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trail-into-darkness/Packages/com.jovian.popup-system/README.md
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# Jovian Popup System
A lightweight, low-allocation popup and tooltip system for Unity with category-based isolation, a fluent content builder, and extensible animations.
## Requirements
- Unity 2022.3 or later
- TextMeshPro 3.0.6+
- Input System 1.18.0+
- Newtonsoft JSON 3.2.1+
Install via the Unity Package Manager by adding the package from its local path or from a git URL.
## Quick Start
### 1. Create a PopupSettings asset
In the Unity Editor, go to **Assets > Create > Jovian > Popup System > Popup Settings**. Place the asset somewhere accessible (e.g. `Assets/Settings/PopupSettings.asset`). You can also configure settings via **Project Settings > Jovian > Popup System**.
### 2. Build a PopupReference prefab
See the [Prefab Setup](#prefab-setup) section below for step-by-step instructions.
### 3. Create and use PopupSystem
```csharp
using Jovian.PopupSystem;
using Jovian.PopupSystem.UI;
// Create the system. Pass the scene Canvas as canvasRoot to auto-scan all PopupTrigger components.
var popup = new PopupSystem(settings, viewPrefab, canvasRoot);
// Register categories you intend to use.
popup.RegisterCategory(PopupCategory.Item);
popup.RegisterCategory(PopupCategory.Character);
// Option A: Set content on auto-scanned triggers by name.
var trigger = popup.GetTrigger("ItemSlot");
trigger?.SetContent(builder => {
builder
.AddHeader("Health Potion")
.AddSeparator()
.AddText("Restores a moderate amount of health.")
.AddStat("Heal Amount", 50);
});
// Option B: Show a popup directly from code.
popup.Show(PopupCategory.Item, builder => {
builder.AddHeader("Iron Sword").AddStat("Damage", 12);
}, anchorRect, AnchorSide.Right);
// Tick each frame (typically in Update or a game-state loop).
popup.Tick(Time.deltaTime);
// Clean up when the game state is torn down.
popup.Dispose();
```
## PopupCategory
`PopupCategory` is a readonly struct that acts as a channel for isolating popups. Each category gets its own view instance and can have independent priority and delay settings.
### Built-in categories
```csharp
PopupCategory.Character // Character tooltips
PopupCategory.Item // Item tooltips
PopupCategory.Skill // Skill tooltips
PopupCategory.General // General-purpose tooltips
```
### Custom categories
Create any number of additional categories:
```csharp
var lootCategory = new PopupCategory("Loot");
popup.RegisterCategory(lootCategory, priority: 5);
```
Categories are compared by their string ID using ordinal comparison.
## PopupSettings
`PopupSettings` is a ScriptableObject that holds all configuration. Create one via **Assets > Create > Jovian > Popup System > Popup Settings**.
| Field | Type | Default | Description |
|---|---|---|---|
| `popupDelay` | float | 0.4 | Seconds before the popup appears after a show request. |
| `fadeDuration` | float | 0.2 | Duration of the fade-in and fade-out animation. |
| `defaultAnchorSide` | AnchorSide | Below | Default side to anchor the popup relative to the target element. |
| `screenEdgePadding` | float | 10 | Minimum pixel distance from screen edges. |
| `maxPopupWidth` | float | 400 | Maximum width of the popup in pixels. |
| `sortingOrder` | int | 100 | Sorting order applied to the popup Canvas. |
| `followMouseOffset` | Vector2 | (15, -15) | Pixel offset from the cursor in follow-mouse mode. |
| `touchHoldDuration` | float | 0.6 | Seconds a touch must be held before triggering a popup. |
| `gamepadFocusTrigger` | bool | true | Whether gamepad focus triggers popups. |
| `categoryPriorities` | List | empty | Per-category priority overrides. Higher priority popups dismiss lower ones. |
| `categoryDelayOverrides` | List | empty | Per-category delay overrides. Overrides `popupDelay` for specific categories. |
## PopupContentBuilder
`PopupContentBuilder` is a struct with a fluent API for composing popup content. You receive it in the build callback passed to `Show` or `ShowAtPosition`.
### Available methods
```csharp
builder.AddHeader("Fireball"); // Bold header text
builder.AddText("Deals fire damage to all enemies."); // Body text
builder.AddText("Rare", "FFD700"); // Colored text (hex, with or without #)
builder.AddStat("Damage", 120); // Label + integer value row
builder.AddStat("Range", "15m"); // Label + string value row
builder.AddImage(iconSprite, 64f); // Sprite with optional height
builder.AddSeparator(); // Horizontal divider line
```
### Full example
```csharp
popup.Show(PopupCategory.Skill, builder => {
builder
.AddHeader("Fireball")
.AddText("Hurls a ball of fire that explodes on impact.")
