Files
leonwww/flumi/addons/SmoothScroll/SmoothScrollContainer.gd
2025-08-02 14:18:14 +03:00

917 lines
30 KiB
GDScript

## Smooth scroll functionality for ScrollContainer
##
## Applies velocity based momentum and "overdrag"
## functionality to a ScrollContainer
@tool
extends ScrollContainer
class_name SmoothScrollContainer
@export_group("Mouse Wheel")
## Drag impact for one scroll input
@export_range(0, 10, 0.01, "or_greater", "hide_slider")
var speed := 1000.0
## ScrollDamper for wheel scrolling
@export
var wheel_scroll_damper: ScrollDamper = ExpoScrollDamper.new()
@export_group("Dragging")
## ScrollDamper for dragging
@export
var dragging_scroll_damper: ScrollDamper = ExpoScrollDamper.new()
### Allow dragging with mouse or not
@export
var drag_with_mouse := true
## Allow dragging with touch or not
@export
var drag_with_touch := true
@export_group("Container")
## Below this value, snap content to boundary
@export
var just_snap_under := 0.4
## Margin of the currently focused element
@export_range(0, 50)
var follow_focus_margin := 20
## Makes the container scrollable vertically
@export
var allow_vertical_scroll := true
## Makes the container scrollable horizontally
@export
var allow_horizontal_scroll := true
## Makes the container only scrollable where the content has overflow
@export
var auto_allow_scroll := true
## Whether the content of this container should be allowed to overshoot at the ends
## before interpolating back to its bounds
@export
var allow_overdragging := true
@export_group("Scroll Bar")
## Hides scrollbar as long as not hovered or interacted with
@export
var hide_scrollbar_over_time := false:
set(val): hide_scrollbar_over_time = _set_hide_scrollbar_over_time(val)
## Time after scrollbar starts to fade out when 'hide_scrollbar_over_time' is true
@export
var scrollbar_hide_time := 5.0
## Fadein time for scrollbar when 'hide_scrollbar_over_time' is true
@export
var scrollbar_fade_in_time := 0.2
## Fadeout time for scrollbar when 'hide_scrollbar_over_time' is true
@export
var scrollbar_fade_out_time := 0.5
@export_group("Input")
## If true sets the input event as handled with set_input_as_handled()
@export
var handle_input := true
@export_group("Debug")
## Adds debug information
@export
var debug_mode := false
## Current velocity of the `content_node`
var velocity := Vector2(0,0)
## Control node to move when scrolling
var content_node: Control
## Current position of `content_node`
var pos := Vector2(0, 0)
## Current ScrollDamper to use, recording to last input type
var scroll_damper: ScrollDamper
## When true, `content_node`'s position is only set by dragging the h scroll bar
var h_scrollbar_dragging := false
## When true, `content_node`'s position is only set by dragging the v scroll bar
var v_scrollbar_dragging := false
## When ture, `content_node` follows drag position
var content_dragging := false
## When ture, `content_node` has moved by dragging
var content_dragging_moved := false
## Timer for hiding scroll bar
var scrollbar_hide_timer := Timer.new()
## Tween for showing scroll bar
var scrollbar_show_tween: Tween
## Tween for hiding scroll bar
var scrollbar_hide_tween: Tween
## Tween for scroll x to
var scroll_x_to_tween: Tween
## Tween for scroll y to
var scroll_y_to_tween: Tween
## [0,1] Mouse or touch's relative movement accumulation when overdrag[br]
## [2,3] Position where dragging starts[br]
## [4,5,6,7] Left_distance, right_distance, top_distance, bottom_distance
var drag_temp_data := []
