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RichTextLabel scrolling on android requires both "emulate touch from mouse" and "emulate mouse from touch" project settings #39101

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Tracked by #39144
fractilegames opened this issue May 27, 2020 · 2 comments

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@fractilegames
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Godot version:
3.2.1-stable

OS/device including version:
Android 9 / Samsung Galaxy S8

Issue description:
I have a simple scene with nothing but single RichTextLabel (scroll active=true, enough text for vertical scroll bar to appear).

Exported to Android, drag scrolling only works if both "emulate touch from mouse" and "emulate mouse from touch" project settings are enabled. The obvious workaround is to just enable both settings but that causes unwanted input events that have to be ignored in my custom controls (might cause some problems elsewhere too). I assume this is not intended behavior?

Steps to reproduce:
See description.

Minimal reproduction project:
ScrollTest.zip

@mgc8
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mgc8 commented Jun 2, 2023

Just ran into this problem with the latest 4.0.3 build on Android.

The suggested workaround (enabling both "emulate" options) does not appear to work anymore.

From the behaviour, the issue seems related to the "Selection Enabled" property, as when that is enabled finger scrolling doesn't work at all anymore; but even with it disabled, it seems that the scroll events are still caught by the RichTextLabel and not passed on properly.

@ygingras
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Still experiencing this on Godot 4.2.1 when exported Android. A possible workaround is to have big margins around the RichTextLabel to give it a draggable zone.

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