Add missing SuiScroller online documentation page
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docs/docs/reference/elements/scroller.md
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docs/docs/reference/elements/scroller.md
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---
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sidebar_position: 4
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---
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# `SuiScroller`
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Godot's `ScrollContainer`, but *much* simpler.
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## Variables
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### *SuiTypes.ScrollVisibility* <u>hscroll_visibility</u> = *SuiTypes.ScrollVisibility.AUTO*
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Controls the visibility of the horizontal scroll bar.
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### *SuiTypes.ScrollVisibility* <u>vscroll_visibility</u> = *SuiTypes.ScrollVisibility.AUTO*
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Controls the visibility of the vertical scroll bar.
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### *SuiTypes.ScrollMode* <u>speed_mode</u> = *SuiTypes.ScrollMode.MULTIPLY_CUSTOM_VALUE*
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Determines how the scrolling speed should be calculated.
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### *float* <u>speed_multiplier</u> = *1.0*
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The speed multiplier, used for `SuiTypes.ScrollMode.MULTIPLY_VIEWPORT` and `SuiTypes.ScrollMode.CUSTOM_VALUE`.
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### *float* <u>speed_value</u> = *1.0*
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The speed value, used for `SuiTypes.ScrollMode.MULTIPLY_CUSTOM_VALUE` and `SuiTypes.ScrollMode.CUSTOM_VALUE`.
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### *float* <u>speed_wheel_multiplier</u> = *50.0*
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Determines how much the scrolling speed should be multiplied by when scrolling with the scroll wheel. \
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Using a lower value results in more mouse scrolling, higher values result in less mouse scrolling.
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### *SuiTypes.ScrollMode* <u>thickness_mode</u> = *SuiTypes.ScrollMode.MULTIPLY_VIEWPORT*
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Determines how the thickness of both scroll bars should be calculated.
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### *float* <u>thickness_multiplier</u> = *0.025*
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The thickness multiplier, used for `SuiTypes.ScrollMode.MULTIPLY_VIEWPORT` and `SuiTypes.ScrollMode.CUSTOM_VALUE`.
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### *float* <u>thickness_value</u> = *0.0*
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The thickness value, used for `SuiTypes.ScrollMode.MULTIPLY_CUSTOM_VALUE` and `SuiTypes.ScrollMode.CUSTOM_VALUE`.
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### *bool* <u>editor_clip_content</u> = *true*
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Will cause elements not inside the SuiScroller node to be no longer clipped *in editor mode*. \
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Useful when editing the contents of a SuiScroller node, but may cause visual chaos.
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### *bool* <u>editor_process</u> = *true*
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Determines if the element should be updated automatically **while running in the editor**.
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### *bool* <u>runtime_process</u> = *true*
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Determines if the element should be updated automatically **during your game/application's runtime**.
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## Functions
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### *void* <u>update_element</u>()
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Updates the element.
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