forked from SilverStudioGames/WTS
Tooltip improvements and bug fixes
* Disabled tooltips on android devices * Improved screen boundary detection to avoid overflow * Improved readability and padding * Fixed the existence of tooltip parameter causing massive lag spikes on hover/unhover events (even when tooltips were disabled) by patching the related engine focus function
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@ -1,20 +1,20 @@
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default _tooltip = None
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screen tooltip():
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screen tooltip():
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layer "interface"
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layer "interface"
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tag tooltip
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tag tooltip
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zorder 5
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zorder 5
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style_prefix "tooltip"
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style_prefix "tooltip"
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$ tooltip = GetTooltip()
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if settings.get("tooltip") and _tooltip:
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if settings.get("tooltip") and tooltip:
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window:
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window:
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id tooltip
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id "tooltip"
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at tooltip_follow
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at tooltip_follow
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text "[tooltip]"
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text "[_tooltip]"
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style tooltip_window is empty:
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style tooltip_window is empty:
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background "#00000080"
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background "#00000080"
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padding (12, 6)
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padding (18, 12)
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xmaximum 300
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xmaximum 300
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style tooltip_text is default:
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style tooltip_text is default:
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@ -30,12 +30,22 @@ init python:
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def tooltip_func(trans, st, at):
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def tooltip_func(trans, st, at):
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x, y = renpy.get_mouse_pos()
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x, y = renpy.get_mouse_pos()
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xanchor = 1.0 if (x > 980) else 0.0
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yanchor = 1.0 if (y > 500) else 0.0
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xoffset = 11 if xanchor else 0
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yoffset = 14 if yanchor else 0
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trans.pos = (x, y)
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trans.anchor = (xanchor, yanchor)
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trans.offset = (xoffset, yoffset)
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return 0
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if trans.pos is not (x, y):
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cw, ch = trans.child.window_size
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xanchor = 1.0 if (x + int(cw)) > (config.screen_width) else 0.0
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yanchor = 1.0 if (y + int(ch)) > (config.screen_height) else 0.0
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xoffset = 18 if xanchor else 0
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yoffset = 24 if yanchor else 0
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trans.pos = (x, y)
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trans.anchor = (xanchor, yanchor)
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trans.offset = (xoffset, yoffset)
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return 0
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if not renpy.android:
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config.always_shown_screens.append("tooltip")
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config.per_frame_screens.append("tooltip")
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@ -1,21 +1,14 @@
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# The game starts here
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label start:
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label start:
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if not renpy.android:
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show screen tooltip
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python:
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python:
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version = version_float()
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version = version_float()
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renpy.block_rollback()
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renpy.block_rollback()
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jump start_wt
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jump start_wt
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label start_quick:
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label start_quick:
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if not renpy.android:
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show screen tooltip
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python:
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python:
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version = version_float()
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game.difficulty = 2
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game.difficulty = 2
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ton_friendship = 5
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ton_friendship = 5
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sna_friendship = 5
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sna_friendship = 5
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@ -27,10 +20,8 @@ label start_quick:
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jump skip_to_hermione
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jump skip_to_hermione
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label start_dev:
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label start_dev:
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if not renpy.android:
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show screen tooltip
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python:
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python:
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version = version_float()
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game.difficulty = 2
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game.difficulty = 2
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game.cheats = True
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game.cheats = True
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game.gold = 100000
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game.gold = 100000
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@ -86,3 +86,40 @@ python early hide:
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return rv
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return rv
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renpy.list_files = _list_files
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renpy.list_files = _list_files
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# Default focus behaviour restarts the interaction whenever
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# any element that contains a tooltip is being hovered or unhovered.
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# Restarting interactions in a short timespan causes massive lag spikes,
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# in order to fix it, we'll refresh just the tooltip screen and skip the rest.
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def set_focused(widget, arg, screen):
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global _tooltip
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renpy.display.focus.argument = arg
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renpy.display.focus.screen_of_focused = screen
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if screen is not None:
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renpy.display.focus.screen_of_focused_names = { screen.screen_name[0], screen.tag }
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else:
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renpy.display.focus.screen_of_focused_names = set()
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renpy.game.context().scene_lists.focused = widget
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renpy.display.tts.displayable(widget)
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# Figure out the tooltip.
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_tooltip = widget._get_tooltip() if widget else None
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# setattr(renpy.store, "widget", widget) # DEBUG
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# if renpy.display.focus.tooltip != new_tooltip:
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# renpy.display.focus.tooltip = new_tooltip
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# renpy.display.focus.capture_focus("tooltip")
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# renpy.exports.restart_interaction()
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# if renpy.display.focus.tooltip is not None:
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# renpy.display.focus.last_tooltip = renpy.display.focus.tooltip
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# renpy.display.focus.screen_of_last_focused_names = renpy.display.focus.screen_of_focused_names
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renpy.display.focus.set_focused = set_focused
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