## Whether touch point is in deadzone.
var is_in_deadzone := false
## Whether mouse is on h or v scroll bar
var mouse_on_scrollbar := false
## If content is being scrolled
var is_scrolling := false:
set(val):
if is_scrolling != val:
if val:
emit_signal("scroll_started")
else:
emit_signal("scroll_ended")
is_scrolling = val
## Last type of input used to scroll
enum SCROLL_TYPE {WHEEL, BAR, DRAG}
var last_scroll_type: SCROLL_TYPE
#region Virtual Functions
func _ready() -> void:
if debug_mode:
setup_debug_drawing()
# Initialize variables
scroll_damper = wheel_scroll_damper
get_v_scroll_bar().gui_input.connect(_scrollbar_input.bind(true))
get_h_scroll_bar().gui_input.connect(_scrollbar_input.bind(false))
get_v_scroll_bar().mouse_entered.connect(_mouse_on_scroll_bar.bind(true))
get_v_scroll_bar().mouse_exited.connect(_mouse_on_scroll_bar.bind(false))
get_h_scroll_bar().mouse_entered.connect(_mouse_on_scroll_bar.bind(true))
get_h_scroll_bar().mouse_exited.connect(_mouse_on_scroll_bar.bind(false))
get_viewport().gui_focus_changed.connect(_on_focus_changed)
for c in get_children():
if not c is ScrollBar:
content_node = c
add_child(scrollbar_hide_timer)
scrollbar_hide_timer.one_shot = true
scrollbar_hide_timer.timeout.connect(_scrollbar_hide_timer_timeout)
if hide_scrollbar_over_time:
scrollbar_hide_timer.start(scrollbar_hide_time)
get_tree().node_added.connect(_on_node_added)
func _process(delta: float) -> void:
if Engine.is_editor_hint(): return
scroll(true, velocity.y, pos.y, delta)
scroll(false, velocity.x, pos.x, delta)
update_scrollbars()
update_is_scrolling()
if debug_mode:
queue_redraw()
# Detecting mouse entering and exiting scroll bar
func _mouse_on_scroll_bar(entered: bool) -> void:
mouse_on_scrollbar = entered
# Forwarding scroll inputs from scrollbar
func _scrollbar_input(event: InputEvent, vertical: bool) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN\
or event.button_index == MOUSE_BUTTON_WHEEL_UP\
or event.button_index == MOUSE_BUTTON_WHEEL_LEFT\
or event.button_index == MOUSE_BUTTON_WHEEL_RIGHT:
_gui_input(event)
if event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
if vertical:
v_scrollbar_dragging = true
last_scroll_type = SCROLL_TYPE.BAR
kill_scroll_to_tweens()
else:
h_scrollbar_dragging = true
last_scroll_type = SCROLL_TYPE.BAR
kill_scroll_to_tweens()
else:
if vertical:
v_scrollbar_dragging = false
else:
h_scrollbar_dragging = false
if event is InputEventScreenTouch:
if event.pressed:
if vertical:
v_scrollbar_dragging = true
last_scroll_type = SCROLL_TYPE.BAR
kill_scroll_to_tweens()
else:
h_scrollbar_dragging = true
last_scroll_type = SCROLL_TYPE.BAR
kill_scroll_to_tweens()
else:
if vertical:
v_scrollbar_dragging = false
else:
h_scrollbar_dragging = false
func _gui_input(event: InputEvent) -> void:
# Show scroll bars when mouse moves
if hide_scrollbar_over_time and event is InputEventMouseMotion:
show_scrollbars()
if event is InputEventMouseButton:
match event.button_index:
MOUSE_BUTTON_WHEEL_DOWN:
if event.pressed:
last_scroll_type = SCROLL_TYPE.WHEEL
if event.shift_pressed or not should_scroll_vertical():
if should_scroll_horizontal():
velocity.x -= speed * event.factor
else:
if should_scroll_vertical():
velocity.y -= speed * event.factor
scroll_damper = wheel_scroll_damper
kill_scroll_to_tweens()
