claude godot 4 port
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@@ -6,91 +6,94 @@
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## is treated as a separate tab. You might also want to hide
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## the horizontal scroll bar at the bottom, as it does nothing
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@tool
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extends ScrollContainer
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signal tab_switched(tab)
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onready var tabs_holder := MarginContainer.new()
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onready var children := get_children()
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onready var sizex := rect_size.x
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@onready var tabs_holder := MarginContainer.new()
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@onready var _initial_children := get_children()
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@onready var sizex: float = size.x
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export(int) var current_tab = 0
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export(float) var swipe_threshold = 128.0
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export(bool) var smooth_switch = true
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export(float) var switch_power = 5.0
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@export var current_tab: int = 0
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@export var swipe_threshold: float = 128.0
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@export var smooth_switch: bool = true
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@export var switch_power: float = 5.0
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var children: Array = []
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var scroll_velocity := Vector2.ZERO
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var scrolling := false
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var target_scroll := 0.0
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var current_scroll := 0.0
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var prev_on_tab := false
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var drag_init_pos := Vector2.ZERO
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var scrolling := false
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var target_scroll: float = 0.0
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var current_scroll: float = 0.0
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var prev_on_tab := false
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var drag_init_pos := Vector2.ZERO
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var swipe_threshold_reached := false
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var scrolled_with_wheel := false
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func _ready() -> void:
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# add a tab holder to the container and move all the children to it
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add_child(tabs_holder)
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for child in children:
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for child in _initial_children:
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if(child is ScrollBar): continue
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remove_child(child)
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tabs_holder.add_child(child)
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child.mouse_filter = Control.MOUSE_FILTER_PASS
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children = tabs_holder.get_children()
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# adjust all the properties of the containers
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scroll_vertical_enabled = false
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scroll_horizontal_enabled = true
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tabs_holder.size_flags_vertical = 3
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vertical_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_AUTO
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tabs_holder.size_flags_vertical = Control.SIZE_EXPAND_FILL
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tabs_holder.mouse_filter = Control.MOUSE_FILTER_PASS
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# connect required signals
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get_tree().get_root().connect("size_changed", self, "resize")
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tabs_holder.connect("sort_children", self, "resize")
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connect("gui_input", self, "_manage_input")
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get_tree().get_root().size_changed.connect(resize)
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tabs_holder.sort_children.connect(resize)
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gui_input.connect(_manage_input)
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resize()
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switch_tab()
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update_target_scroll(true)
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func _process(delta: float) -> void:
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if scrolling:
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current_scroll = scroll_horizontal
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else:
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# smoothly scroll to the current tab
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if prev_on_tab or scrolled_with_wheel: current_scroll = target_scroll
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else: current_scroll += (target_scroll - scroll_horizontal) * 8.0 * delta
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if prev_on_tab or scrolled_with_wheel:
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current_scroll = target_scroll
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else:
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current_scroll += (target_scroll - scroll_horizontal) * 8.0 * delta
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scroll_horizontal = current_scroll
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# prevent actual mouse wheel scrolling
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prev_on_tab = abs(current_scroll - target_scroll) < 1
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func resize() -> void:
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# handle window resizing
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sizex = rect_size.x
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tabs_holder.rect_min_size.x = sizex * children.size()
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sizex = size.x
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tabs_holder.custom_minimum_size.x = sizex * children.size()
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var childi := 0
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for child in children:
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child.rect_size.x = sizex
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child.rect_position.x = sizex * childi
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child.size.x = sizex
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child.position.x = sizex * childi
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childi += 1
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update_target_scroll(true)
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func _manage_input(event: InputEvent) -> void:
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if event is InputEventMouseButton:
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# when the drag is stopped, end scrolling
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if event.button_index in [BUTTON_WHEEL_UP, BUTTON_WHEEL_DOWN, BUTTON_WHEEL_LEFT, BUTTON_WHEEL_RIGHT]:
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if event.button_index in [MOUSE_BUTTON_WHEEL_UP, MOUSE_BUTTON_WHEEL_DOWN, MOUSE_BUTTON_WHEEL_LEFT, MOUSE_BUTTON_WHEEL_RIGHT]:
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scrolled_with_wheel = true
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elif event is InputEventScreenDrag:
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scroll_velocity = event.relative
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# check for swipe threshold
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if not swipe_threshold_reached:
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#scroll_horizontal = target_scroll
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var diff = abs(drag_init_pos.x - event.position.x)
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if diff > swipe_threshold:
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if diff > swipe_threshold:
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swipe_threshold_reached = true
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else:
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scroll_horizontal = target_scroll
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@@ -98,7 +101,7 @@ func _manage_input(event: InputEvent) -> void:
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# fake scroll, because for some reason, real scrolling stops
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current_scroll -= event.relative.x
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scroll_horizontal = current_scroll
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elif event is InputEventScreenTouch:
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if event.is_pressed():
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scrolling = true
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@@ -107,28 +110,28 @@ func _manage_input(event: InputEvent) -> void:
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scrolled_with_wheel = false
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else:
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end_scroll()
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func end_scroll() -> void:
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# calculate current tab, based on the horizontal scroll and the drag velocity
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# calculate current tab, based on the horizontal scroll and the drag velocity
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# and then switch to it
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current_tab = int(clamp(round((scroll_horizontal - min(scroll_velocity.x * switch_power, sizex)) / sizex), 0, children.size()-1))
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current_tab = int(clamp(round((scroll_horizontal - min(scroll_velocity.x * switch_power, sizex)) / sizex), 0, children.size() - 1))
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switch_tab()
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scroll_velocity = Vector2.ZERO
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scrolling = false
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func update_target_scroll(instant:bool=false) -> void:
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func update_target_scroll(instant: bool = false) -> void:
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# calculate horizontal scrolling required to fully switch to a single tab, with no overlaps
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# if instant is true, also update the current scroll
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target_scroll = current_tab * sizex
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if instant:
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if instant:
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current_scroll = target_scroll
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scroll_horizontal = current_scroll
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scroll_horizontal = int(current_scroll)
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else:
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prev_on_tab = false
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func switch_tab(tab:int=-1) -> void:
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if tab >= 0:
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func switch_tab(tab: int = -1) -> void:
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if tab >= 0:
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current_tab = tab
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scrolled_with_wheel = false
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update_target_scroll(!smooth_switch)
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emit_signal("tab_switched", current_tab)
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tab_switched.emit(current_tab)
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