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extends Control

const VELOCITY_DECAYING_FACTOR: float = 5.5
const DRAG_THRESHOLD_CM: float = 0.250

var pointer: Dictionary
var anchor: float
var offset: float
var screen_dpcm: float

onready var target: Control = get_parent()
onready var target_scroll: VScrollBar = get_parent().get_v_scroll()


func _ready():
	pointer = {
		index = -1,
		initial_position = Vector2.ZERO,
		current_position = Vector2.ZERO,
		velocity = Vector2.ZERO,
		was_dragged = false,
		is_active = false,
	}
	screen_dpcm = float(OS.get_screen_dpi()) / 2.54


func _process(delta: float):
	if pointer.is_active:
		var dragged_distance: float = - (pointer.current_position.y - pointer.initial_position.y)
		offset = anchor + dragged_distance
		self.target_scroll.value = offset
	elif pointer.velocity.length() > 0.5:
		pointer.velocity *= clamp((1.0 - VELOCITY_DECAYING_FACTOR * delta), 0.0, 1.0)
		offset -= pointer.velocity.y * delta
		self.target_scroll.value = offset


func _gui_input(event: InputEvent):
	
	# @DAM A bug on GODOT-3.X makes events from non-mouse-emulated pointers (index > 0) unreliable.
	if event is InputEventScreenTouch || event is InputEventScreenDrag:
		if event.index != 0:
			return
	
	if event is InputEventScreenTouch && (pointer.is_active == false || pointer.index == event.index):
		var touch := event as InputEventScreenTouch
		pointer.is_active = event.pressed
		pointer.current_position = touch.position
		if pointer.is_active:
			pointer.index = touch.index
			pointer.initial_position = touch.position
			anchor = self.target_scroll.value
		else:
			if pointer.was_dragged == false: # Click detected.
				simulate_gui_click()
			pointer.index = -1
			pointer.was_dragged = false
	
	if event is InputEventScreenDrag && event.index == pointer.index:
		var drag := event as InputEventScreenDrag
		pointer.current_position = drag.position
		pointer.velocity = drag.speed
		if pointer.current_position.distance_to(pointer.initial_position) / screen_dpcm > DRAG_THRESHOLD_CM:
			pointer.was_dragged = true


func simulate_gui_click():
	
	var position := self.get_global_mouse_position() - target.rect_global_position
	
	var event_touch := InputEventScreenTouch.new()
	event_touch.index = 0
	event_touch.position = position
	
	var event_mouse := InputEventMouseButton.new()
	event_mouse.button_index = BUTTON_LEFT
	event_mouse.button_mask = BUTTON_MASK_LEFT
	event_mouse.position = position
	
	event_mouse.pressed = true
	event_touch.pressed = true
	target._gui_input(event_mouse)
	target._gui_input(event_touch)
	
	event_mouse.pressed = false
	event_touch.pressed = false
	target._gui_input(event_mouse)
	target._gui_input(event_touch)