Function Control._makeCustomTooltip

Virtual method to be implemented by the user. Returns a Control node that should be used as a tooltip instead of the default one. Use for_text parameter to determine what text the tooltip should contain (likely the contents of hintTooltip). The returned node must be of type Control or Control-derieved. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance, not e.g. a node from scene. When null or non-Control node is returned, the default tooltip will be used instead. 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 custom-constructed node:

GodotObject _makeCustomTooltip (
  const(String) for_text
) nothrow @nogc;

func make_custom_tooltip(for_text): var label = Label.new() label.text = for_text return label

Example of usage with custom scene instance:

func make_custom_tooltip(for_text): var tooltip = preload("SomeTooltipScene.tscn").instance() tooltip.get_node("Label").text = for_text return tooltip