Control_MakeCustomTooltip Method |
Virtual method to be implemented by the user. Returns a Control node that should be used as a tooltip instead of the default one. The for_text includes the contents of the HintTooltip property.
The returned node must be of type Control or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance).When null or a non-Control node is returned, the default tooltip will be used instead.
The returned node will be added as child to a PopupPanel, so you should only provide the contents of that panel. That PopupPanel can be themed using SetStylebox(String, String, StyleBox) for the type "TooltipPanel" (see HintTooltip for an example).
Note: The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its RectMinSize to some non-zero value.
Example of usage with a custom-constructed node:
func _make_custom_tooltip(for_text): var label = Label.new() label.text = for_text return label
Example of usage with a custom scene instance:
func _make_custom_tooltip(for_text): var tooltip = preload("res://SomeTooltipScene.tscn").instance() tooltip.get_node("Label").text = for_text return tooltip
Namespace: Godot
public virtual Control _MakeCustomTooltip( string forText )
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