.AddSeparator()
.AddStat("Damage", 120)
.AddStat("Mana Cost", 35)
.AddStat("Range", "15m")
.AddSeparator()
.AddText("Requires: Level 5", "FF6666");
}, targetRect);
```
All elements are drawn from a grow-only pool inside `PopupReference`. No allocations occur once the pool is warmed.
## PopupTrigger
`PopupTrigger` is a MonoBehaviour you attach to UI elements to get hover-based popup behavior automatically. It implements `IPointerEnterHandler` and `IPointerExitHandler`.
### Inspector fields
| Field | Type | Description |
|---|---|---|
| `category` | PopupCategory | Which category channel to use. |
| `anchorSide` | AnchorSide | Which side of this element to anchor the popup. |
| `positionMode` | PopupPositionMode | `AnchorToElement` or `FollowMouse`. |
### Approach 1: Auto-scanned triggers (recommended for static UI)
When you pass a `canvasRoot` to the `PopupSystem` constructor, it auto-scans all `PopupTrigger` components and binds them. You only need to set content:
```csharp
var popup = new PopupSystem(settings, viewPrefab, canvasRoot);
popup.RegisterCategory(PopupCategory.Character);
// Find a trigger by its GameObject name and set content
var trigger = popup.GetTrigger("HeroPortrait");
trigger?.SetContent(builder => {
builder.AddHeader("Kael").AddStat("Health", 55);
});
// Or set content on all triggers of a category
foreach(var t in popup.GetTriggers(PopupCategory.Item)) {
t.SetContent(builder => builder.AddHeader("Item"));
}
```
### Approach 2: Dynamic triggers (for runtime-created UI)
For UI elements instantiated at runtime (inventory slots, party portraits), use `InitializeTriggersInChildren` after instantiation:
```csharp
// After instantiating slot prefabs under a container:
popup.InitializeTriggersInChildren(slotsContainer, trigger => {
var slotData = trigger.GetComponentInParent<SlotComponent>();
trigger.SetContent(builder => {
builder.AddHeader(slotData.itemName);
});
});
```
This scans, binds, and registers all triggers under the parent, then calls the callback on each.
### Approach 3: Full manual initialization
For complete control, bypass auto-scan and initialize triggers directly:
```csharp
var trigger = button.GetComponent<PopupTrigger>();
trigger.Initialize(popupSystem, builder => {
builder.AddHeader("Attack").AddStat("Damage", 25);
});
// Or with a category override:
trigger.Initialize(popupSystem, PopupCategory.Skill, builder => {
builder.AddHeader("Fireball");
});
```
### Updating content
To change content on an already-initialized trigger without re-binding:
```csharp
trigger.SetContent(builder => {
builder.AddHeader("Attack").AddStat("Damage", newDamageValue);
});
// UpdateContent is an alias for SetContent
trigger.UpdateContent(builder => { ... });
```
## Code-Only Triggers
You do not need `PopupTrigger` to show popups. Call `IPopupSystem` methods directly:
### Anchor to a RectTransform
```csharp
popupSystem.Show(PopupCategory.Item, builder => {
builder.AddHeader("Iron Sword");
}, inventorySlotRect, AnchorSide.Right);
```
### Follow the mouse cursor
Pass no anchor argument:
```csharp
popupSystem.Show(PopupCategory.General, builder => {
builder.AddText("Click to interact");
});
```
### Show at a fixed screen position
```csharp
popupSystem.ShowAtPosition(PopupCategory.General, builder => {
builder.AddText("Tutorial tip");
}, new Vector2(Screen.width * 0.5f, Screen.height * 0.5f));
```
### Hide
```csharp
popupSystem.Hide(PopupCategory.Item); // Hide a specific category
popupSystem.HideAll(); // Hide all categories
```
## Priority System
When a popup is shown, any visible popup from a lower-priority category is automatically dismissed. Priority is configured per category via `PopupSettings.categoryPriorities` or at registration time:
```csharp
popup.RegisterCategory(PopupCategory.Character, priority: 10);
popup.RegisterCategory(PopupCategory.Item, priority: 5);
popup.RegisterCategory(PopupCategory.General, priority: 1);
```
If the player hovers a character portrait (priority 10) while an item tooltip (priority 5) is visible, the item tooltip is dismissed. Popups of equal or higher priority are not affected.
Settings-based priorities (from `PopupSettings.categoryPriorities`) take precedence over the `priority` argument in `RegisterCategory`.
