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