MOUSE_BUTTON_WHEEL_UP:
if event.pressed:
last_scroll_type = SCROLL_TYPE.WHEEL
if event.shift_pressed or not should_scroll_vertical():
if should_scroll_horizontal():
velocity.x += speed * event.factor
else:
if should_scroll_vertical():
velocity.y += speed * event.factor
scroll_damper = wheel_scroll_damper
kill_scroll_to_tweens()
MOUSE_BUTTON_WHEEL_LEFT:
if event.pressed:
last_scroll_type = SCROLL_TYPE.WHEEL
if event.shift_pressed:
if should_scroll_vertical():
velocity.y -= speed * event.factor
else:
if should_scroll_horizontal():
velocity.x += speed * event.factor
scroll_damper = wheel_scroll_damper
kill_scroll_to_tweens()
MOUSE_BUTTON_WHEEL_RIGHT:
if event.pressed:
last_scroll_type = SCROLL_TYPE.WHEEL
if event.shift_pressed:
if should_scroll_vertical():
velocity.y += speed * event.factor
else:
if should_scroll_horizontal():
velocity.x -= speed * event.factor
scroll_damper = wheel_scroll_damper
kill_scroll_to_tweens()
MOUSE_BUTTON_LEFT:
if event.pressed:
if !drag_with_mouse: return
content_dragging = true
is_in_deadzone = true
scroll_damper = dragging_scroll_damper
last_scroll_type = SCROLL_TYPE.DRAG
init_drag_temp_data()
kill_scroll_to_tweens()
else:
content_dragging = false
is_in_deadzone = false
if (event is InputEventScreenDrag and drag_with_touch) \
or (event is InputEventMouseMotion and drag_with_mouse):
if content_dragging:
if should_scroll_horizontal():
drag_temp_data[0] += event.relative.x
if should_scroll_vertical():
drag_temp_data[1] += event.relative.y
remove_all_children_focus(self)
handle_content_dragging()
if event is InputEventPanGesture:
if should_scroll_horizontal():
velocity.x = -event.delta.x * speed
kill_scroll_to_tweens()
if should_scroll_vertical():
velocity.y = -event.delta.y * speed
kill_scroll_to_tweens()
if event is InputEventScreenTouch:
if event.pressed:
if !drag_with_touch: return
content_dragging = true
is_in_deadzone = true
scroll_damper = dragging_scroll_damper
last_scroll_type = SCROLL_TYPE.DRAG
init_drag_temp_data()
kill_scroll_to_tweens()
else:
content_dragging = false
is_in_deadzone = false
# Handle input if handle_input is true
if handle_input:
get_tree().get_root().set_input_as_handled()
# Scroll to new focused element
func _on_focus_changed(control: Control) -> void:
if follow_focus:
self.ensure_control_visible(control)
func _draw() -> void:
if debug_mode:
draw_debug()
# Sets default mouse filter for SmoothScroll children to MOUSE_FILTER_PASS
func _on_node_added(node: Node) -> void:
if node is Control and Engine.is_editor_hint():
if is_ancestor_of(node):
node.mouse_filter = Control.MOUSE_FILTER_PASS
func _scrollbar_hide_timer_timeout() -> void:
if !any_scroll_bar_dragged():
hide_scrollbars()
func _set_hide_scrollbar_over_time(value: bool) -> bool:
if value == false:
if scrollbar_hide_timer != null:
scrollbar_hide_timer.stop()
if scrollbar_show_tween != null:
scrollbar_show_tween.kill()
if scrollbar_hide_tween != null:
scrollbar_hide_tween.kill()
get_h_scroll_bar().modulate = Color.WHITE
get_v_scroll_bar().modulate = Color.WHITE
else:
if scrollbar_hide_timer != null and scrollbar_hide_timer.is_inside_tree():
scrollbar_hide_timer.start(scrollbar_hide_time)
return value
func _get(property: StringName) -> Variant:
match property:
"scroll_horizontal":
if !content_node: return 0
