Hi Even,

I think what is happening is you are seeing the startDrag() method interacting with the player's x and y properties of the DisplayObject.

Whereas the UIComponent is bound by xChanged event, the player does not dispatch an event. The only reason you are even getting the panel to move with the mouseUp event is because the LayoutManager validated the parent.

The methods startDrag() and stopDrag() are 'really' meant for non UIComponents. Yes, yes, you can laugh at me but, seriously if I remember correctly, they are not piped into the framework in the way you would expect the methods to work.

I would say, go the distance and write a method using mouse events and mouseMove, using the systemManager, see the Panel source code.

The saying in life, 'You get what you pay for' applies nicely right here.

Peace, Mike

On 11/6/06, Evan Gifford <[EMAIL PROTECTED]> wrote:

Hey guys,

 

I'd like to sync the positions of two …. Panels, let's say, while one of the two is being actively dragged.

 

 

Here is the ghetto way of doing it (or is it?)

 

Private syncInterval:Object = setInterval(syncWindowPosition,20);

 

Private function syncWindowPosition():void{

 

            panelTwo.x=panelOne.x + 250;

            panelTwo.y=panelOne.y + 250;

}

 

As you can guess, this simulates a real-time position sync so that, as I drag one window the other one follows suite, offset by 250px.

 

But that's just wrong (or is it?)

 

What I'd like to do is something like this.

 

<mx:Panel x="456" y="145" width="250" height="200" layout="absolute" id=" panelOne" mouseUp=" panelOne.stopDrag()" mouseDown="one.startDrag()">

<mx:Panel x="{panelOne.x + 250}" y="{panelOne.y + 250}"  width="250" height="200" layout="absolute" id=" panelTwo">

 

This works on creationComplete, but there is no redraw done after that or while I drag the 1st window.

 

 

What am I missing?

 

Thanks!

 


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