Yeah, that sounds reasonable, showing the source of the drag is quite useful I would think, and you can only do that if you can unhighlight it at the right time.
--John On 18/08/2025 09:13, Nir Lisker wrote: > (Replying to the mailing list this time :) ) > > I have nodes that need to be dragged onto other nodes (in the same > application) and are highlighted for the full drag-press-release > duration, with an additional state change about the "selected" node. > If they are dropped on a target that can accept them, the cleanup can > be done when the drop is done, but if they are dropped outside of the > application or on a node that can't accept them, the process never > finishes. There are workarounds, but DnD shows that it can be much > easier to do with the additional event. > > On Sun, Aug 17, 2025 at 8:56 PM John Hendrikx > <john.hendr...@gmail.com> wrote: > > Seems harmless enough. What is your use case? > > On 16/08/2025 01:53, Nir Lisker wrote: > > Hi all, > > > > I've noticed that the full press-drag-release MouseDragEvent doesn't > > have an event type that signals the end of the drag process. In DnD, > > there is DragEvent.DRAG_DONE that signals the end of the > drag-and-drop > > process regardless of the result and the mouse location it was > > released at, including outside of the application. > > > > Adding a MouseDragEvent.MOUSE_DRAG_DONE is useful for applications > > that want to act when the process finishes regardless of the result. > > Currently, the "latest" event that can be delivered is a > > MOUSE_DRAG_RELEASED type, but it can only be delivered if the event > > ends on a node that registered for it. If the mouse is released > > outside of the application or on a node that hasn't registered > for it, > > there will be no notification that the drag chain ended. > > > > I propose adding this event type and the appropriate property on > Scene > > and Node. The modification seems rather simple in my prototype. > > > > Thoughts? > > > > -- Nir >