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?
>


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