Tooltips Pro: Advanced tooltip positioning, functionality

Tooltips Pro
Advanced tooltip functionality for Godot 4.4+

Features

  • Tooltips Everywhere: Tooltips can be attached to any Control node, as well as 2D and 3D nodes.
  • Customizable Layout: Set Alignment, Offset, and Overflow Mode to fully control how tooltips should be positioned, and adjust to overflowing the screen bounds.
  • Origin Options: Anchor a tooltip to the node that triggered it, the mouse position, or any arbitrary position with a remote node.
  • Nesting Tooltips: Put tooltips within tooltips, and trigger them through a fully featured locking system of the kind established in Crusader Kings III.
  • Pin Tooltips: Pin a tooltip so you can freely move the mouse to it without the tooltip closing prematurely. Inspired by a feature in Endless Legend 2.
  • Dynamic Content: Use String placeholders to insert variables into tooltips and see the text update while they’re open.
  • Template Appearances: Customize tooltip templates using the full power of Godot’s UI system, for reuse or unique one-offs.
  • Localization support, animations, and more!

Get Tooltips Pro:
GitHub
Asset Library


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It’s pretty cool how CK3 basically invented nesting tooltips. I don’t remember seeing it done before then.

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UPDATE 1.1
(Should be live in the Asset Library shortly, or you can always get the latest directly from GitHub)

  • New Major Feature: Pin Tooltips: Pin a tooltip so you can freely move the mouse to it without the tooltip closing prematurely. Inspired by a feature in Endless Legend 2. See additional info below.

  • New Minor Feature: Support for icons/UI elements that are shown during different tooltip states of locking/unlocking/locked, and pinned/unpinned.

  • Fix: Navigating the nested tooltip stack is much more robust and accurate (ie. having a bunch of nested tooltips open and quickly moving the mouse to ones further back in the stack).

  • Change: Can no longer override the global Tooltip Settings per tooltip. The only real use case is overriding the Open Delay to 0.0s for tooltips that trigger on selection, and this is now done by calling _on_focus_entered2d/3d. A can_lock flag on tooltips also replaces overriding the Lock Mode setting.

What is Pinning?
See the new example scene pinning_example_scene.tscn to see it in action.

A tooltip that can be locked may also be pinned by holding Shift (by default). A pinned tooltip will not close when the mouse exits the tooltip, or its trigger. For example, a tooltip for a 2D tile located in the top right of the screen could be an info panel anchored to the bottom left of the screen. Normally you wouldn’t be able to move the mouse from the tile to the tooltip without it closing, even if locked. While pinned, however, you’re free to move the mouse anywhere and the tooltip will remain open, allowing you to access the tooltip’s nested triggers.

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UPDATE 1.2
(Should be live in the Asset Library shortly, or you can always get the latest directly from GitHub)

New Major Feature: Support for RichTextLabel text/img links triggering a tooltip using BBCode.

New Minor Feature: Added Timer and Action Lock as the default Lock Mode, where you can use an input action to lock a tooltip before the timer completes (As seen in Europa Universalis V).

New Minor Feature: Added optional input action to close the current tooltip (As seen in Tavern Keeper).

Fix: Assorted fixes to improve expected behaviour for tooltips and the example scenes.

Change: Tooltip Template mouse_entered and mouse_exited signals are now set up in code and don’t have to be connected manually.

The GitHub Wiki page now contains some useful information on using Tooltips Pro for the first time and overviews of its components.

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