return -int(content_node.position.x)
"scroll_vertical":
if !content_node: return 0
return -int(content_node.position.y)
_:
return null
func _set(property: StringName, value: Variant) -> bool:
match property:
"scroll_horizontal":
if !content_node:
scroll_horizontal = 0
return true
scroll_horizontal = value
kill_scroll_x_to_tween()
velocity.x = 0.0
pos.x = clampf(
-value as float,
-get_child_size_x_diff(content_node, true),
0.0
)
return true
"scroll_vertical":
if !content_node:
scroll_vertical = 0
return true
scroll_vertical = value
kill_scroll_y_to_tween()
velocity.y = 0.0
pos.y = clampf(
-value as float,
-get_child_size_y_diff(content_node, true),
0.0
)
return true
_:
return false
#endregion
#region Scrolling Logic
func scroll(vertical: bool, axis_velocity: float, axis_pos: float, delta: float):
# If no scroll needed, don't apply forces
if vertical:
if not should_scroll_vertical():
return
else:
if not should_scroll_horizontal():
return
if !scroll_damper: return
# Applies counterforces when overdragging
if not content_dragging:
axis_velocity = handle_overdrag(vertical, axis_velocity, axis_pos, delta)
# Move content node by applying velocity
var slide_result = scroll_damper.slide(axis_velocity, delta)
axis_velocity = slide_result[0]
axis_pos += slide_result[1]
# Snap to boundary if close enough
var snap_result = snap(vertical, axis_velocity, axis_pos)
axis_velocity = snap_result[0]
axis_pos = snap_result[1]
else:
# Preserve dragging velocity for 1 frame
# in case no movement event while releasing dragging with touch
if content_dragging_moved:
content_dragging_moved = false
else:
axis_velocity = 0.0
# If using scroll bar dragging, set the content_node's
# position by using the scrollbar position
if handle_scrollbar_drag():
return
if vertical:
if not allow_overdragging:
# Clamp if calculated position is beyond boundary
if is_outside_top_boundary(axis_pos):
axis_pos = 0.0
axis_velocity = 0.0
elif is_outside_bottom_boundary(axis_pos):
axis_pos = -get_child_size_y_diff(content_node, true)
axis_velocity = 0.0
content_node.position.y = axis_pos
pos.y = axis_pos
velocity.y = axis_velocity
else:
if not allow_overdragging:
# Clamp if calculated position is beyond boundary
if is_outside_left_boundary(axis_pos):
axis_pos = 0.0
axis_velocity = 0.0
elif is_outside_right_boundary(axis_pos):
axis_pos = -get_child_size_x_diff(content_node, true)
axis_velocity = 0.0
content_node.position.x = axis_pos
pos.x = axis_pos
velocity.x = axis_velocity
func handle_overdrag(vertical: bool, axis_velocity: float, axis_pos: float, delta: float) -> float:
if !scroll_damper: return 0.0
# Calculate the size difference between this container and content_node
var size_diff = get_child_size_y_diff(content_node, true) \
if vertical else get_child_size_x_diff(content_node, true)
# Calculate distance to left and right or top and bottom
var dist1 = get_child_top_dist(axis_pos, size_diff) \
if vertical else get_child_left_dist(axis_pos, size_diff)
var dist2 = get_child_bottom_dist(axis_pos, size_diff) \
if vertical else get_child_right_dist(axis_pos, size_diff)
# Calculate velocity to left and right or top and bottom
var target_vel1 = scroll_damper._calculate_velocity_to_dest(dist1, 0.0)
var target_vel2 = scroll_damper._calculate_velocity_to_dest(dist2, 0.0)
