Fix smooth scrolling tied to physics process

This commit is contained in:
Jayden Sipe 2025-04-11 17:14:25 -04:00
parent 215acd52e8
commit 292119dd68
3 changed files with 27 additions and 29 deletions

View file

@ -102,7 +102,7 @@ void ScrollBar::gui_input(const Ref<InputEvent> &p_event) {
if (smooth_scroll_enabled) {
scrolling = true;
set_physics_process_internal(true);
set_process_internal(true);
} else {
scroll_to(target_scroll);
}
@ -126,7 +126,7 @@ void ScrollBar::gui_input(const Ref<InputEvent> &p_event) {
if (smooth_scroll_enabled) {
scrolling = true;
set_physics_process_internal(true);
set_process_internal(true);
} else {
scroll_to(target_scroll);
}
@ -330,29 +330,29 @@ void ScrollBar::_notification(int p_what) {
drag_node = nullptr;
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
case NOTIFICATION_INTERNAL_PROCESS: {
if (scrolling) {
if (get_value() != target_scroll) {
double target = target_scroll - get_value();
double dist = abs(target);
double vel = ((target / dist) * 500) * get_physics_process_delta_time();
double vel = ((target / dist) * 500) * get_process_delta_time();
if (Math::abs(vel) >= dist) {
scroll_to(target_scroll);
scrolling = false;
set_physics_process_internal(false);
set_process_internal(false);
} else {
scroll(vel);
}
} else {
scrolling = false;
set_physics_process_internal(false);
set_process_internal(false);
}
} else if (drag_node_touching) {
if (drag_node_touching_deaccel) {
Vector2 pos = Vector2(orientation == HORIZONTAL ? get_value() : 0, orientation == VERTICAL ? get_value() : 0);
pos += drag_node_speed * get_physics_process_delta_time();
pos += drag_node_speed * get_process_delta_time();
bool turnoff = false;
@ -371,7 +371,7 @@ void ScrollBar::_notification(int p_what) {
float sgn_x = drag_node_speed.x < 0 ? -1 : 1;
float val_x = Math::abs(drag_node_speed.x);
val_x -= 1000 * get_physics_process_delta_time();
val_x -= 1000 * get_process_delta_time();
if (val_x < 0) {
turnoff = true;
@ -394,7 +394,7 @@ void ScrollBar::_notification(int p_what) {
float sgn_y = drag_node_speed.y < 0 ? -1 : 1;
float val_y = Math::abs(drag_node_speed.y);
val_y -= 1000 * get_physics_process_delta_time();
val_y -= 1000 * get_process_delta_time();
if (val_y < 0) {
turnoff = true;
@ -403,7 +403,7 @@ void ScrollBar::_notification(int p_what) {
}
if (turnoff) {
set_physics_process_internal(false);
set_process_internal(false);
drag_node_touching = false;
drag_node_touching_deaccel = false;
}
@ -412,10 +412,10 @@ void ScrollBar::_notification(int p_what) {
if (time_since_motion == 0 || time_since_motion > 0.1) {
Vector2 diff = drag_node_accum - last_drag_node_accum;
last_drag_node_accum = drag_node_accum;
drag_node_speed = diff / get_physics_process_delta_time();
drag_node_speed = diff / get_process_delta_time();
}
time_since_motion += get_physics_process_delta_time();
time_since_motion += get_process_delta_time();
}
}
} break;
@ -555,7 +555,7 @@ void ScrollBar::_drag_node_input(const Ref<InputEvent> &p_input) {
time_since_motion = 0;
if (drag_node_touching) {
set_physics_process_internal(true);
set_process_internal(true);
time_since_motion = 0;
}
@ -564,7 +564,7 @@ void ScrollBar::_drag_node_input(const Ref<InputEvent> &p_input) {
if (drag_node_speed == Vector2()) {
drag_node_touching_deaccel = false;
drag_node_touching = false;
set_physics_process_internal(false);
set_process_internal(false);
} else {
drag_node_touching_deaccel = true;
}