Re: Drag n Drop Objects in Flash vs. Rev

2003-12-04 Thread Richard Gaskin
Graham Samuel wrote:

 If Monte is content to allow the user
 to drag an object anywhere in a window and then apply the constraints
 when the user lets go of the mouse (giving a kind of rubber-band
 effect, which can look quite attractive in some circumstances), then
 it seems to me that there is only one elegant solution, which is to
 use 'grab me' - it's built in and it's very concise. In the
 'rubber-band' case, I can't see any need for any other solution.

Should there be an extension of the grab command that specifies a bounding
rect?:

  grab me within the rect of graphic boundary

-- 
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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-04 Thread Graham Samuel
On Thu, 4 Dec 2003 08:23:54 +1000, Sarah [EMAIL PROTECTED] wrote:


Check out:
http://lists.runrev.com/pipermail/use-revolution/2002-March/002702.html
IN this, Geoff Canyon says:

on mouseDown
put true into tDragging
end mouseDown
on mouseMove mouseX,mouseY
if tDragging then
-- Do bounds checking here --
set the loc of me to (mouseX,mouseY)
end if
end mouseMove
on mouseUp
stopDragging
end mouseUp
on mouseRelease
stopDragging
end mouseRelease
on stopDragging
put false into tDragging
end stopDragging
IMHO, the **only** reason to use a scheme like this is in order to 
constrain the dragged object completely, i.e. so that the user can't 
move the object out of some chosen bounds (say a particular 
rectangle) even while dragging. If Monte is content to allow the user 
to drag an object anywhere in a window and then apply the constraints 
when the user lets go of the mouse (giving a kind of rubber-band 
effect, which can look quite attractive in some circumstances), then 
it seems to me that there is only one elegant solution, which is to 
use 'grab me' - it's built in and it's very concise. In the 
'rubber-band' case, I can't see any need for any other solution.

Just two more Eurocents

Graham
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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-04 Thread Roman Opendak
This loop uses 100% of the CPU time, regardless of the speed of the
processor, bringing the system to its knees, causing poor feedback for your
app, and making your system unresponsive to any other processes running on
it.

oh and one more thing

close finder



- Original Message -
From: J. Landman Gay [EMAIL PROTECTED]
To: How to use Revolution [EMAIL PROTECTED]
Sent: Wednesday, December 03, 2003 10:32 PM
Subject: Re: Drag n Drop Objects in Flash vs. Rev


 On 12/3/03 9:48 PM, Judy Perry wrote:

  I just checked this link out.
 
 From what I read, it's a much  more verbose solution and the only
  advantage I see mentioned is that it prevents the user from dragging an
  object out of bounds (whatever that means -- out of its intended target?
  Off the card?).
 
  Am I understanding it correctly?

 Continually polling the mouse location in a repeat loop uses up a lot of
 system resources. In MacOS (before OS X) it wasn't as big a deal because
 the Mac didn't really multitask and so you weren't holding up any other
 apps very much by hogging the event queue with a long repeat loop. But
 on all other OSs, tying up the event queue with non-stop polling can
 cause problems with other background tasks. The more efficient (and
 Raney-approved) method is to use built-in Rev messages to do the polling
 for you.

 I explain it more here:

   http://www.hyperactivesw.com/polling.html

 --
 Jacqueline Landman Gay | [EMAIL PROTECTED]
 HyperActive Software   | http://www.hyperactivesw.com

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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-04 Thread Jim Hurley
Continually polling the mouse location in a repeat loop uses up a lot of
system resources. In MacOS (before OS X) it wasn't as big a deal because
the Mac didn't really multitask and so you weren't holding up any other
apps very much by hogging the event queue with a long repeat loop. But
on all other OSs, tying up the event queue with non-stop polling can
cause problems with other background tasks. The more efficient (and
Raney-approved) method is to use built-in Rev messages to do the polling
for you.
I explain it more here:

  http://www.hyperactivesw.com/polling.html

--
Jacqueline Landman Gay | [EMAIL PROTECTED]
HyperActive Software   | http://www.hyperactivesw.com


Jacque,

Is there a way to simulate:

  Repeat until the mouseClick

without monopolizing the CPU?