# Bounce when out of boundary. When velocity is not fast enough to go back,
# apply a opposite force and get a new velocity. If the new velocity is too fast,
# apply a velocity that makes it scroll back exactly.
if axis_pos > 0.0:
if axis_velocity > target_vel1:
axis_velocity = scroll_damper.attract(
dist1,
0.0,
axis_velocity,
delta
)
if axis_pos < -size_diff:
if axis_velocity < target_vel2:
axis_velocity = scroll_damper.attract(
dist2,
0.0,
axis_velocity,
delta
)
return axis_velocity
# Snap to boundary if close enough in next frame
func snap(vertical: bool, axis_velocity: float, axis_pos: float) -> Array:
# Calculate the size difference between this container and content_node
var size_diff = get_child_size_y_diff(content_node, true) \
if vertical else get_child_size_x_diff(content_node, true)
# Calculate distance to left and right or top and bottom
var dist1 = get_child_top_dist(axis_pos, size_diff) \
if vertical else get_child_left_dist(axis_pos, size_diff)
var dist2 = get_child_bottom_dist(axis_pos, size_diff) \
if vertical else get_child_right_dist(axis_pos, size_diff)
if (
dist1 > 0.0 \
and abs(dist1) < just_snap_under \
and abs(axis_velocity) < just_snap_under \
):
axis_pos -= dist1
axis_velocity = 0.0
elif (
dist2 < 0.0 \
and abs(dist2) < just_snap_under \
and abs(axis_velocity) < just_snap_under \
):
axis_pos -= dist2
axis_velocity = 0.0
return [axis_velocity, axis_pos]
## Returns true when scrollbar was dragged
func handle_scrollbar_drag() -> bool:
if h_scrollbar_dragging:
velocity.x = 0.0
pos.x = -get_h_scroll_bar().value
return true
if v_scrollbar_dragging:
velocity.y = 0.0
pos.y = -get_v_scroll_bar().value
return true
return false
func handle_content_dragging() -> void:
if !dragging_scroll_damper: return
if(
Vector2(drag_temp_data[0], drag_temp_data[1]).length() < scroll_deadzone \
and is_in_deadzone
):
return
elif is_in_deadzone == true:
is_in_deadzone = false
drag_temp_data[0] = 0.0
drag_temp_data[1] = 0.0
content_dragging_moved = true
var calculate_dest = func(delta: float, damping: float) -> float:
if delta >= 0.0:
return delta / (1 + delta * damping * 0.00001)
else:
return delta
var calculate_position = func(
temp_dist1: float, # Temp distance
temp_dist2: float,
temp_relative: float # Event's relative movement accumulation
) -> float:
if temp_relative + temp_dist1 > 0.0:
var delta = min(temp_relative, temp_relative + temp_dist1)
var dest = calculate_dest.call(delta, dragging_scroll_damper._attract_factor)
return dest - min(0.0, temp_dist1)
elif temp_relative + temp_dist2 < 0.0:
var delta = max(temp_relative, temp_relative + temp_dist2)
var dest = -calculate_dest.call(-delta, dragging_scroll_damper._attract_factor)
return dest - max(0.0, temp_dist2)
else: return temp_relative
if should_scroll_vertical():
var y_pos = calculate_position.call(
drag_temp_data[6], # Temp top_distance
drag_temp_data[7], # Temp bottom_distance
drag_temp_data[1] # Temp y relative accumulation
) + drag_temp_data[3]
velocity.y = (y_pos - pos.y) / get_process_delta_time()
pos.y = y_pos
if should_scroll_horizontal():
var x_pos = calculate_position.call(
drag_temp_data[4], # Temp left_distance
drag_temp_data[5], # Temp right_distance
drag_temp_data[0] # Temp x relative accumulation
) + drag_temp_data[2]
velocity.x = (x_pos - pos.x) / get_process_delta_time()
pos.x = x_pos
func remove_all_children_focus(node: Node) -> void:
if node is Control:
var control = node as Control
control.release_focus()
for child in node.get_children():
remove_all_children_focus(child)
func update_is_scrolling() -> void:
if(
(content_dragging and not is_in_deadzone)
or any_scroll_bar_dragged()
or velocity != Vector2.ZERO
):
is_scrolling = true
else:
is_scrolling = false
func update_scrollbars() -> void:
# Update vertical scroll bar
if get_v_scroll_bar().value != -pos.y:
get_v_scroll_bar().set_value_no_signal(-pos.y)
get_v_scroll_bar().queue_redraw()
# Update horizontal scroll bar
if get_h_scroll_bar().value != -pos.x:
