The reason is simple, drag and drop could be a lot more complicated
then it seems to be, most of the time startDrag()/stopDrag() is just
too simple, directly handle the mouse down/move/up event gives you the
most flexibility.



> point =
> 
>
DisplayObject(dragInitiator.systemManager.topLevelSystemManager).globalToLocal(point);
> 
> var mouseX:Number = point.x;
> 
> var mouseY:Number = point.y;
> 
> x = mouseX - xOffset;
> 
> y = mouseY - yOffset;
> 
> This just begs the question, why??? Why go through all that instead of
> 
> just using the startDrag that is a core method of the Sprite class?
> 
> Just to offset the DragProxy slightly from the mouse pointer? I don't
> 
> get it, why bloat (in my opinion) the code. From my understanding
> 
> classes and methods that are actually compiled into the flash plugin
> 
> (ie the flash.* package) run faster than those that are not (ie. the
> 
> mx.* package). I don't understand why all the extra code is required
> 
> to accomplish something the plugin already has the ability to do.
>


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