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trail-into-darkness/docs/plans/2026-04-06-popup-system-design.md
Sebastian Bularca cbf9f384d9 popup changes
2026-04-06 10:44:16 +02:00

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# Popup System Design
**Package:** `com.jovian.popup-system`
**Date:** 2026-04-06
## Purpose
A lightweight, low-allocation popup/tooltip system for Unity UGUI. Supports hover tooltips, anchored popups, and follow-mouse modes with dynamic content built via a fluent API. Per-game-state instances with category-based isolation and priority dismissal.
## Architecture
```
Game Code / PopupTrigger MonoBehaviour
│ popupSystem.Show(category, builder, anchor)
│ popupSystem.Hide(category)
IPopupSystem (per-game-state instance, injected via constructor DI)
│ RegisterCategory(PopupCategory, priority)
│ One PopupReference per category (lazy-created on first Show)
│ Priority: higher priority category dismisses lower on show
│ Tick()-driven delay timers and animations (no coroutines)
PopupReference (MonoBehaviour — one instance per registered category)
│ Canvas + CanvasGroup for transitions
│ Content parent (VerticalLayoutGroup + ContentSizeFitter)
│ Grow-only element cache (reuse, never destroy)
│ Screen edge clamping
│ Anchor-to-element or follow-mouse positioning
IPopupAnimator (extensible interface for show/hide transitions)
│ Default: FadePopupAnimator (CanvasGroup.alpha lerp)
│ Custom implementations for scale, slide, etc.
PopupContentBuilder (struct, fluent API)
.AddHeader(text) .AddText(text) .AddStat(label, value)
.AddImage(sprite) .AddSeparator()
→ activates pre-existing child elements in PopupReference
```
## Core Types
### PopupCategory (readonly struct)
Same pattern as LogChannel. Value type, string-keyed, zero-alloc comparisons.
```csharp
[Serializable]
public readonly struct PopupCategory : IEquatable<PopupCategory> {
readonly string id;
public string Id => id;
public PopupCategory(string id) => this.id = id;
public static readonly PopupCategory Character = new("Character");
public static readonly PopupCategory Item = new("Item");
public static readonly PopupCategory Skill = new("Skill");
public static readonly PopupCategory General = new("General");
}
```
### PopupSettings (ScriptableObject)
Full configuration loaded via Addressables.
```
General:
popupDelay float 0.4s Time before popup appears after hover
fadeDuration float 0.2s Default animation duration
defaultAnchorSide enum Below Below/Above/Left/Right
screenEdgePadding float 10px Minimum distance from screen edge
maxPopupWidth float 400px Maximum content width
sortingOrder int 100 Canvas sorting order
Follow Mouse:
followMouseOffset Vector2 (15, -15) Offset from cursor in follow mode
Input:
touchHoldDuration float 0.6s Press-and-hold duration for touch
gamepadFocusTrigger bool true Trigger on gamepad focus events
Priority:
categoryPriorities List<CategoryPriority>
- category: PopupCategory
- priority: int Higher value = higher priority
Per-Category Overrides:
categoryDelayOverrides List<CategoryDelay>
- category: PopupCategory
- delay: float
```
### IPopupSystem (interface)
```csharp
public interface IPopupSystem {
void RegisterCategory(PopupCategory category, int priority = 0);
void Show(PopupCategory category, Action<PopupContentBuilder> buildContent,
RectTransform anchor = null, AnchorSide? anchorSide = null);
void ShowAtPosition(PopupCategory category, Action<PopupContentBuilder> buildContent,
Vector2 screenPosition);
void Hide(PopupCategory category);
void HideAll();
void Tick(float deltaTime);
void Dispose();
}
```
### PopupSystem (implementation)
- `Dictionary<PopupCategory, PopupReferenceState>` — O(1) lookup by category
- `PopupReferenceState` holds: PopupReference instance (null until first show), priority, delay timer, pending show data
