- !u!222 &1154875945
@ -41324,8 +41326,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1220118245}
m_HandleRect: {fileID: 1220118244}
m_Direction: 2
m_Value: 1
m_Size: 1
m_Value: 1.0000005
m_Size: 0.61358607
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:

View file

@ -43,7 +43,8 @@ namespace HeavenStudio.Editor
{
instance = this;
if (PropertyPrefabs == null) {
if (PropertyPrefabs == null)
{
PropertyPrefabs = new() {
{ typeof(Integer), IntegerP },
{ typeof(Float), FloatP },
@ -151,7 +152,8 @@ namespace HeavenStudio.Editor
{
Type typeType = type.GetType();
GameObject propertyPrefab = DropdownP; // enum check is hardcoded because enums are awesome (lying)
if (!typeType.IsEnum && !PropertyPrefabs.TryGetValue(typeType, out propertyPrefab)) {
if (!typeType.IsEnum && !PropertyPrefabs.TryGetValue(typeType, out propertyPrefab))
{
Debug.LogError("Can't make property interface of type: " + typeType);
return null;
}
@ -160,12 +162,10 @@ namespace HeavenStudio.Editor
input.SetActive(true);
input.transform.localScale = Vector3.one;
if (tooltip != string.Empty) {
if (PersistentDataManager.gameSettings.showParamTooltips) {
Tooltip.AddTooltip(input, tooltip);
} else {
Tooltip.AddTooltip(input, "", tooltip);
}
if (tooltip != string.Empty)
{
Tooltip.AddTooltip(input, tooltip, null, PersistentDataManager.gameSettings.showParamTooltips);
}
EventPropertyPrefab property = input.GetComponent<EventPropertyPrefab>();

View file

@ -15,6 +15,8 @@ namespace HeavenStudio.Editor
[SerializeField] private RectTransform background;
[SerializeField] private TMP_Text text;
[SerializeField] private CanvasGroup group;
[SerializeField] private float timer = 0f;
[SerializeField] private bool timerActive = false;
public static Tooltip instance { get; private set; }
@ -27,6 +29,14 @@ namespace HeavenStudio.Editor
private void Update()
{
if (timerActive)
{
timer += Time.deltaTime;
if (timer >= 1.5f)
{
group.alpha = 1;
}
}
Vector3 anchoredPosition = Input.mousePosition;
Camera camera = Editor.instance.EditorCamera;
Vector3 canvasScale = Editor.instance.MainCanvas.transform.localScale;
@ -56,9 +66,9 @@ namespace HeavenStudio.Editor
rectTransform.anchoredPosition = anchoredPosition / scale;
}
public static void OnEnter(string tooltipText, string altTooltipText)
public static void OnEnter(string tooltipText, string altTooltipText, int type)
{
instance.OnEnterPrivate(tooltipText, altTooltipText);
instance.OnEnterPrivate(tooltipText, altTooltipText, type);
}
public static void OnExit()
@ -68,24 +78,64 @@ namespace HeavenStudio.Editor
Editor.instance.tooltipText.ForceMeshUpdate();
}
private void OnEnterPrivate(string tooltipText, string altTooltipText)
private void OnEnterPrivate(string tooltipText, string altTooltipText, int type)
{
Vector2 textSize;
Vector2 paddingSize;
// tooltip types: 0 = only corner, 1 = delayed on mouse, 2 = instant on mouse
// idk the best place to put this comment so i'm putting it everywhere lmao
switch (type)
{
case 0:
group.alpha = 0;
text.text = tooltipText;
text.ForceMeshUpdate();
textSize = text.GetRenderedValues(false);
paddingSize = new Vector2(8, 8);
background.sizeDelta = textSize + paddingSize;
Editor.instance.tooltipText.text = altTooltipText.Replace("\n", "");
Editor.instance.tooltipText.ForceMeshUpdate();
break;
case 1:
group.alpha = 0;
text.text = tooltipText;
text.ForceMeshUpdate();
textSize = text.GetRenderedValues(false);
paddingSize = new Vector2(8, 8);
background.sizeDelta = textSize + paddingSize;
Editor.instance.tooltipText.text = altTooltipText.Replace("\n", "");
Editor.instance.tooltipText.ForceMeshUpdate();
timerActive = true;
break;
case 2:
group.alpha = 1;
text.text = tooltipText;
text.ForceMeshUpdate();
Vector2 textSize = text.GetRenderedValues(false);
Vector2 paddingSize = new Vector2(8, 8);
textSize = text.GetRenderedValues(false);
paddingSize = new Vector2(8, 8);
background.sizeDelta = textSize + paddingSize;
Editor.instance.tooltipText.text = altTooltipText.Replace("\n", "");
Editor.instance.tooltipText.ForceMeshUpdate();
break;
}
}
private void OnExitPrivate()
{
group.alpha = 0;
timerActive = false;
timer = 0;
}
private void SetText(string tooltipText)
@ -99,15 +149,16 @@ namespace HeavenStudio.Editor
background.sizeDelta = textSize + paddingSize;
}
public static void AddTooltip(GameObject g, string tooltipText, string altTooltipText = null)
public static void AddTooltip(GameObject g, string tooltipText, string altTooltipText = null, int type = 2)
{
// tooltip types: 0 = only corner, 1 = delayed on mouse, 2 = instant on mouse
altTooltipText ??= tooltipText;
EventTrigger et = g.AddComponent<EventTrigger>();
EventTrigger.Entry pointerEnter = new EventTrigger.Entry();
pointerEnter.eventID = EventTriggerType.PointerEnter;
pointerEnter.callback.AddListener((data) => { OnEnter(tooltipText, altTooltipText); });
pointerEnter.callback.AddListener((data) => { OnEnter(tooltipText, altTooltipText, type); });
EventTrigger.Entry pointerExit = new EventTrigger.Entry();
pointerExit.eventID = EventTriggerType.PointerExit;

