HeavenStudioPlus/Assets/Scripts/LevelEditor/Tooltip.cs
Zeo f861be86a3 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
2024-04-21 21:39:19 +00:00

171 lines
No EOL
5.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using TMPro;
namespace HeavenStudio.Editor
{
public class Tooltip : MonoBehaviour
{
private RectTransform rectTransform;
[SerializeField] private RectTransform canvasRect;
[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; }
private void Awake()
{
instance = this;
rectTransform = GetComponent<RectTransform>();
group.alpha = 0;
}
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;
Vector2 scale = new Vector2(canvasScale.x, canvasScale.y);
float toolTipScale = camera.pixelWidth / 1280f;
if (anchoredPosition.x + background.rect.width * toolTipScale > camera.pixelWidth)
{
anchoredPosition.x = camera.pixelWidth - background.rect.width * toolTipScale;
}
if (anchoredPosition.x < -camera.pixelWidth)
{
anchoredPosition.x = -camera.pixelWidth;
}
if (anchoredPosition.y + background.rect.height * toolTipScale > camera.pixelHeight)
{
anchoredPosition.y = camera.pixelHeight - background.rect.height * toolTipScale;
}
if (anchoredPosition.y < -camera.pixelHeight)
{
anchoredPosition.y = -camera.pixelHeight;
}
anchoredPosition.z = camera.nearClipPlane;
anchoredPosition = camera.ScreenToWorldPoint(anchoredPosition);
rectTransform.anchoredPosition = anchoredPosition / scale;
}
public static void OnEnter(string tooltipText, string altTooltipText, int type)
{
instance.OnEnterPrivate(tooltipText, altTooltipText, type);
}
public static void OnExit()
{
instance.OnExitPrivate();
Editor.instance.tooltipText.text = "";
Editor.instance.tooltipText.ForceMeshUpdate();
}
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();
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)
{
text.text = tooltipText;
text.ForceMeshUpdate();
Vector2 textSize = text.GetRenderedValues(false);
Vector2 paddingSize = new Vector2(8, 8);
background.sizeDelta = textSize + paddingSize;
}
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, type); });
EventTrigger.Entry pointerExit = new EventTrigger.Entry();
pointerExit.eventID = EventTriggerType.PointerExit;
pointerExit.callback.AddListener((data) => { OnExit(); });
et.triggers.Add(pointerEnter);
et.triggers.Add(pointerExit);
}
}
}