Tooltip Guidelines #50283
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opened 2016-12-20 21:34:42 +01:00 by Julian Eisel
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Reference: blender/blender#50283
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Tooltip Guidelines
As part of the 2.8 UI workshop, we agreed on having tooltip guidelines to ensure useful and high quality tooltips: https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup#Tooltips
An initial guideline page can be found here https://wiki.blender.org/index.php/Dev:Doc/Projects/UI/Tooltip_Guidelines. This task should be used to discuss and finalize it.
Once the page is finalized, we'll ask all contributors to follow it strictly.
Changed status to: 'Open'
Added subscriber: @JulianEisel
Added subscriber: @BrendonMurphy
hi, great initiative, some small changes & comments:
(Description is better than just the name & really no need for both, the button or menu is already the name) EDIT: with the exception of Icon Only ui elements
Indeed, example of this will be in booltools addon release within a few days.
Tooltip Line 1: Please select 2 or more mesh objects
Tooltip Line 2: Boolean Operation to join the mesh (Union)
there should also be a character limit applied, some tool tips can get incredibly long
+1
These guidelines will also apply to addons.
I also have a concern with Pie Menus & Tooltips, they get in the way of the menus and are quite distracting, maybe we need an option to disable tooltips for pie menus? Tooltips are useful, just in this case they do really get in the way.
Added subscriber: @GaiaClary
Would it be possible to have 2 tool tips for each item?
description = "contains information when the item is operable."
disablehint = "contains information when the item is disabled."
When disablehint is not defined, then description is used
And of course the naming is just a placeholder for something better :)
Indeed, there isn't a need to show the tool name in most cases, a short, general description would be enough, followed by a more detailed description. Kind of like we do currently already. E.g.
Also, I realize "tool name" is the wrong term, we're actually talking about the name of the entity a button represents (can be an operator, property or a enum-property value).
It's a bit tricky to solve that. What we could do is make tooltips follow the radial layout. Meaning for a button at the left, the tooltip would appear on its left side (if enough space is available), for a button at the top, the tooltip would appear above it, etc.
The info on why a button is disabled (and how to fix that?) should always be additional info, when showing it, the normal button description should still be visible.
Since
6f8060450
, we can already return a string in RNA_editable
callbacks containing info on why the button is disabled. Operators can also store such strings throughCTX_wm_operator_poll_msg_set
. These strings are then displayed in tooltips.So these approaches allow context-sensitive usage and thus are a bit more dynamic than just storing a fixed description for an item for the case that it's disabled. I think that's the right direction to go, for Python we should do something similar.
Added subscriber: @DuarteRamos
Added subscriber: @tiles
Icon only buttons would need the tool name too.
Added subscriber: @Blendify
For 2.8 I purpose that by default we disable developer information in tooltips. This will make the tooltips look simpler and also follows the proposal of "no code snippets" What will also help tooltips is the adjust the styling a little. For example, a while ago @PawelLyczkowski-1 made this mockup but it got lost:
Added subscriber: @PawelLyczkowski-1
Added subscriber: @Arruda23
Hi guys. I'm trying to do an addon that will show an specific brush in an animated gif tooltip. This is what I have so far
Do you think this could be useful for the new users? I'm just doing for increase my knowledge in Python and Blender API, but you guys think it would be any helpful to have in the software?
Added subscriber: @WilliamReynish
@Arruda23: would it be useful? Yes. Some other apps do this kind of thing. Should we include this by default? Not sure.
There’s an aversion to adding too much data in the Blender binary, although I think it might be nice.
Related question is, how deep should that concept go? Just for brushes? All active tools? Any tooltip?
Added subscriber: @JulienKaspar
@WilliamReynish
I was also thinking about this for a while and I definitely believe that adding images or even animated images would be very helpful for specific options that are hard to explain with text only.
Concepts like the "sculpt plane orientation" for example are not understood by most users since it's an aspect to a brush that is invisible to the user.
But I wouldn't add extra images to the vast majority of tooltips.
Added subscriber: @Constantina32
Hello again. I've been developing the addon I just mentioned above and I finished. I had a lot of struggles with blender addon structure and native methods such as modal, execute, poll, etc. but that's because I'm noob at programming and I also learned a lot. Here is how it looks like now:

I want to say that I did this focusing on new users experience but it is not very useful since the new user would have to install the addon and activate it to use. But I want to leave this work as an idea if the developers want to implement it natively into the software, since I used third party libraries to do so (I think this made things even more complicated).
This is the project link if anyone wants to check it out.
Closed as duplicate of #76261