- `Tick(deltaTime)` drives delay countdown and animation lerp — no coroutines
- On `Show()`:
- If a higher-priority popup is already visible, queue or cancel
- Start delay timer; on expiry, activate the view
- PopupReference clears content (deactivates cached elements), runs builder callback, positions, animates in
- On `Hide()`:
- Animate out, deactivate
- On `Dispose()`:
- Destroy all PopupReference GameObjects
### PopupReference (MonoBehaviour)
Single prefab, instantiated once per category:
```
PopupReference (Canvas, CanvasGroup, RectMask2D)
├── Content (RectTransform, VerticalLayoutGroup, ContentSizeFitter)
│ ├── [cached] HeaderElement (TMP_Text, deactivated)
│ ├── [cached] TextElement x N (TMP_Text, deactivated)
│ ├── [cached] StatElement x N (TMP_Text label + TMP_Text value, deactivated)
│ ├── [cached] ImageElement x N (Image, deactivated)
│ └── [cached] SeparatorElement x N (Image, deactivated)
└── Background (Image, optional)
```
**Grow-only element cache:**
- Pre-creates a small set of each element type (e.g. 3 text, 2 stat, 1 image, 2 separator)
- `GetOrCreateElement<T>(type)` returns next available deactivated element, or Instantiates if none free
- New elements persist and are reused on next Show
- `ClearContent()` deactivates all elements and resets the reuse index — no Destroy calls
**Positioning:**
- `AnchorToElement(RectTransform target, AnchorSide side)` — positions relative to target element
- `FollowMouse(Vector2 offset)` — updates position each Tick to track cursor
- `ClampToScreen(float padding)` — adjusts position if popup overflows screen bounds, flips anchor side if needed
**Animation:**
- Calls `IPopupAnimator.Show(canvasGroup, duration, onComplete)` and `Hide(...)`
- Default `FadePopupAnimator` lerps `canvasGroup.alpha` 0→1 / 1→0 over duration
- Driven by float timer in Tick, not coroutines
### PopupContentBuilder (struct)
```csharp
public struct PopupContentBuilder {
readonly PopupReference view;
public PopupContentBuilder AddHeader(string text);
public PopupContentBuilder AddText(string text);
public PopupContentBuilder AddText(string text, string hexColor);
public PopupContentBuilder AddStat(string label, int value);
public PopupContentBuilder AddStat(string label, string value);
public PopupContentBuilder AddImage(Sprite sprite, float height = 64f);
public PopupContentBuilder AddSeparator();
}
```
Each method activates a cached element from PopupReference, sets its data, calls `SetAsLastSibling()` for ordering. Returns `this` for chaining. No allocations.
### PopupTrigger (MonoBehaviour)
Attach to any UI element. Handles hover detection automatically.
```csharp
public class PopupTrigger : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler {
[SerializeField] PopupCategory category;
[SerializeField] AnchorSide anchorSide;
[SerializeField] PopupPositionMode positionMode; // AnchorToElement or FollowMouse
IPopupSystem popupSystem;
Action<PopupContentBuilder> contentCallback;
public void Initialize(IPopupSystem popupSystem, Action<PopupContentBuilder> contentCallback);
// IPointerEnterHandler — calls popupSystem.Show(category, contentCallback, rectTransform)
// IPointerExitHandler — calls popupSystem.Hide(category)
}
```
- Category, anchor side, position mode configurable in Inspector
- `Initialize()` called from code to inject the popup system and content builder callback
- No per-frame cost when not hovered
- The `contentCallback` is set once and reused — no allocation per hover
### IPopupAnimator (interface)
```csharp
public interface IPopupAnimator {
void Show(CanvasGroup canvasGroup, float duration, Action onComplete);
void Hide(CanvasGroup canvasGroup, float duration, Action onComplete);
void Tick(float deltaTime);
bool IsAnimating { get; }
}
```
Default implementation: `FadePopupAnimator` — lerps alpha. Custom implementations can do scale, slide, bounce, etc.
