Paul, Your explanation is correct in why I'm not getting the behavior I want. In a way, what I'm looking for is "logical" mouse event behavior that more closely corresponds to what I would consider to be "normal" user gestures and expectations, namely, the following....
1. click 2. double-click 3. press and hold (move is optional) 4. release Those are the gestures that users learn when using the mouse. Seems like those would be desirable events to be able to map to directly and not have to do code like... catch mouse down... fire off timer... if timer expires before mouse-up, it's a click... otherwise, we are pressing-and-holding... so start a drag... -Engkee --- In [email protected], "Paul DeCoursey" <[EMAIL PROTECTED]> wrote: > > Click isn't going to happen until after mouse up, and if you start a > drag I'd think that would supress any click events. I'm thinking you > will just want to do the select on the mouse down. Then trigger the > drag on mouse_move if no mouse_up or Mouse_click has occurred. > --- In [email protected], "Engkee Kwang" <ekwang@> wrote: > > > > what is the trick to listen for and handle both MOUSE_CLICK (say to > > select) and MOUSE_DOWN (to start dragging)? > > > > I have a Label on a canvas. First I added a listener on MOUSE_CLICK and > > that works. My handler gets called and I can "select" the item. > > > > Then to support D&D, I added another listener on MOUSE_DOWN. When I do > > that, I get call on mouse-down and I can then initiate the drag. > > Unfortunately, I no longer get called on click. > > > > Presumably, rather than listening for MOUSE_DOWN, what I really need to > > do is listen for the mouse-down but without any mouse-up for some > > interval... so as to distinguish it from a click. Is there such an > > event? > > > > -Engkee > > >

