Another option is to use a specific control to handle the dragging.  This
allows you to define the region that triggers the drag, and you don't have
to worry about excluding objects from the script.

Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design



Recently, Klaus on-rev wrote:

> Hi Skip,
> 
> Am 19.07.2012 um 21:01 schrieb Magicgate Software - Skip Kimpel:
> 
>> There is some conflicting functions being called.  For instance, I
>> have several clickable buttons on that stack.  So when you go to click
>> on a button, it performs that functions but also tries to relocate
>> things and enters into this never ending cycle and competition of
>> moving the screen vs performing button function.
>> 
>> Is that clear or do I need to provide more specifics?  It is clear in
>> my head right now but I have had some TheraFlu so it might only be
>> clear to me...
> 
> You have two options to avoid the movenemnt in your buttons an other objects:
> 1. Add dummy "mouseXXX" handlers to your buttons:
> 
> on mouseDown
>  ##
> end mouseDown
> 
> on mouseMove
>  ##
> end mouseMove
> 
> on mouseUp
>  ## Your commands here...
> end mouseUp
> 
> on mouserelease
> ##
> end mouserelease
> 
> That will "override" the mouseX stuff in the stack script.
> 
> 2. Add these lines to my script:
> ################################
> local maydrag
> 
> on mouseDown
> 
> ## EXCLUDE buttons
>   if word 1 of the target = "button"then
>          put empty into maydrag
>   else
>       put mouseH() & "," & mouseV() into maydrag
>  end if
> end mouseDown
> 
> on mouseMove
>  if maydrag is not empty then
>    set the topLeft of this stack to item 1 of the screenMouseLoc - item 1 of
> maydrag,item 2 of the screenMouseLoc - item 2 of maydrag
>  end if
> end mouseMove
> 
> on mouseUp
>  put empty into maydrag
> end mouseUp
> 
> on mouserelease
>  mouseup
> end mouserelease
> ############################################
> 
>> SKIP
> 
> Best
> 
> Klaus
> 
> --
> Klaus Major
> http://www.major-k.de
> kl...@major.on-rev.com
> 
> 
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