### PopupCategoryJsonConverter
Newtonsoft converter for serializing PopupCategory as string id (same pattern as LogChannelJsonConverter).
## Enums
```csharp
public enum AnchorSide { Below, Above, Left, Right }
public enum PopupPositionMode { AnchorToElement, FollowMouse }
```
## Optimization Summary
| Concern | Approach |
|---------|----------|
| Hot path (Show/Hide) | Struct category, dict lookup, no alloc |
| Content elements | Grow-only cache, activate/deactivate, never Destroy |
| Timers | Float countdown in Tick(), no coroutines |
| Builder | Struct, operates directly on cached elements |
| Per-frame | Zero alloc when idle; follow-mouse only reads Input position |
| Trigger | IPointerEnter/Exit interfaces, no delegates allocated per hover |
## Package Structure
```
Packages/com.jovian.popup-system/
├── package.json
├── README.md
├── Runtime/
│ ├── Jovian.PopupSystem.asmdef
│ ├── PopupCategory.cs
│ ├── PopupCategoryJsonConverter.cs
│ ├── PopupSettings.cs
│ ├── IPopupSystem.cs
│ ├── PopupSystem.cs
│ ├── IPopupAnimator.cs
│ ├── FadePopupAnimator.cs
│ ├── PopupContentBuilder.cs
│ └── UI/
│ ├── PopupReference.cs
│ └── PopupTrigger.cs
├── Editor/
│ ├── Jovian.PopupSystem.Editor.asmdef
│ └── PopupSettingsProvider.cs
└── Samples~/
└── README.md
```
### Dependencies
- `com.unity.textmeshpro` (TMP_Text for content elements)
- `com.unity.inputsystem` (for pointer position in follow-mouse mode)
- `com.unity.nuget.newtonsoft-json` (for PopupCategory serialization)
## Integration Example
```csharp
// In GameModeGameState or similar:
var popupSettings = Addressables.LoadAssetAsync<PopupSettings>("PopupSettings").WaitForCompletion();
var popupViewPrefab = Addressables.LoadAssetAsync<PopupReference>("PopupReferencePrefab").WaitForCompletion();
var popupSystem = new PopupSystem(popupSettings, popupViewPrefab);
popupSystem.RegisterCategory(PopupCategory.Character, priority: 10);
popupSystem.RegisterCategory(PopupCategory.Item, priority: 5);
// Pass popupSystem to views/play modes via constructor DI
// In PartyGuiView — attach PopupTrigger to each slot:
var trigger = slot.GetComponent<PopupTrigger>();
trigger.Initialize(popupSystem, builder => {
builder.AddHeader(member.Name)
.AddSeparator()
.AddStat("Health", member.Stats.GetValue(StatType.Health))
.AddStat("Mana", member.Stats.GetValue(StatType.Mana))
.AddStat("Level", member.Stats.GetValue(StatType.Level))
.AddText($"{member.Race} {member.Class}");
});
// In Tick:
popupSystem.Tick(Time.deltaTime);
// On state exit:
popupSystem.Dispose();
```
## Prefab Setup
### PopupReference prefab
1. Root: Canvas (Screen Space Overlay, sorting order from settings), CanvasGroup (alpha=0)
2. Child "Content": RectTransform, VerticalLayoutGroup (Child Force Expand Width: true, Height: false, Spacing: 4, Padding: 8), ContentSizeFitter (Vertical Fit: Preferred Size, Horizontal Fit: Preferred Size up to maxPopupWidth)
3. Background Image behind Content
4. Optional: RectMask2D on root
Pre-create cached elements as children of Content (all deactivated):
- 2x Header (TMP_Text, bold, larger font)
- 4x Text (TMP_Text, normal)
- 4x Stat (horizontal layout: TMP_Text label + TMP_Text value)
- 2x Image (Image component)
- 3x Separator (Image, 1px height, horizontal stretch)