This repeat loop is useful when you want the user to be able to click 
the mouse to stop or interrupt screen activity.

Jim
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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-04 Thread Scott Rossi
On 12/4/03 6:11 AM, Jim Hurley [EMAIL PROTECTED] wrote:

 Is there a way to simulate:
 
  Repeat until the mouseClick
 
 without monopolizing the CPU?
 
 This repeat loop is useful when you want the user to be able to click
 the mouse to stop or interrupt screen activity.

You might try the following.  In your message box, type:

  go url http://www.tactilemedia.com/download/clickdetector.rev;

As Jacque stated, and more importantly, as the creators of the engine have
stated, the combination of a repeat loop and polling the mouse is
inefficient for their engine.  So better to use mouseMove, variable states,
and send in

Regards,

Scott Rossi
Creative Director
Tactile Media, Multimedia  Design
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RE: Drag n Drop Objects in Flash vs. Rev

2003-12-04 Thread Chipp Walters
Roman,

Don't use idle. There are a number of postings earlier on this subject. In
fact the one below is from Scott Raney, the creator of the MetaCard engine:

http://lists.runrev.com/pipermail/use-revolution/2002-February/002304.html

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Roman
 Opendak
 Sent: Thursday, December 04, 2003 11:57 AM
 To: How to use Revolution
 Subject: Re: Drag n Drop Objects in Flash vs. Rev


  Is there a way to simulate:
 
 Repeat until the mouseClick
 
  without monopolizing the CPU?
 
  This repeat loop is useful when you want the user to be able to click
  the mouse to stop or interrupt screen activity.
 
  Jim


 here's a script that takes up 50 % of the cpu time... heh, heh
 it goes in the cd script

 on opencard
   global counter
   put 0 into counter
 end opencard

 on idle
   global counter
   add 1 to counter
   if counter = 2 then
 put 0 into counter
 repeat with i = 1 to number of cd btns
   set the loc of cd btn i to random(height of this cd),
 random(width of
 this cd)
 end repeat
   end if
 end idle

 its not exaclty game speed but its great for making things blink!

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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-04 Thread Scott Rossi
On 12/4/03 1:52 AM, Graham Samuel [EMAIL PROTECTED] wrote:

 on mouseDown
put true into tDragging
 end mouseDown
 
 on mouseMove mouseX,mouseY
if tDragging then
 -- Do bounds checking here --
set the loc of me to (mouseX,mouseY)
end if
 end mouseMove
 
 on mouseUp
stopDragging
 end mouseUp
 
 on mouseRelease
stopDragging
 end mouseRelease
 
 on stopDragging
put false into tDragging
 end stopDragging
 
 IMHO, the **only** reason to use a scheme like this is in order to
 constrain the dragged object completely, i.e. so that the user can't
 move the object out of some chosen bounds (say a particular
 rectangle) even while dragging. If Monte is content to allow the user
 to drag an object anywhere in a window and then apply the constraints
 when the user lets go of the mouse (giving a kind of rubber-band
 effect, which can look quite attractive in some circumstances), then
 it seems to me that there is only one elegant solution, which is to
 use 'grab me' - it's built in and it's very concise. In the
 'rubber-band' case, I can't see any need for any other solution.

The above handler set is not only appropriate for constraining mouse
movement, but can also be adapted to monitor the positions of dragged
objects and allow responses from target objects *while the dragging is
taking place* -- this can't be done using the grab command.

Regards,

Scott Rossi
Creative Director
Tactile Media, Multimedia  Design
-
E: [EMAIL PROTECTED]
W: http://www.tactilemedia.com

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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-04 Thread J. Landman Gay
On 12/4/03 8:11 AM, Jim Hurley wrote:

Jacque,

Is there a way to simulate:

  Repeat until the mouseClick

without monopolizing the CPU?

