Seems reasonable to me, too.
-- Kevin
On 8/18/2025 2:36 AM, John Hendrikx wrote:
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