I am implementing a Drag and Drop feature in the application
I am working on. Essentially there are images parented to a Canvas
where the Images will follow certain rules about how they can be
dragged, i.e. maybe they can only be dragged along the y axis and
not the x axis. In addition the Image needs to move seamlessly with
the cursor from the time it is first clicked. I've experimented
with two approaches and neither one seems entirely satisfying.
The first approach was to work with the DragManager directly.
The issue I'm having with this approach is that a) when dragging
the drag Image proxy jitters a bit and b) when I drop I am unable
to get it to drop without shifting the image ever so slightly. I am
maintaining the x and y offset from when the image was originally
clicked in order to try and compensate when repositioning in the
drop handler but it never seems to be quite right.
The second approach is to use the Sprite.start/stopDrag
methods. This approach seems to provide a much more pleasing visual
experience, and when dropping the image stays exactly where you
expect (i.e. no annoying shifting). With this approach however I
have design issues with fine tuning the drag restrictions in a
I was curious about how the drag and drop works in the Sprite
code but that doesn't seem to be available?
I am looking for some general guidance on my issues and
suggestions on what might be the best approach.