This repeat loop is useful when you want the user to be able to click 
the mouse to stop or interrupt screen activity.
Scott Rossi gave a good example. But I'll just add that I'm not immune 
myself to the convenience of the repeat loop. There are times when I 
know it is inefficient but I decide to take the trade-off anyway for the 
sake of convenience. But I usually indulge only for stacks I write for 
my own use. I use the approved method for anything that is shipping.

--
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HyperActive Software   | http://www.hyperactivesw.com
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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-04 Thread Judy Perry
Thanks, Jacque.  I'll  have a look.

Judy

On Thu, 4 Dec 2003, J. Landman Gay wrote:

 On 12/3/03 9:48 PM, Judy Perry wrote:

  I just checked this link out.
 
 From what I read, it's a much  more verbose solution and the only
  advantage I see mentioned is that it prevents the user from dragging an
  object out of bounds (whatever that means -- out of its intended target?
  Off the card?).
 
  Am I understanding it correctly?

 Continually polling the mouse location in a repeat loop uses up a lot of
 system resources. In MacOS (before OS X) it wasn't as big a deal because
 the Mac didn't really multitask and so you weren't holding up any other
 apps very much by hogging the event queue with a long repeat loop. But
 on all other OSs, tying up the event queue with non-stop polling can
 cause problems with other background tasks. The more efficient (and
 Raney-approved) method is to use built-in Rev messages to do the polling
 for you.

 I explain it more here:

   http://www.hyperactivesw.com/polling.html

 --
 Jacqueline Landman Gay | [EMAIL PROTECTED]
 HyperActive Software   | http://www.hyperactivesw.com

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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-04 Thread Roman Opendak
 Is there a way to simulate:

Repeat until the mouseClick

 without monopolizing the CPU?

 This repeat loop is useful when you want the user to be able to click
 the mouse to stop or interrupt screen activity.

 Jim


here's a script that takes up 50 % of the cpu time... heh, heh
it goes in the cd script

on opencard
  global counter
  put 0 into counter
end opencard

on idle
  global counter
  add 1 to counter
  if counter = 2 then
put 0 into counter
repeat with i = 1 to number of cd btns
  set the loc of cd btn i to random(height of this cd), random(width of
this cd)
end repeat
  end if
end idle

its not exaclty game speed but its great for making things blink!

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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-04 Thread Graham Samuel
On Thu, 04 Dec 2003 07:54:07 -0800, Scott Rossi [EMAIL PROTECTED] wrote:

[apropos of Geoff Canyon's 'constraint' example}

The above handler set is not only appropriate for constraining mouse
movement, but can also be adapted to monitor the positions of dragged
objects and allow responses from target objects *while the dragging is
taking place* -- this can't be done using the grab command.

Yep - you're right of course. In fact it can give the effect of 
rollovers and so forth while dragging. I should have thought of that.

Graham
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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-04 Thread Ken Norris
on 12/4/03 9:00 AM, [EMAIL PROTECTED] at
[EMAIL PROTECTED] wrote:

 Date: Thu, 4 Dec 2003 16:55:55 +
 From: Graham Samuel [EMAIL PROTECTED]
 Subject: Re: Drag n Drop Objects in Flash vs. Rev
 
 On Thu, 04 Dec 2003 07:54:07 -0800, Scott Rossi [EMAIL PROTECTED]
 wrote:
 
 [apropos of Geoff Canyon's 'constraint' example}
 
 The above handler set is not only appropriate for constraining mouse
 movement, but can also be adapted to monitor the positions of dragged
 objects and allow responses from target objects *while the dragging is
 taking place* -- this can't be done using the grab command.
--
And thus comes my personal request: A more useful 'grab' command. like in
SuperCard, where you have add-on parameters which allow constraint
coordinates and handlers to run.

What say ye?

Ken N.

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RE: Drag n Drop Objects in Flash vs. Rev

2003-12-03 Thread Judy Perry
Hi,

Here's how I have done this; since other solutions have been presented,
perhaps someone could advise me if I'm doing it the wrong way?

on mouseStillDown
  set the loc of me to the mouseLoc
end mouseStillDown

If I only want items deposited in a certain area, I do a loc detection on
a mouseUp handler.