View file

@ -132,7 +132,7 @@ namespace HeavenStudio.Common
bool letterboxFxEnable = true,
int editorScale = 0,
bool scaleWScreenSize = false,
bool showParamTooltips = true,
int showParamTooltips = 1,
bool previewNoteSounds = true
)
{
@ -195,7 +195,7 @@ namespace HeavenStudio.Common
public bool discordRPCEnable;
public int editorScale;
public bool scaleWScreenSize;
public bool showParamTooltips;
public int showParamTooltips;
public bool previewNoteSounds;
// public bool showCornerTooltips;

View file

@ -3,6 +3,7 @@ using UnityEngine.UI;
using TMPro;
using HeavenStudio.Common;
using System.Runtime.InteropServices;
namespace HeavenStudio.Editor
{
@ -12,7 +13,7 @@ namespace HeavenStudio.Editor
[SerializeField] Toggle discordRPCCheckbox;
[SerializeField] Button editorScaleDecre, editorScaleIncre;
[SerializeField] Toggle scaleWSS;
[SerializeField] Toggle paramTooltipsToggle;
[SerializeField] TMP_Dropdown paramTooltipsDropdown;
[SerializeField] Toggle previewNoteSoundsToggle;
// [SerializeField] Toggle cornerTooltipsToggle;
@ -21,7 +22,7 @@ namespace HeavenStudio.Editor
cursorCheckbox.isOn = PersistentDataManager.gameSettings.editorCursorEnable;
discordRPCCheckbox.isOn = PersistentDataManager.gameSettings.discordRPCEnable;
scaleWSS.isOn = PersistentDataManager.gameSettings.scaleWScreenSize;
paramTooltipsToggle.isOn = PersistentDataManager.gameSettings.showParamTooltips;
paramTooltipsDropdown.value = PersistentDataManager.gameSettings.showParamTooltips;
previewNoteSoundsToggle.isOn = PersistentDataManager.gameSettings.previewNoteSounds;
SetDecreIncreInteractable();
@ -60,7 +61,8 @@ namespace HeavenStudio.Editor
public void OnParamTooltipsChanged()
{
PersistentDataManager.gameSettings.showParamTooltips = paramTooltipsToggle.isOn;
// tooltip types: 0 = only corner, 1 = delayed on mouse, 2 = instant on mouse
PersistentDataManager.gameSettings.showParamTooltips = paramTooltipsDropdown.value;
}
public void OnPreviewNoteSoundsChanged()