## Lifecycle Integration
The popup system is designed to be created per game state, not as a global singleton. Each game state owns its own `IPopupSystem` instance:
```csharp
// In your game state initialization:
var guiCanvas = guiReferences.GetComponentInParent<Canvas>().transform;
var popupSystem = new PopupSystem(popupSettings, popupViewPrefab, guiCanvas);
popupSystem.RegisterCategory(PopupCategory.Character, priority: 10);
popupSystem.RegisterCategory(PopupCategory.Item, priority: 5);
// All PopupTrigger components under guiCanvas are auto-scanned and bound.
// Pass popupSystem to views/play modes via constructor DI.
// In your game state's Tick/Update:
popupSystem.Tick(Time.deltaTime);
// When the game state exits:
popupSystem.Dispose(); // destroys all popup view GameObjects
```
Each category lazily creates its own `PopupReference` instance on first `Show` call. On `Dispose`, all views are destroyed. This ensures no leaked GameObjects when transitioning between game states.
## IPopupAnimator
The popup system uses `IPopupAnimator` for show/hide transitions. The default implementation is `FadePopupAnimator`, which lerps the `CanvasGroup.alpha` over the configured `fadeDuration`.
### 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; }
}
```
### Custom animator example
```csharp
public sealed class ScalePopupAnimator : IPopupAnimator {
private CanvasGroup target;
private float duration;
private float elapsed;
private float startScale;
private float endScale;
private Action onComplete;
public bool IsAnimating => target != null;
public void Show(CanvasGroup canvasGroup, float duration, Action onComplete) {
target = canvasGroup;
this.duration = Mathf.Max(duration, 0.001f);
elapsed = 0f;
startScale = 0f;
endScale = 1f;
this.onComplete = onComplete;
canvasGroup.transform.localScale = Vector3.zero;
canvasGroup.alpha = 1f;
}
public void Hide(CanvasGroup canvasGroup, float duration, Action onComplete) {
target = canvasGroup;
this.duration = Mathf.Max(duration, 0.001f);
elapsed = 0f;
startScale = 1f;
endScale = 0f;
this.onComplete = onComplete;
}
public void Tick(float deltaTime) {
if(target == null) {
return;
}
elapsed += deltaTime;
var t = Mathf.Clamp01(elapsed / duration);
var scale = Mathf.Lerp(startScale, endScale, t);
target.transform.localScale = Vector3.one * scale;
if(t >= 1f) {
var callback = onComplete;
target = null;
onComplete = null;
callback?.Invoke();
}
}
}
```
Pass a factory function to the constructor so each category gets its own animator instance:
```csharp
var popup = new PopupSystem(settings, viewPrefab, () => new ScalePopupAnimator());
```
## Prefab Setup
Build the `PopupReference` prefab with the following hierarchy. Reference prefabs are included in the `Samples~/Prefabs` folder.
```
PopupReferencePrefab Canvas, CanvasGroup, CanvasScaler, PopupReference
Background Image (popup background), ContentSizeFitter (V=Preferred)
Content VerticalLayoutGroup (Control Child Size Width, Child Force Expand Width)
```
### Step 1: Root GameObject
1. Create a new GameObject named `PopupReferencePrefab`
2. Add a `Canvas` component. Set **Render Mode** to **Screen Space - Overlay**
3. Add a `CanvasScaler` with **Scale With Screen Size**, reference resolution matching your project (e.g. 1920x1080). This is needed for prefab editing; at runtime the nested Canvas inherits the parent's scaler
4. Add a `CanvasGroup` component
5. Add a `PopupReference` component (from `Jovian.PopupSystem.UI`)
6. Set anchors to a single point (e.g. Min 0,1 Max 0,1), Pivot (0,1) for top-left origin
7. Do **not** add a `ContentSizeFitter` to the root
### Step 2: Background
1. Create a child GameObject named `Background`
2. Add an `Image` component. Set the image sprite/color to your desired popup background
3. Add a `ContentSizeFitter` with **Horizontal Fit = Unconstrained** and **Vertical Fit = Preferred Size**
4. Stretch the RectTransform to fill the root (anchors 0,0 to 1,1, offsets 0) or use point anchors with the ContentSizeFitter driving the size
### Step 3: Content container
1. Create a child of `Background` named `Content`
2. Stretch the RectTransform to fill the Background (anchors 0,0 to 1,1, offsets for padding)
3. Add a `VerticalLayoutGroup`:
- **Control Child Size**: Width checked, Height unchecked
- **Child Force Expand**: Width checked, Height unchecked
- **Spacing**: 2 (or to taste)
- **Padding**: as needed
4. Do **not** add a `ContentSizeFitter` to Content. The VerticalLayoutGroup reports its preferred size to the parent Background's ContentSizeFitter
### Step 4: Element prefabs
Create these as separate prefabs. Do not add `ContentSizeFitter` to any element prefab:
| Prefab | Component | Notes |
|---|---|---|
| PopupHeader | `TMP_Text` | Bold, larger font size. Add `LayoutElement` if you need minimum height |
| PopupText | `TMP_Text` | Regular body text, rich text enabled |
| PopupStat | `RectTransform` with `HorizontalLayoutGroup` | Must have exactly two `TMP_Text` children: label (left) and value (right) |
| PopupIcon | `Image` | For icons or artwork. Add `LayoutElement` with preferred height |
| PopupSeparator | `Image` | Thin horizontal line. Add `LayoutElement` with preferred height = 1 or 2 |
### Step 5: Wire references
On the `PopupReference` component, assign:
- **Content**: the Content RectTransform
- **Canvas Group**: the root CanvasGroup
- **Background**: the Background RectTransform
- **Header Prefab**: your PopupHeader prefab
- **Text Prefab**: your PopupText prefab
- **Stat Prefab**: your PopupStat prefab
- **Image Prefab**: your PopupIcon prefab
- **Separator Prefab**: your PopupSeparator prefab
Save as a prefab. The `maxPopupWidth` from `PopupSettings` is applied at runtime to constrain the popup's horizontal size. At runtime, when parented under a scene Canvas, the popup's own Canvas becomes a nested override Canvas inheriting the parent's scaling.
