Change drag and drop cursor

My application lets users drag files from their desktop and drop them onto a Jtree. I wrote this test app to see if I could change the drag cursor by defining the dragenter method. But the cursor doesn't change until the drop is complete.
In my final app I want the cursor to change to the "no drop" symbol when the user tries to drop files in certain nodes. But in this test I'm simply trying to see if the cursor will change at all.
The only examples I could find were apps dragging components from the applet, in which case they tied their compents to a DragSource object. In my case the drag is coming from outside the applet. Any help would be appreciated.
public class UploadGUI extends Applet implements DropTargetListener{
public void init()
     DefaultMutableTreeNode root = new DefaultMutableTreeNode("Root");
     DefaultMutableTreeNode child1 = new DefaultMutableTreeNode("Child");
     root.add(child1);          
     DefaultTreeModel treemodel = new DefaultTreeModel(root);
     JTree tree = new JTree(root);
                dropTarget = new DropTarget(tree, this);
                jscroll = new JScrollPane(tree);
                add(jscroll);
public void dragEnter(DropTargetDragEvent dtde)
    jscroll.setCursor(DragSource.DefaultMoveNoDrop);
}

try DragSourceListener instead and implement the dragOver method.

Similar Messages

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    When a drag and drop starts, a default icon/image appears under the cursor.
    Is there any way to change this icon/image ?
    thanks

    See this thread Drag/Drop cursor image
    The short answer is no.
    If you want the feature, submit a jira: http://javafx-jira.kenai.com and provide a link to the jira in this forum thread.

  • Drag and Drop Cursor changes - not working

    I have fully implemented a working drag and drop Swing application, but I am running into problems with the cursor.
    My application has some drop targets that set the cursor to DragSource.DefaultCopyNoDrop, and some that set it to DragSource.DefaultCopyDrop. The problem is once I change the cursor DefaultCopyDrop, I can never change it to NoDrop. I can however change it from NoDrop to Drop. I have tried it with jdk1.4 beta3 and rc.
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    I found some information related to this at:
    http://developer.java.sun.com/developer/bugParade/bugs/4407521.html
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    Dave

    Hi, I also want to implement DND. I am using JRE1.3.1
    I am also facing the cursor change problem. i have passed null in the startDrag method. This problem get solved to some extent, but still many times cursor is not changing. I have created my dragSource and drag Target
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    // IN CONSTRUCTO OF TREE
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    Than in the target and source class
    publi clas Tree_DropTarget implements DropTargetListener,Runnable
    public Tree_DropTarget(JTree tree)
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    public void run ()
    try
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    m_dropTarget = new DropTarget (m_targetTree, this);
    Same Way I have done for DragSource.
    Is anything wrong there???
    I am also facing 1 more proble, sometiems DND events are getting fired on navigating through the nodes, even though i am not dragging the node. And getting the Below exception some times
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         at sun.awt.windows.WToolkit.eventLoop(Native Method)
         at sun.awt.windows.WToolkit.run(Unknown Source)
         at java.lang.Thread.run(Unknown Source)
    This exception I am not able to get who is throwing as all exceptions i am catching.
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  • How to change mouse cursor during drag and drop

    Hi Guys,
    Iam performing a Drag and drop from Table1(on top of the figure) to Table2(down in the figure).
    see attached figure
    http://www.upload-images.net/imagen/e80060d9d3.jpg
    Have implemented the Drag and drop functionality using "Transferable" and "TransferHandler"using the java tutorial
    http://java.sun.com/docs/books/tutorial/uiswing/examples/dnd/index.html#ExtendedDndDemo
    Now My problem is that ,I want to make the 1st column in Table2(ie: Column2-0) not to accept any drops so that the cursor appears like a "No-Drop" cursor but with selection on the column cell during a drop action.
    Also when I move my cursor between "column2-0" and "column2-1",want to to have the "No-Drop" and "Drop" cursor to appear depending on the column.
    How can I achieve it using the TransferHandle class.Dont want to go the AWT way of implementing all the source and target listeners on my own.
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    /* if(p==null)
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    if(selColIndex==0)
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    Thanks in advance.....
    Edited by: Kohinoor on Jan 18, 2008 3:47 PM

    If you found the selection column based on the mouse pointer, then based on the column, you can set the cursor pointer as any one as below :
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  • Can you use a custom cursor with drag and drop?

