
If no custom tooltip is given, use a default implementation. tooltip_popup = tooltip_owner-> make_custom_tooltip(tooltip_text) This should be a Control node which will be added as child to the tooltip owner. Controls can implement `make_custom_tooltip` to provide their own tooltip. Remove previous popup if we change something. Most complex programs end up implementing a custom tooltip system for the same reason. OS-native tooltips are too limited for this purpose, as they can't contain any formatting and their theming can't be changed. No, these are rendered as Controls within the main window in 3.x (and in separate windows in 4.0).

To each problem, its own solution 🙂Īre those inspector tool tips are implemented using OS native UI functionality? Blender is drawing them in the same OpenGL window as the main viewport, like Godot 3.x.ĮditorHelpBit (used for inspector tooltips) is more powerful (and therefore more complex/demanding) compared to the general-purpose tooltip spawned when hovering Control nodes.
#Fence disappearing stardock code#
Out of all the programs you mentioned, VS Code and Blender both use custom tooltips. I use Fences but no other application on my system (eg Visual Studio, VS Code, Blender, Unity, Libre Office, Inksacpe, Steam, numerous games etc) exhibits the same issue with tool-tips. Are those inspector tool tips are implemented using OS native UI functionality? That's the only way I could see that happening? It's quite strange any external application could impact Godot UI features rendered using the same OpenGL rendering system used by the rest of the Godot interface uses. Please just use the same (reliable) tool tip system for all tool tips. While the short simple tool tips that can easily be read in a glance are rock solid. So annoyingly we have inspector tool tips, that cannot be read at a glance, continually hiding/showing. Why do you have seemingly multiple implementation of tool tips anyway? I notice the light background tool tips used for icons throughout the Godot UI never exhibit this issue. Stardock (or other vendors) are simply going to laugh at anyone suggesting they need to fix something in Fences when the issue is plainly with the Godot implementation.

It is the current Godot implementation of these specific tool-tips that is the root cause of the issue, NOT Fences or any other application on the system.

#Fence disappearing stardock windows 10#
System spec: Windows 10 64 bit, Godot 3.5 stable 64bit (mono). This issue is a real pain, please fix! The continual hiding and showing of these tool tips makes reading that often very useful information incredibly frustrating.