get_h_scroll_bar().set_value_no_signal(-pos.x)
get_h_scroll_bar().queue_redraw()
# Always show sroll bars when scrolling or mouse is on any scroll bar
if hide_scrollbar_over_time and (is_scrolling or mouse_on_scrollbar):
show_scrollbars()
func init_drag_temp_data() -> void:
# Calculate the size difference between this container and content_node
var content_node_size_diff = get_child_size_diff(content_node, true, true)
# Calculate distance to left, right, top and bottom
var content_node_boundary_dist = get_child_boundary_dist(
content_node.position,
content_node_size_diff
)
drag_temp_data = [
0.0,
0.0,
content_node.position.x,
content_node.position.y,
content_node_boundary_dist.x,
content_node_boundary_dist.y,
content_node_boundary_dist.z,
content_node_boundary_dist.w,
]
# Get container size x without v scroll bar 's width
func get_spare_size_x() -> float:
var size_x = size.x
if get_v_scroll_bar().visible:
size_x -= get_v_scroll_bar().size.x
return max(size_x, 0.0)
# Get container size y without h scroll bar 's height
func get_spare_size_y() -> float:
var size_y = size.y
if get_h_scroll_bar().visible:
size_y -= get_h_scroll_bar().size.y
return max(size_y, 0.0)
# Get container size without scroll bars' size
func get_spare_size() -> Vector2:
return Vector2(get_spare_size_x(), get_spare_size_y())
# Calculate the size x difference between this container and child node
func get_child_size_x_diff(child: Control, clamp: bool) -> float:
var child_size_x = child.size.x * child.scale.x
# Falsify the size of the child node to avoid errors
# when its size is smaller than this container 's
if clamp:
child_size_x = max(child_size_x, get_spare_size_x())
return child_size_x - get_spare_size_x()
# Calculate the size y difference between this container and child node
func get_child_size_y_diff(child: Control, clamp: bool) -> float:
var child_size_y = child.size.y * child.scale.y
# Falsify the size of the child node to avoid errors
# when its size is smaller than this container 's
if clamp:
child_size_y = max(child_size_y, get_spare_size_y())
return child_size_y - get_spare_size_y()
# Calculate the size difference between this container and child node
func get_child_size_diff(child: Control, clamp_x: bool, clamp_y: bool) -> Vector2:
return Vector2(
get_child_size_x_diff(child, clamp_x),
get_child_size_y_diff(child, clamp_y)
)
# Calculate distance to left
func get_child_left_dist(child_pos_x: float, child_size_diff_x: float) -> float:
return child_pos_x
# Calculate distance to right
func get_child_right_dist(child_pos_x: float, child_size_diff_x: float) -> float:
return child_pos_x + child_size_diff_x
# Calculate distance to top
func get_child_top_dist(child_pos_y: float, child_size_diff_y: float) -> float:
return child_pos_y
# Calculate distance to bottom
func get_child_bottom_dist(child_pos_y: float, child_size_diff_y: float) -> float:
return child_pos_y + child_size_diff_y
# Calculate distance to left, right, top and bottom
func get_child_boundary_dist(child_pos: Vector2, child_size_diff: Vector2) -> Vector4:
return Vector4(
get_child_left_dist(child_pos.x, child_size_diff.x),
get_child_right_dist(child_pos.x, child_size_diff.x),
get_child_top_dist(child_pos.y, child_size_diff.y),
get_child_bottom_dist(child_pos.y, child_size_diff.y),
)
func kill_scroll_x_to_tween() -> void:
if scroll_x_to_tween: scroll_x_to_tween.kill()
func kill_scroll_y_to_tween() -> void:
if scroll_y_to_tween: scroll_y_to_tween.kill()
func kill_scroll_to_tweens() -> void:
kill_scroll_x_to_tween()
kill_scroll_y_to_tween()
#endregion
#region Debug Drawing
var debug_gradient := Gradient.new()
func setup_debug_drawing() -> void:
debug_gradient.set_color(0.0, Color.GREEN)
debug_gradient.set_color(1.0, Color.RED)
func draw_debug() -> void:
# Calculate the size difference between this container and content_node
var size_diff = get_child_size_diff(content_node, false, false)
# Calculate distance to left, right, top and bottom
var boundary_dist = get_child_boundary_dist(