## Optimization Notes
The popup system is designed for minimal runtime allocation:
- `PopupCategory` is a readonly struct with value semantics -- zero heap allocation on pass or comparison
- `PopupContentBuilder` is a struct that operates directly on cached UI elements -- no intermediate data structures
- Content elements use a **grow-only cache**: elements are activated/deactivated, never instantiated or destroyed after warmup. `GetStat` caches TMP_Text references in a struct to avoid `GetComponentsInChildren` on reuse
- Delay timers and animation are driven by `float` fields in `Tick()` -- no coroutines, no `WaitForSeconds`
- Screen rect calculation uses a static `Vector3[4]` buffer -- no per-frame array allocation
- Layout rebuilds only occur when content changes (dirty flag), not on every position update
- Each registered category gets its own `IPopupAnimator` instance, preventing state corruption during concurrent show/hide animations
## Samples
The `Samples~` folder contains ready-to-use reference material:
- **Prefabs**: PopupReferencePrefab and all element prefabs (header, text, stat, icon, separator) with correct component setup
- **Settings**: Pre-configured PopupSettings asset with sensible defaults
- **Scripts**: Three example scripts demonstrating different integration patterns:
- `PopupSystemExample` -- auto-scanned triggers with `GetTrigger` and `GetTriggers`
- `DynamicTriggersExample` -- runtime-instantiated UI with `InitializeTriggersInChildren`
- `CodeOnlyPopupExample` -- showing popups from code (anchored, fixed position, follow mouse)
Import via Unity Package Manager: select the package, expand Samples, click Import.
## API Reference
### Core Types
| Type | Namespace | Description |
|---|---|---|
| `IPopupSystem` | `Jovian.PopupSystem` | Main interface for showing/hiding popups. |
| `PopupSystem` | `Jovian.PopupSystem` | Concrete implementation. Constructor: `(PopupSettings, PopupReference, Transform canvasParent, Func<IPopupAnimator>)`. Auto-scans triggers under canvasParent. Methods: `ScanTriggers`, `GetTrigger`, `GetTriggers`, `InitializeTriggersInChildren`. |
| `PopupSettings` | `Jovian.PopupSystem` | ScriptableObject with all configuration fields. |
| `PopupCategory` | `Jovian.PopupSystem` | Readonly struct identifying a popup channel. |
| `PopupContentBuilder` | `Jovian.PopupSystem` | Fluent struct for building popup content in callbacks. |
### UI Types
| Type | Namespace | Description |
|---|---|---|
| `PopupReference` | `Jovian.PopupSystem.UI` | MonoBehaviour managing popup layout, pooling, and positioning. |
| `PopupTrigger` | `Jovian.PopupSystem.UI` | MonoBehaviour for hover-based popup triggers on UI elements. |
### Animation Types
| Type | Namespace | Description |
|---|---|---|
| `IPopupAnimator` | `Jovian.PopupSystem` | Interface for custom show/hide animations. |
| `FadePopupAnimator` | `Jovian.PopupSystem` | Default fade animation via CanvasGroup alpha. |
### Enums
| Type | Values |
|---|---|
| `AnchorSide` | `Below`, `Above`, `Left`, `Right` |
| `PopupPositionMode` | `AnchorToElement`, `FollowMouse` |
## License
See the LICENSE file in the package root.