Then you'll be pleased to know that GraphicsBuilder provides D&D
support with a simple property "autoDrag", you can also attach extra
event handlers during drag

http://groovy.codehaus.org/GraphicsBuilder+-+Groodle3+-+Screencast

On Dec 7, 9:52 am, "Adam G." <[email protected]> wrote:
> Ok, I will just post it again here, because the page I created has
> been deleted...
>
> After the 1.0 release I started to download the SDK, the NetBeans
> plugins and wanted to begin developing. As or main applications deals
> with graph based interfaces, I wanted to test how hard it would be to
> implement drag'n'drop (in one window, so no transfer objects or what
> so
> ever). I remembered from my first try outs with JavaFX that there was
> this very handy JavaFX Pad. So I have downloaded it
> (http://download.java.net/general/openjfx/demos/javafxpad.jnlp) and
> there was already the first Node with dragging and moving around
> support. Ok, that was cool! So I took a look into the code and checked
> out the lines where the magic happens:
>
> var x = 0
> var y = 0
>
> onMouseDragged: operation(e) {
>         // updating x and y will move the group
>         // since a translation transform is bound to them
>         x += e.localDragTranslation.x;
>         y += e.localDragTranslation.y;
>
> }
>
> Ok, quite easy. Copied that into NetBeans and the only thing that I
> got
> were errors. After looking around I have found other similar examples
> and I have found the type of e, that is CanvasMouseEvent. Ok, added
> that
> and nothing. After searching the whole internet  ;)  I have found some
> comments, that the API has changed. So the classes in the package
> javafx.ui.* have been moved or replaced. The CanvasMouseEvent was one
> of
> the classes that have been replaced and not available anymore. So how
> could I do that now? Again after, some hours of google I have found
> this
> very up to date official 
> tutorial:http://javafx.com/samples/DragAndDrop/index.html
>
> public-init var maxX = 200;
> public-init var maxY = 200;
> var startX = 0.0;
> var startY = 0.0;
>
> override var onMousePressed = function(e:MouseEvent):Void {
>     startX = e.sceneX-translateX;
>     startY = e.sceneY-translateY;
>
> }
>
> override var onMouseDragged = function(e:MouseEvent):Void {
>     var tx = e.sceneX-startX;
>     if(tx < 0) { tx = 0; }
>     if(tx > maxX-image.width) { tx = maxX-image.width; }
>     translateX = tx;
>
>     var ty = e.sceneY-startY;
>     if(ty < 0) { ty = 0; }
>     if(ty > maxY-image.height) { ty = maxY-image.height; }
>     translateY = ty;
>
> }
>
> So from the quite elegant methode above I have to change my code to
> look like this. The very handy field
> localDragTranslation is gone. Why? Did I miss something? I mean, I am
> really willing to try JavaFX out and
> even use it. But the first experience is anything else than a success.
>
> Cheers,
>  Adam Giemza
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