/// Credit drHogan /// Sourced from - http://forum.unity3d.com/threads/screenspace-camera-tooltip-controller-sweat-and-tears.293991/#post-1938929 /// updated simonDarksideJ - refactored code to be more performant. /// updated lucasvinbr - mixed with BoundTooltip, should work with Screenspace Camera (non-rotated) and Overlay /// *Note - only works for non-rotated Screenspace Camera and Screenspace Overlay canvases at present, needs updating to include rotated Screenspace Camera and Worldspace! //ToolTip is written by Emiliano Pastorelli, H&R Tallinn (Estonia), http://www.hammerandravens.com //Copyright (c) 2015 Emiliano Pastorelli, H&R - Hammer&Ravens, Tallinn, Estonia. //All rights reserved. //Redistribution and use in source and binary forms are permitted //provided that the above copyright notice and this paragraph are //duplicated in all such forms and that any documentation, //advertising materials, and other materials related to such //distribution and use acknowledge that the software was developed //by H&R, Hammer&Ravens. The name of the //H&R, Hammer&Ravens may not be used to endorse or promote products derived //from this software without specific prior written permission. //THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR //IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED //WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. namespace UnityEngine.UI.Extensions { [RequireComponent(typeof(RectTransform))] [AddComponentMenu("UI/Extensions/Tooltip/Tooltip")] public class ToolTip : MonoBehaviour { //text of the tooltip private Text _text; private RectTransform _rectTransform, canvasRectTransform; [Tooltip("The canvas used by the tooltip as positioning and scaling reference. Should usually be the root Canvas of the hierarchy this component is in")] public Canvas canvas; [Tooltip("Sets if tooltip triggers will run ForceUpdateCanvases and refresh the tooltip's layout group " + "(if any) when hovered, in order to prevent momentousness misplacement sometimes caused by ContentSizeFitters")] public bool tooltipTriggersCanForceCanvasUpdate = false; /// /// the tooltip's Layout Group, if any /// private LayoutGroup _layoutGroup; //if the tooltip is inside a UI element private bool _inside; private float width, height;//, canvasWidth, canvasHeight; public float YShift,xShift; [HideInInspector] public RenderMode guiMode; private Camera _guiCamera; public Camera GuiCamera { get { if (!_guiCamera) { _guiCamera = Camera.main; } return _guiCamera; } } private Vector3 screenLowerLeft, screenUpperRight, shiftingVector; /// /// a screen-space point where the tooltip would be placed before applying X and Y shifts and border checks /// private Vector3 baseTooltipPos; private Vector3 newTTPos; private Vector3 adjustedNewTTPos; private Vector3 adjustedTTLocalPos; private Vector3 shifterForBorders; private float borderTest; // Standard Singleton Access private static ToolTip instance; public static ToolTip Instance { get { if (instance == null) instance = FindObjectOfType(); return instance; } } void Reset() { canvas = GetComponentInParent(); canvas = canvas.rootCanvas; } // Use this for initialization public void Awake() { instance = this; if (!canvas) { canvas = GetComponentInParent(); canvas = canvas.rootCanvas; } _guiCamera = canvas.worldCamera; guiMode = canvas.renderMode; _rectTransform = GetComponent(); canvasRectTransform = canvas.GetComponent(); _layoutGroup = GetComponentInChildren(); _text = GetComponentInChildren(); _inside = false; this.gameObject.SetActive(false); } public void SetTooltip(string ttext) { SetTooltip(ttext, transform.position); } //Call this function externally to set the text of the template and activate the tooltip public void SetTooltip(string ttext, Vector3 basePos, bool refreshCanvasesBeforeGetSize = false) { baseTooltipPos = basePos; //set the text if (_text) { _text.text = ttext; } else { Debug.LogWarning("[ToolTip] Couldn't set tooltip text, tooltip has no child Text component"); } ContextualTooltipUpdate(refreshCanvasesBeforeGetSize); } //call this function on mouse exit to deactivate the template public void HideTooltip() { gameObject.SetActive(false); _inside = false; } // Update is called once per frame void Update() { if (_inside) { ContextualTooltipUpdate(); } } /// /// forces rebuilding of Canvases in order to update the tooltip's content size fitting. /// Can prevent the tooltip from being visibly misplaced for one frame when being resized. /// Only runs if tooltipTriggersCanForceCanvasUpdate is true /// public void RefreshTooltipSize() { if (tooltipTriggersCanForceCanvasUpdate) { Canvas.ForceUpdateCanvases(); if (_layoutGroup) { _layoutGroup.enabled = false; _layoutGroup.enabled = true; } } } /// /// Runs the appropriate tooltip placement method, according to the parent canvas's render mode /// /// public void ContextualTooltipUpdate(bool refreshCanvasesBeforeGettingSize = false) { switch (guiMode) { case RenderMode.ScreenSpaceCamera: OnScreenSpaceCamera(refreshCanvasesBeforeGettingSize); break; case RenderMode.ScreenSpaceOverlay: OnScreenSpaceOverlay(refreshCanvasesBeforeGettingSize); break; } } //main tooltip edge of screen guard and movement - camera public void OnScreenSpaceCamera(bool refreshCanvasesBeforeGettingSize = false) { shiftingVector.x = xShift; shiftingVector.y = YShift; baseTooltipPos.z = canvas.planeDistance; newTTPos = GuiCamera.ScreenToViewportPoint(baseTooltipPos - shiftingVector); adjustedNewTTPos = GuiCamera.ViewportToWorldPoint(newTTPos); gameObject.SetActive(true); if (refreshCanvasesBeforeGettingSize) RefreshTooltipSize(); //consider scaled dimensions when comparing against the edges width = transform.lossyScale.x * _rectTransform.sizeDelta[0]; height = transform.lossyScale.y * _rectTransform.sizeDelta[1]; // check and solve problems for the tooltip that goes out of the screen on the horizontal axis RectTransformUtility.ScreenPointToWorldPointInRectangle(canvasRectTransform, Vector2.zero, GuiCamera, out screenLowerLeft); RectTransformUtility.ScreenPointToWorldPointInRectangle(canvasRectTransform, new Vector2(Screen.width, Screen.height), GuiCamera, out screenUpperRight); //check for right edge of screen borderTest = (adjustedNewTTPos.x + width / 2); if (borderTest > screenUpperRight.x) { shifterForBorders.x = borderTest - screenUpperRight.x; adjustedNewTTPos.x -= shifterForBorders.x; } //check for left edge of screen borderTest = (adjustedNewTTPos.x - width / 2); if (borderTest < screenLowerLeft.x) { shifterForBorders.x = screenLowerLeft.x - borderTest; adjustedNewTTPos.x += shifterForBorders.x; } // check and solve problems for the tooltip that goes out of the screen on the vertical axis //check for lower edge of the screen borderTest = (adjustedNewTTPos.y - height / 2); if (borderTest < screenLowerLeft.y) { shifterForBorders.y = screenLowerLeft.y - borderTest; adjustedNewTTPos.y += shifterForBorders.y; } //check for upper edge of the screen borderTest = (adjustedNewTTPos.y + height / 2); if (borderTest > screenUpperRight.y) { shifterForBorders.y = borderTest - screenUpperRight.y; adjustedNewTTPos.y -= shifterForBorders.y; } //failed attempt to circumvent issues caused when rotating the camera adjustedNewTTPos = transform.rotation * adjustedNewTTPos; transform.position = adjustedNewTTPos; adjustedTTLocalPos = transform.localPosition; adjustedTTLocalPos.z = 0; transform.localPosition = adjustedTTLocalPos; _inside = true; } //main tooltip edge of screen guard and movement - overlay public void OnScreenSpaceOverlay(bool refreshCanvasesBeforeGettingSize = false) { shiftingVector.x = xShift; shiftingVector.y = YShift; newTTPos = (baseTooltipPos - shiftingVector) / canvas.scaleFactor; adjustedNewTTPos = newTTPos; gameObject.SetActive(true); if (refreshCanvasesBeforeGettingSize) RefreshTooltipSize(); width = _rectTransform.sizeDelta[0]; height = _rectTransform.sizeDelta[1]; // check and solve problems for the tooltip that goes out of the screen on the horizontal axis //screen's 0 = overlay canvas's 0 (always?) screenLowerLeft = Vector3.zero; screenUpperRight = canvasRectTransform.sizeDelta; //check for right edge of screen borderTest = (newTTPos.x + width / 2); if (borderTest > screenUpperRight.x) { shifterForBorders.x = borderTest - screenUpperRight.x; adjustedNewTTPos.x -= shifterForBorders.x; } //check for left edge of screen borderTest = (adjustedNewTTPos.x - width / 2); if (borderTest < screenLowerLeft.x) { shifterForBorders.x = screenLowerLeft.x - borderTest; adjustedNewTTPos.x += shifterForBorders.x; } // check and solve problems for the tooltip that goes out of the screen on the vertical axis //check for lower edge of the screen borderTest = (adjustedNewTTPos.y - height / 2); if (borderTest < screenLowerLeft.y) { shifterForBorders.y = screenLowerLeft.y - borderTest; adjustedNewTTPos.y += shifterForBorders.y; } //check for upper edge of the screen borderTest = (adjustedNewTTPos.y + height / 2); if (borderTest > screenUpperRight.y) { shifterForBorders.y = borderTest - screenUpperRight.y; adjustedNewTTPos.y -= shifterForBorders.y; } //remove scale factor for the actual positioning of the TT adjustedNewTTPos *= canvas.scaleFactor; transform.position = adjustedNewTTPos; _inside = true; } } }