extends ScrollContainer class_name TouchVerticalContainer const POINTER_VELOCITY_DECAYING_FACTOR: float = 2.5 var is_pointer_dragging := false var pointer_drag_velocity := 0.0 var exclude_controls := [] func _ready(): for it in get_node("controls").get_children(): it = it as Control if exclude_controls.has(it.name): continue var sensor = PointerInputSensor.new() it.add_child(sensor) sensor.name = "sensor" sensor.anchor_right = 1.0 sensor.anchor_bottom = 1.0 sensor.connect("on_press", self, "pointer_input_on_press_handler") sensor.connect("on_drag", self, "pointer_input_on_drag_handler") sensor.connect("on_end_drag", self, "pointer_input_on_end_drag_handler") sensor.connect("on_click", self, "pointer_input_on_click_handler") it.connect("focus_entered", sensor, "set_mouse_filter", [Control.MOUSE_FILTER_IGNORE]) it.connect("focus_entered", sensor, "mouse_default_cursor_shape", [Control.CURSOR_IBEAM]) it.connect("focus_exited", sensor, "set_mouse_filter", [Control.MOUSE_FILTER_STOP]) it.connect("focus_exited", sensor, "mouse_default_cursor_shape", [Control.CURSOR_ARROW]) if it is LineEdit: it.connect("focus_exited", it, "deselect") func _process(delta: float): # Apply drag movement inertia. if is_pointer_dragging == false && abs(pointer_drag_velocity) > 0.5: pointer_drag_velocity *= clamp((1.0 - POINTER_VELOCITY_DECAYING_FACTOR * delta), 0.0, 1.0) self.scroll_vertical -= pointer_drag_velocity * delta func pointer_input_on_press_handler(pointer: PointerInputSensor.PointerInputData): is_pointer_dragging = true func pointer_input_on_drag_handler(pointer: PointerInputSensor.PointerInputData): is_pointer_dragging = true pointer_drag_velocity = pointer.velocity.y self.scroll_vertical -= pointer.relative_position.y func pointer_input_on_end_drag_handler(pointer: PointerInputSensor.PointerInputData): is_pointer_dragging = false func pointer_input_on_click_handler(pointer: PointerInputSensor.PointerInputData): var target: Control = pointer.target.get_parent() var position := target.get_global_mouse_position() target.grab_focus() var button: Button if target is Button: button = target elif target.get_node("auto") is Button: button = target.get_node("auto") if button != null && button.get_global_rect().has_point(position): if button is CheckBox || button is CheckButton: button.pressed = !button.pressed button.emit_signal("button_down") button.emit_signal("pressed") button.emit_signal("button_up")