    Hi there! I'm a newbie flash user and working on a simulation for a graduate course in instructional design. I'm using Flash Professional CC on Mac. Here's what I'm trying to do. I have several draggable sprites on the stage and three target sprites. I have specified the original x,y locations of the sprites and have set the end x,y locations as those of each of the three targets. Items must be dragged to one of the three targets.
    Some questions:
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    3. I have it set to snap back to the original location if learner attempts to drop the item on the wrong target. I want to be able to play a sound file when that happens, as well as play a sound file when it lands on the correct target, as well as shrink the item and change its opacity so that it appears invisible. I want to give the illusion of it being placed into the bin. I have no idea as to the proper way to code these events so that they happen.
    4. I've watched dozens of hours of youtube tutorials before coming here. I'm a quick study, but am very new to action script. In one of the videos the developer showed referencing an external action script file which I don't think is an option in CC. The coding method he used seemed much more streamlined and "clean" than the chunks I'm working with now. Is there an easy way for me to code information about these objects  than the way I've got it here now? I hate starting new things with bad habits. The perils of self-teaching.
    Thanks!
    I'm pasting my code from the actions panel below so you can see what's going on:
    stop();
    /* Custom Mouse Cursor
    Replaces the default mouse cursor with the specified symbol instance.
    stage.addChild(customcursor);
    customcursor.mouseEnabled = false;
    customcursor.addEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor);
    function fl_CustomMouseCursor(event:Event)
      customcursor.x = stage.mouseX;
      customcursor.y = stage.mouseY;
    Mouse.hide();
    //To restore the default mouse pointer, uncomment the following lines:
    customcursor.removeEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor);
    stage.removeChild(customcursor);
    Mouse.show();
    //set up variables and objects for dragging
    var offset:int = 10;
    var appleStartX:int = 243;
    var appleStartY:int = 156;
    var appleEndX:int = 522;
    var appleEndY:int = 22;
    apple.buttonMode = true;
    apple.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    apple.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var cupStartX:int = 39;
    var cupStartY:int = 266;
    var cupEndX:int = 520;
    var cupEndY:int = 175;
    cup.buttonMode = true;
    cup.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    cup.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var barStartX:int = 178;
    var barStartY:int = 234;
    var barEndX:int = 522;
    var barEndY:int = 22;
    bar.buttonMode = true;
    bar.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    bar.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var orangeStartX:int = 284;
    var orangeStartY:int = 102;
    var orangeEndX:int = 522;
    var orangeEndY:int = 22;
    orange.buttonMode = true;
    orange.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    orange.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var bottleStartX:int = 172;
    var bottleStartY:int = 303;
    var bottleEndX:int = 520;
    var bottleEndY:int = 175;
    bottle.buttonMode = true;
    bottle.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    bottle.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var bananaStartX:int = 113;
    var bananaStartY:int = 123;
    var bananaEndX:int = 522;
    var bananaEndY:int = 22;
    banana.buttonMode = true;
    banana.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    banana.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var napkinStartX:int = 248;
    var napkinStartY:int = 271;
    var napkinEndX:int = 520;
    var napkinEndY:int = 175;
    napkin.buttonMode = true;
    napkin.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    napkin.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var yogurtStartX:int = 27;
    var yogurtStartY:int = 136;
    var yogurtEndX:int = 518;
    var yogurtEndY:int = 329;
    yogurt.buttonMode = true;
    yogurt.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    yogurt.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var strawberryStartX:int = 120;
    var strawberryStartY:int = 285;
    var strawberryEndX:int = 522;
    var strawberryEndY:int = 22;
    strawberry.buttonMode = true;
    strawberry.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    strawberry.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var sandwichStartX:int = 7;
    var sandwichStartY:int = 364;
    var sandwichEndX:int = 522;
    var sandwichEndY:int = 22;
    sandwich.buttonMode = true;
    sandwich.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    sandwich.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var juiceStartX:int = 88;
    var juiceStartY:int = 347;
    var juiceEndX:int = 518;
    var juiceEndY:int = 329;
    juice.buttonMode = true;
    juice.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    juice.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var foilStartX:int = 39;
    var foilStartY:int = 416;
    var foilEndX:int = 520;
    var foilEndY:int = 175;
    foil.buttonMode = true;
    foil.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    foil.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var waxbagStartX:int = 235;
    var waxbagStartY:int = 342;
    var waxbagEndX:int = 522;
    var waxbagEndY:int = 22;
    waxbag.buttonMode = true;
    waxbag.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    waxbag.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    function startDragging (e:MouseEvent) {
      e.currentTarget.startDrag();
    function stopDragging (e:MouseEvent) {
      e.currentTarget.stopDrag();
      switch (e.currentTarget) {
      case apple:
      if (apple.x < appleEndX - offset || apple.x > appleEndX + offset || apple.y < appleEndY - offset || apple.y > appleEndY + offset) {
      apple.x = appleStartX;
      apple.y = appleStartY;
      else {
      apple.x = appleEndX;
      apple.y = appleEndY;
      //checkGame();
      break;
      case sandwich:
    if (sandwich.x < sandwichEndX - offset || sandwich.x > sandwichEndX + offset || sandwich.y < sandwichEndY - offset || sandwich.y > sandwichEndY + offset) {
      sandwich.x = sandwichStartX;
      sandwich.y = sandwichStartY;
      else {
      sandwich.x = sandwichEndX;
      sandwich.y = sandwichEndY;
      //checkGame();
      break;
      case orange:
    if (orange.x < orangeEndX - offset || orange.x > orangeEndX + offset || orange.y < orangeEndY - offset || orange.y > orangeEndY + offset) {
      orange.x = orangeStartX;
      orange.y = orangeStartY;
      else {
      orange.x = orangeEndX;
      orange.y = orangeEndY;
      //checkGame();
      break;
      case strawberry:
    if (strawberry.x < strawberryEndX - offset || strawberry.x > strawberryEndX + offset || strawberry.y < strawberryEndY - offset || strawberry.y > strawberryEndY + offset) {
      strawberry.x = strawberryStartX;
      strawberry.y = strawberryStartY;
      else {
      strawberry.x = strawberryEndX;
      strawberry.y = strawberryEndY;
      //checkGame();
      break;
      case napkin:
    if (napkin.x < napkinEndX - offset || napkin.x > napkinEndX + offset || napkin.y < napkinEndY - offset || napkin.y > napkinEndY + offset) {
      napkin.x = napkinStartX;
      napkin.y = napkinStartY;
      else {
      napkin.x = napkinEndX;
      napkin.y = napkinEndY;
      //checkGame();
      break;
      case bar:
    if (bar.x < barEndX - offset || bar.x > barEndX + offset || bar.y < barEndY - offset || bar.y > barEndY + offset) {
      bar.x = barStartX;
      bar.y = barStartY;
      else {
      bar.x = barEndX;
      bar.y = barEndY;
      //checkGame();
      break;
      case juice:
    if (juice.x < juiceEndX - offset || juice.x > juiceEndX + offset || juice.y < juiceEndY - offset || juice.y > juiceEndY + offset) {
      juice.x = juiceStartX;
      juice.y = juiceStartY;
      else {
      juice.x = juiceEndX;
      juice.y = juiceEndY;
      //checkGame();
      break;
      case foil:
    if (foil.x < foilEndX - offset || foil.x > foilEndX + offset || foil.y < foilEndY - offset || foil.y > foilEndY + offset) {
      foil.x = foilStartX;
      foil.y = foilStartY;
      else {
      foil.x = foilEndX;
      foil.y = foilEndY;
      //checkGame();
      break;
      case banana:
    if (banana.x < bananaEndX - offset || banana.x > bananaEndX + offset || banana.y < bananaEndY - offset || banana.y > bananaEndY + offset) {
      banana.x = bananaStartX;
      banana.y = bananaStartY;
      else {
      banana.x = bananaEndX;
      banana.y = bananaEndY;
      //checkGame();
      break;
      case bottle:
    if (bottle.x < bottleEndX - offset || bottle.x > bottleEndX + offset || bottle.y < bottleEndY - offset || bottle.y > bottleEndY + offset) {
      bottle.x = bottleStartX;
      bottle.y = bottleStartY;
      else {
      bottle.x = bottleEndX;
      bottle.y = bottleEndY;
      //checkGame();
      break;
      case waxbag:
    if (waxbag.x < waxbagEndX - offset || waxbag.x > waxbagEndX + offset || waxbag.y < waxbagEndY - offset || waxbag.y > waxbagEndY + offset) {
      waxbag.x = waxbagStartX;
      waxbag.y = waxbagStartY;
      else {
      waxbag.x = waxbagEndX;
      waxbag.y = waxbagEndY;
      //checkGame();
      break;
      case cup:
    if (cup.x < cupEndX - offset || cup.x > cupEndX + offset || cup.y < cupEndY - offset || cup.y > cupEndY + offset) {
      cup.x = cupStartX;
      cup.y = cupStartY;
      else {
      cup.x = cupEndX;
      cup.y = cupEndY;
      //checkGame();
      break;
      case yogurt:
    if (yogurt.x < yogurtEndX - offset || yogurt.x > yogurtEndX + offset || yogurt.y < yogurtEndY - offset || yogurt.y > yogurtEndY + offset) {
      yogurt.x = yogurtStartX;
      yogurt.y = yogurtStartY;
      else {
      waxbag.x = waxbagEndX;
      waxbag.y = waxbagEndY;
      //checkGame();

