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See Also
"Drag Element" behavior
"6: Handle" Behavior

 

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6b: Handle

The "Drag Element b" parent script

Click to go to top of this section. What it does

This works in conjunction with the "Drag Element" behavior. If you use the "Drag Element" behavior, you need to also drop a copy of the "Drag Element b" parent script in a cast. If you use the "Drag Element" behavior without dropping the "Drag Element b" script in a cast, WFS will remind you about it.

Click to go to top of this section. Deeper: What it does

The "Drag Element" and "Drag Element b" scripts are edited versions of the "6: Handle" and "6b: Handle" scripts which allow you to drag a multi-sprite around, not just an element.

In WFS 3.0, each "6: Handle" behavior had an 'enterFrame' handler. WFS now eliminates this handler from the "6: Handle" behavior. Instead, on mousedown, the "6: Handle" behavior notifies a "6b: Handle" child object (named gWFSHandle, a global variable) that it is active. The "6b: Handle" child object has a stepFrame handler. The stepFrame handler processes active handles.

This means you can attach as many "6: Handle" behaviors to different sprites as you like, and it doesn't degrade performance, ie, however many "6: Handle" behaviors you use, only one stepFrame handler per frame is executed, and when it executes, it deals with only instances of "6: Handle" that are active in dragging a multi-sprite around.

The "Drag Element" behavior and "Drag Element b" script are identical to the above scripts except you're dragging an element, not a multi-sprite. So the "Drag Element b" script is there to get rid of the need for a frame event handler in every instance of the "Drag Element" behavior.

These stepFrame handlers in "Drag Element b" and "6b: Handle" are the only frame event handlers in WFS, ie, WFS does very very little background computation. You can attach as many instances of the "Drag Element" and "6: Handle" behaviors to as many sprites as you like without worries of eating up CPU cycles needlessly.

Click to go to top of this section. "Drag Element b" child object creation is automatic

If you look in the prepareMovie handler in the "1: prepareMovie" movie script, you see the below code:

if wfsMemberExists(member("Drag Element b")) then
    gWFSDragElement=new(script "Drag Element b")
    add the actorList, gWFSDragElement
end if

In other words, if some cast contains the "Drag Element b" script, the prepareMovie handler creates gWFSDragElement (a global) and adds it to the actorList so it receives stepFrame messenges. You don't need to add any lines of code to make it work.

If the "Drag Element b" script is not present and you do use the "Drag Element" behavior, WFS reminds you to drop the "Drag Element b" script in a cast. This is done with code in the beginSprite handler of the "Drag Element" behavior.

 

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