content_node.position,
size_diff
)
var bottom_distance = boundary_dist.w
var top_distance = boundary_dist.z
var right_distance = boundary_dist.y
var left_distance = boundary_dist.x
# Overdrag lines
# Top + Bottom
draw_line(Vector2(0.0, 0.0), Vector2(0.0, top_distance), debug_gradient.sample(clamp(top_distance / size.y, 0.0, 1.0)), 5.0)
draw_line(Vector2(0.0, size.y), Vector2(0.0, size.y+bottom_distance), debug_gradient.sample(clamp(-bottom_distance / size.y, 0.0, 1.0)), 5.0)
# Left + Right
draw_line(Vector2(0.0, size.y), Vector2(left_distance, size.y), debug_gradient.sample(clamp(left_distance / size.y, 0.0, 1.0)), 5.0)
draw_line(Vector2(size.x, size.y), Vector2(size.x+right_distance, size.y), debug_gradient.sample(clamp(-right_distance / size.y, 0.0, 1.0)), 5.0)
# Velocity lines
var origin := Vector2(5.0, size.y/2)
draw_line(origin, origin + Vector2(0.0, velocity.y*0.01), debug_gradient.sample(clamp(velocity.y*2 / size.y, 0.0, 1.0)), 5.0)
draw_line(origin, origin + Vector2(0.0, velocity.x*0.01), debug_gradient.sample(clamp(velocity.x*2 / size.x, 0.0, 1.0)), 5.0)
#endregion
#region API Functions
## Scrolls to specific x position
func scroll_x_to(x_pos: float, duration := 0.5) -> void:
if not should_scroll_horizontal(): return
if content_dragging: return
velocity.x = 0.0
var size_x_diff = get_child_size_x_diff(content_node, true)
x_pos = clampf(x_pos, -size_x_diff, 0.0)
kill_scroll_x_to_tween()
scroll_x_to_tween = create_tween()
var tweener = scroll_x_to_tween.tween_property(self, "pos:x", x_pos, duration)
tweener.set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_QUINT)
## Scrolls to specific y position
func scroll_y_to(y_pos: float, duration := 0.5) -> void:
if not should_scroll_vertical(): return
if content_dragging: return
velocity.y = 0.0
var size_y_diff = get_child_size_y_diff(content_node, true)
y_pos = clampf(y_pos, -size_y_diff, 0.0)
kill_scroll_y_to_tween()
scroll_y_to_tween = create_tween()
var tweener = scroll_y_to_tween.tween_property(self, "pos:y", y_pos, duration)
tweener.set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_QUINT)
## Scrolls up a page
func scroll_page_up(duration := 0.5) -> void:
var destination = content_node.position.y + get_spare_size_y()
scroll_y_to(destination, duration)
## Scrolls down a page
func scroll_page_down(duration := 0.5) -> void:
var destination = content_node.position.y - get_spare_size_y()
scroll_y_to(destination, duration)
## Scrolls left a page
func scroll_page_left(duration := 0.5) -> void:
var destination = content_node.position.x + get_spare_size_x()
scroll_x_to(destination, duration)
## Scrolls right a page
func scroll_page_right(duration := 0.5) -> void:
var destination = content_node.position.x - get_spare_size_x()
scroll_x_to(destination, duration)
## Adds velocity to the vertical scroll
func scroll_vertically(amount: float) -> void:
velocity.y -= amount
## Adds velocity to the horizontal scroll
func scroll_horizontally(amount: float) -> void:
velocity.x -= amount
## Scrolls to top
func scroll_to_top(duration := 0.5) -> void:
scroll_y_to(0.0, duration)
## Scrolls to bottom
func scroll_to_bottom(duration := 0.5) -> void:
scroll_y_to(get_spare_size_y() - content_node.size.y, duration)
## Scrolls to left
func scroll_to_left(duration := 0.5) -> void:
scroll_x_to(0.0, duration)
## Scrolls to right
func scroll_to_right(duration := 0.5) -> void:
scroll_x_to(get_spare_size_x() - content_node.size.x, duration)
func is_outside_top_boundary(y_pos: float = pos.y) -> bool:
var size_y_diff = get_child_size_y_diff(content_node,true)
var top_dist = get_child_top_dist(y_pos, size_y_diff)
return top_dist > 0.0
func is_outside_bottom_boundary(y_pos: float = pos.y) -> bool:
var size_y_diff = get_child_size_y_diff(content_node,true)
var bottom_dist = get_child_bottom_dist(y_pos, size_y_diff)
return bottom_dist < 0.0
func is_outside_left_boundary(x_pos: float = pos.x) -> bool:
var size_x_diff = get_child_size_x_diff(content_node,true)
