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Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 27.21.14.6660) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)
Issue description
scroll_started and scroll_ended signals don't get emitted for ScrollContainer on Windows (haven't tested on linux or mac), but they do work on Android (haven't tested on iOS)
Steps to reproduce
You can connect scroll_started or scroll_ended signal of a ScrollContainer control to a function and you will notice that the callback is never called on windows, but when tested on android it works.
You need to enable Emulate Touch From Mouse in the Project Settings for these signals to be emitted, then use the left mouse button to drag-scroll on the main area (not the scrollbar). These signals are only emitted for drag-based scrolling.
For standard mouse wheel/keyboard/scrollbar-based scrolling, we should add different signals to avoid breaking compatibility with existing projects.
Note that this signal was originally added to solve a bug where buttons could be pressed while scrolling, so I'm unsure what use the signal has elsewhere:
Godot version
4.1.1.stable.official [bd6af8e]
System information
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 27.21.14.6660) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)
Issue description
scroll_started and scroll_ended signals don't get emitted for ScrollContainer on Windows (haven't tested on linux or mac), but they do work on Android (haven't tested on iOS)
Steps to reproduce
You can connect scroll_started or scroll_ended signal of a ScrollContainer control to a function and you will notice that the callback is never called on windows, but when tested on android it works.
Minimal reproduction project
scroll_event_issue.zip
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