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extends Control
func _gui_input(event: InputEvent):
#func _input(event: InputEvent):
# return
if event is InputEventScreenDrag:
self.v_scroll.value -= event.relative.y
# accept_event()
#func _gui_input(event):
# accept_event()
# get_tree().set_input_as_handled()
# if event is InputEventScreenDrag:
# get_parent().v_scroll.value -= event.relative.y
export(float) var drag_threshold = 5
onready var touch_enabled = OS.has_touchscreen_ui_hint()
onready var v_scroll = get_parent().get_v_scroll()
var dragging = false
var pressed = false
var last_event
# must be _input, as _gui_input has bugs, with no touch.pressed = false events
# see: https://github.com/godotengine/godot/issues/16761
func _input_disabled(event):
#func _gui_input(event):
if not visible:
return
if not touch_enabled:
return
if event is InputEventScreenDrag:
accept_event()
if event.speed == Vector2():
# we're on a device and speed is broken
# see: https://github.com/godotengine/godot/issues/3623
event.speed = event.relative
if abs(event.speed.y) >= drag_threshold:
# scroll the list
dragging = true
v_scroll.value -= event.relative.y
return
if event is InputEventScreenTouch:
if event.index == 0:
accept_event()
if dragging && event.pressed == false:
# prints("end drag")
dragging = false
pressed = false
else:
if event.pressed && pressed == false:
# prints("touch start")
pressed = true
# TODO: prevent select highlight
elif !event.pressed && pressed == true:
# prints("touch end and accept")
pressed = false
var ev = InputEventAction.new()
ev.action = "ui_accept"
ev.pressed = true
Input.parse_input_event(ev)
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