Is this a bad way of doing things?

Thanks!

Judy

On Wed, 3 Dec 2003, Monte Goulding wrote:


  Can anyone point me in the right direction? Do Rev objects have built
  in drag and drop functionality, and if so, how is it accessed?

 If it's a simple drag then you might want to see the grab command. More
 complex drags can be done using mouse events (particularly mouseMove).

 Cheers

 Monte

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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-03 Thread Sarah
Check out:
http://lists.runrev.com/pipermail/use-revolution/2002-March/002702.html
Cheers,
Sarah
On 4 Dec 2003, at 8:06 am, Judy Perry wrote:

Hi,

Here's how I have done this; since other solutions have been presented,
perhaps someone could advise me if I'm doing it the wrong way?
on mouseStillDown
  set the loc of me to the mouseLoc
end mouseStillDown
If I only want items deposited in a certain area, I do a loc detection 
on
a mouseUp handler.

Is this a bad way of doing things?

Thanks!

Judy

On Wed, 3 Dec 2003, Monte Goulding wrote:


Can anyone point me in the right direction? Do Rev objects have built
in drag and drop functionality, and if so, how is it accessed?
If it's a simple drag then you might want to see the grab command. 
More
complex drags can be done using mouse events (particularly mouseMove).

Cheers

Monte

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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-03 Thread Judy Perry
I just checked this link out.

From what I read, it's a much  more verbose solution and the only
advantage I see mentioned is that it prevents the user from dragging an
object out of bounds (whatever that means -- out of its intended target?
Off the card?).

Am I understanding it correctly?  Sorry to be so dense...

Judy

On Thu, 4 Dec 2003, Sarah wrote:

 Check out:
   http://lists.runrev.com/pipermail/use-revolution/2002-March/002702.html

 Cheers,
 Sarah

 On 4 Dec 2003, at 8:06 am, Judy Perry wrote:

  Hi,
 
  Here's how I have done this; since other solutions have been presented,
  perhaps someone could advise me if I'm doing it the wrong way?
 
  on mouseStillDown
set the loc of me to the mouseLoc
  end mouseStillDown
 
  If I only want items deposited in a certain area, I do a loc detection
  on
  a mouseUp handler.
 
  Is this a bad way of doing things?
 
  Thanks!
 
  Judy
 
  On Wed, 3 Dec 2003, Monte Goulding wrote:
 
 
  Can anyone point me in the right direction? Do Rev objects have built
  in drag and drop functionality, and if so, how is it accessed?
 
  If it's a simple drag then you might want to see the grab command.
  More
  complex drags can be done using mouse events (particularly mouseMove).
 
  Cheers
 
  Monte
 
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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-03 Thread Sarah Reichelt
That is the advantage. It checks the new loc continuously so instead of  
dragging and then checking, this way checks as you go. Because  
mouseMove is generated all the time, not just when the mouse is down,  
you need the flag to tell it when to move and when not to.

Cheers,
Sarah
On 4 Dec 2003, at 1:50 pm, Judy Perry wrote:

I just checked this link out.

From what I read, it's a much  more verbose solution and the only
advantage I see mentioned is that it prevents the user from dragging an
object out of bounds (whatever that means -- out of its intended  
target?
Off the card?).

Am I understanding it correctly?  Sorry to be so dense...

Judy

On Thu, 4 Dec 2003, Sarah wrote:

Check out:
	http://lists.runrev.com/pipermail/use-revolution/2002-March/ 
002702.html

Cheers,
Sarah
On 4 Dec 2003, at 8:06 am, Judy Perry wrote:

Hi,

Here's how I have done this; since other solutions have been  
presented,
perhaps someone could advise me if I'm doing it the wrong way?

on mouseStillDown
  set the loc of me to the mouseLoc
end mouseStillDown
If I only want items deposited in a certain area, I do a loc  
detection
on
a mouseUp handler.

Is this a bad way of doing things?

Thanks!

