Just in case anyone else sees something similar, I found the problem while working on a test case. I was trying to visually show the user the results of their dragging this component, so in my drag start code, I was actually removing the DragInitiator from its container before calling doDrag. I assume this throws off the DragManager since it can't located the x and y of this component. I changed my code to only remove it after a dropTarget has accepted the drop, this way they can still drag around the screen and see where this component would move from/to.
--- In [email protected], "Alex Harui" <[EMAIL PROTECTED]> wrote: > > Can you post a simple test case? > > > > ________________________________ > > From: [email protected] [mailto:[EMAIL PROTECTED] On > Behalf Of danielggold > Sent: Wednesday, December 19, 2007 8:45 AM > To: [email protected] > Subject: [flexcoders] DragImage initial position wrong, causing > jumpiness > > > > I've seen this in a few places where I'm doing custom drag and drop. > When the DragImage is initially drawn, if you just barely click and > move the mouse, the image is drawn with a Y offset that looks to be > about the height of the dragInitiators container. If you move the > mouse a few more pixels the DragImage snaps back under the mouse. This > causes some annoying flickers in my app because the place the > DragImage is initially drawn is not a valid drop zone, but then it > snaps back to a valid zone. > > This doesn't seem to be something I can control in the doDrag > function, the offsets I can specify there only apply AFTER the > DragImage has "snapped" back to the correct position. > > Any ideas? >