var left_dist = get_child_left_dist(x_pos, size_x_diff)
return left_dist > 0.0
func is_outside_right_boundary(x_pos: float = pos.x) -> bool:
var size_x_diff = get_child_size_x_diff(content_node,true)
var right_dist = get_child_right_dist(x_pos, size_x_diff)
return right_dist < 0.0
## Returns true if any scroll bar is being dragged
func any_scroll_bar_dragged() -> bool:
return h_scrollbar_dragging or v_scrollbar_dragging
## Returns true if there is enough content height to scroll
func should_scroll_vertical() -> bool:
var disable_scroll = (not allow_vertical_scroll) \
or (auto_allow_scroll and get_child_size_y_diff(content_node, false) <= 0) \
or !scroll_damper
if disable_scroll:
velocity.y = 0.0
return false
else:
return true
## Returns true if there is enough content width to scroll
func should_scroll_horizontal() -> bool:
var disable_scroll = (not allow_horizontal_scroll) \
or (auto_allow_scroll and get_child_size_x_diff(content_node, false) <= 0) \
or !scroll_damper
if disable_scroll:
velocity.x = 0.0
return false
else:
return true
## Fades out scrollbars within given [param time].[br]
## Default for [param time] is current [member scrollbar_fade_out_time]
func hide_scrollbars(time: float = scrollbar_fade_out_time) -> void:
# Kill scrollbar_show_tween to avoid animation conflict
if scrollbar_show_tween != null and scrollbar_show_tween.is_valid():
scrollbar_show_tween.kill()
# Create new tweens if needed
if (
get_v_scroll_bar().modulate != Color.TRANSPARENT \
or get_h_scroll_bar().modulate != Color.TRANSPARENT
):
if scrollbar_hide_tween and !scrollbar_hide_tween.is_running():
scrollbar_hide_tween.kill()
if scrollbar_hide_tween == null or !scrollbar_hide_tween.is_valid():
scrollbar_hide_tween = create_tween()
scrollbar_hide_tween.set_parallel(true)
scrollbar_hide_tween.tween_property(get_v_scroll_bar(), 'modulate', Color.TRANSPARENT, time)
scrollbar_hide_tween.tween_property(get_h_scroll_bar(), 'modulate', Color.TRANSPARENT, time)
## Fades in scrollbars within given [param time].[br]
## Default for [param time] is current [member scrollbar_fade_in_time]
func show_scrollbars(time: float = scrollbar_fade_in_time) -> void:
# Restart timer
scrollbar_hide_timer.start(scrollbar_hide_time)
# Kill scrollbar_hide_tween to avoid animation conflict
if scrollbar_hide_tween != null and scrollbar_hide_tween.is_valid():
scrollbar_hide_tween.kill()
# Create new tweens if needed
if (
get_v_scroll_bar().modulate != Color.WHITE \
or get_h_scroll_bar().modulate != Color.WHITE \
):
if scrollbar_show_tween and !scrollbar_show_tween.is_running():
scrollbar_show_tween.kill()
if scrollbar_show_tween == null or !scrollbar_show_tween.is_valid():
scrollbar_show_tween = create_tween()
scrollbar_show_tween.set_parallel(true)
scrollbar_show_tween.tween_property(get_v_scroll_bar(), 'modulate', Color.WHITE, time)
scrollbar_show_tween.tween_property(get_h_scroll_bar(), 'modulate', Color.WHITE, time)
## Scroll to position to ensure the given control node is visible
func ensure_control_visible(control: Control) -> void:
if !content_node: return
if !content_node.is_ancestor_of(control): return
if !scroll_damper: return
var size_diff = (
control.get_global_rect().size - get_global_rect().size
) / (get_global_rect().size / size)
var boundary_dist = get_child_boundary_dist(
(control.global_position - global_position) \
/ (get_global_rect().size / size),
size_diff
)
var content_node_position = content_node.position
if boundary_dist.x < 0 + follow_focus_margin:
scroll_x_to(content_node_position.x - boundary_dist.x + follow_focus_margin)
elif boundary_dist.y > 0 - follow_focus_margin:
scroll_x_to(content_node_position.x - boundary_dist.y - follow_focus_margin)
if boundary_dist.z < 0 + follow_focus_margin:
scroll_y_to(content_node_position.y - boundary_dist.z + follow_focus_margin)
elif boundary_dist.w > 0 - follow_focus_margin:
scroll_y_to(content_node_position.y - boundary_dist.w - follow_focus_margin)
#endregion