Judy

On Wed, 3 Dec 2003, Monte Goulding wrote:


Can anyone point me in the right direction? Do Rev objects have  
built
in drag and drop functionality, and if so, how is it accessed?
If it's a simple drag then you might want to see the grab command.
More
complex drags can be done using mouse events (particularly  
mouseMove).

Cheers

Monte

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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-03 Thread Roman Opendak
what if instead of mouseup you use a loop in mousedown with the same ideas
applied. like,

on mousedown
repeat while the mouse is down
set the loc of me (the target) to the mouseloc
end repeat
drop
end mousedown

now that i think about it, its only twenty ticks or so. cause instead of
waiting for the messages to go through and waisting time on a function, you
avoid stepping into it.

i usually do it with icons and drag around a tooltip too

Rome


- Original Message -
From: Sarah Reichelt [EMAIL PROTECTED]
To: How to use Revolution [EMAIL PROTECTED]
Sent: Wednesday, December 03, 2003 8:02 PM
Subject: Re: Drag n Drop Objects in Flash vs. Rev


 That is the advantage. It checks the new loc continuously so instead of
 dragging and then checking, this way checks as you go. Because
 mouseMove is generated all the time, not just when the mouse is down,
 you need the flag to tell it when to move and when not to.

 Cheers,
 Sarah

 On 4 Dec 2003, at 1:50 pm, Judy Perry wrote:

  I just checked this link out.
 
  From what I read, it's a much  more verbose solution and the only
  advantage I see mentioned is that it prevents the user from dragging an
  object out of bounds (whatever that means -- out of its intended
  target?
  Off the card?).
 
  Am I understanding it correctly?  Sorry to be so dense...
 
  Judy
 
  On Thu, 4 Dec 2003, Sarah wrote:
 
  Check out:
  http://lists.runrev.com/pipermail/use-revolution/2002-March/
  002702.html
 
  Cheers,
  Sarah
 
  On 4 Dec 2003, at 8:06 am, Judy Perry wrote:
 
  Hi,
 
  Here's how I have done this; since other solutions have been
  presented,
  perhaps someone could advise me if I'm doing it the wrong way?
 
  on mouseStillDown
set the loc of me to the mouseLoc
  end mouseStillDown
 
  If I only want items deposited in a certain area, I do a loc
  detection
  on
  a mouseUp handler.
 
  Is this a bad way of doing things?
 
  Thanks!
 
  Judy
 
  On Wed, 3 Dec 2003, Monte Goulding wrote:
 
 
  Can anyone point me in the right direction? Do Rev objects have
  built
  in drag and drop functionality, and if so, how is it accessed?
 
  If it's a simple drag then you might want to see the grab command.
  More
  complex drags can be done using mouse events (particularly
  mouseMove).
 
  Cheers
 
  Monte
 
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Re: Drag n Drop Objects in Flash vs. Rev

2003-12-03 Thread J. Landman Gay
On 12/3/03 9:48 PM, Judy Perry wrote:

I just checked this link out.

From what I read, it's a much  more verbose solution and the only
advantage I see mentioned is that it prevents the user from dragging an
object out of bounds (whatever that means -- out of its intended target?
Off the card?).
Am I understanding it correctly?
Continually polling the mouse location in a repeat loop uses up a lot of 
system resources. In MacOS (before OS X) it wasn't as big a deal because 
the Mac didn't really multitask and so you weren't holding up any other 
apps very much by hogging the event queue with a long repeat loop. But 
on all other OSs, tying up the event queue with non-stop polling can 
cause problems with other background tasks. The more efficient (and 
Raney-approved) method is to use built-in Rev messages to do the polling 
for you.

I explain it more here:

 http://www.hyperactivesw.com/polling.html

--
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HyperActive Software   | http://www.hyperactivesw.com
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RE: Drag n Drop Objects in Flash vs. Rev

2003-12-02 Thread Monte Goulding

 Can anyone point me in the right direction? Do Rev objects have built
 in drag and drop functionality, and if so, how is it accessed?

If it's a simple drag then you might want to see the grab command. More
complex drags can be done using mouse events (particularly mouseMove).

Cheers

Monte

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