View file

@ -134,5 +134,267 @@ MonoBehaviour:
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- Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs
- Assets/Scripts/Games/Chameleon/Chameleon.cs
- Assets/X-PostProcessing/Effects/DualKawaseBlur/DualKawaseBlur.cs
- Assets/Scripts/LevelEditor/Tooltip.cs
- Assets/X-PostProcessing/Effects/BoxBlur/Editor/BoxBlurEditor.cs
- Assets/X-PostProcessing/Effects/TiltShiftBlurV2/TiltShiftBlurV2.cs
- Assets/X-PostProcessing/Effects/GlitchRGBSplitV4/Editor/GlitchRGBSplitV4Editor.cs
- Assets/X-PostProcessing/Effects/GlitchScanLineJitter/Editor/GlitchScanLineJitterEditor.cs
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- Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
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- Assets/X-PostProcessing/Effects/ColorAdjustmentHue/ColorAdjustmentHue.cs
- Assets/Scripts/Games/Splashdown/Splashdown.cs
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- Assets/Scripts/GlobalGameManager.cs
- Assets/X-PostProcessing/Effects/GlitchRGBSplit/Editor/GlitchRGBSplitEditor.cs
- Assets/X-PostProcessing/Effects/RadialBlur/RadialBlur.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentTint/Editor/ColorAdjustmentTintEditor.cs
- Assets/Scripts/UI/Overlays/SkillStarManager.cs
- Assets/X-PostProcessing/Effects/RadialBlurV2/Editor/RadialBlurV2Editor.cs
- Assets/Scripts/LevelEditor/BeatGrid.cs
- Assets/Scripts/Games/RhythmRally/RhythmRally.cs
- Assets/Scripts/Games/ShootEmUp/Enemy.cs
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- Assets/X-PostProcessing/Effects/BokehBlur/Editor/BokehBlurEditor.cs
- Assets/Scripts/Util/MathUtils.cs
- Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs
- Assets/X-PostProcessing/Effects/GlitchScreenShake/Editor/GlitchScreenShakeEditor.cs
- Assets/Scripts/Games/FrogPrincess/FrogPrincess.cs
- Assets/Scripts/Games/LumBEARjack/LBJHugeObject.cs
- Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs
- Assets/Scripts/Games/FreezeFrame/Photograph.cs
- Assets/Scripts/Games/TotemClimb/TotemClimb.cs
- Assets/Scripts/Games/LumBEARjack/LBJBGCat.cs
- Assets/X-PostProcessing/Effects/GlitchRGBSplitV5/GlitchRGBSplitV5.cs
- Assets/Scripts/Games/FirstContact/Translator.cs
- Assets/X-PostProcessing/Effects/GlitchRGBSplitV5/Editor/GlitchRGBSplitV5Editor.cs
- Assets/Scripts/Games/ShootEmUp/Ship.cs
- Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeon/Editor/EdgeDetectionSobelNeonEditor.cs
- Assets/Scripts/StudioDance/Dancer.cs
- Assets/Scripts/Games/Lockstep/Lockstep.cs
- Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs
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- Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs
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- Assets/Scripts/Games/RhythmTweezers/Tweezers.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentBleachBypass/Editor/ColorAdjustmentBleachBypassEditor.cs
- Assets/X-PostProcessing/Editor/XPostProcessingEditorUtility.cs
- Assets/X-PostProcessing/Effects/RapidOldTVVignetteV2/Editor/RapidOldTVVignetteV2Editor.cs
- Assets/Scripts/Games/WorkingDough/WorkingDough.cs
- Assets/Scripts/Games/SpaceDance/SpaceDance.cs
- Assets/X-PostProcessing/Effects/GlitchWaveJitter/Editor/GlitchWaveJitterEditor.cs
- Assets/X-PostProcessing/Effects/EdgeDetectionScharrNeonV2/Editor/EdgeDetectionScharrNeonV2Editor.cs
- Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs
- Assets/X-PostProcessing/Effects/GlitchScreenJump/Editor/GlitchScreenJumpEditor.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/RemixPropertyPrefab.cs
- Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs
- Assets/Scripts/LevelEditor/Timeline/LayerLabel.cs
- Assets/X-PostProcessing/Effects/DualGaussianBlur/DualGaussianBlur.cs
- Assets/X-PostProcessing/Effects/SharpenV2/SharpenV2.cs
- Assets/Scripts/Games/Fireworks/Fireworks.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentHue/Editor/ColorAdjustmentHueEditor.cs
- Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs
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