    Some questions:
    1. Can I specify more than one End x,y location for a draggable sprite?
    yes, use an if-else statement
    I'm creating a lesson to teach kindergartners how to sort lunchroom waste. If they have a napkin, for example, it could either go into the compost OR into the recycling. In cases like this where an item could really be placed into more than one bin, I want them to get it right if they do either of those things, rather than forcing them to choose which one.
    2. To make my project more "fun" for kids, I wanted to customize the cursor with a graphic of  hand. When I tried this in the flash file it works perfectly until I add the drag and drop functionality for the wasted items. Then the cursor will more around  but not pick up any items. Once I revert back to the standard pointer, the correct drag and drop functionality is restored.
    assign your cursor's mouseEnabled property to false:
    yourcursor.mouseEnabled=false;
    3. I have it set to snap back to the original location if learner attempts to drop the item on the wrong target. I want to be able to play a sound file when that happens, as well as play a sound file when it lands on the correct target, as well as shrink the item and change its opacity so that it appears invisible. I want to give the illusion of it being placed into the bin. I have no idea as to the proper way to code these events so that they happen.
    use the sound class to create a sound:
    // initialize your correct sound once with
    var correctSound:Sound=new CorrectSound();  // add an mp3 sound to your library and assign it class = CorrectSound
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    correctSound.play();
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    someobject.alpha = .3;  // partially visible
    someobject.alpha = 1;  // fully visible
    someobject.visible=false;  // not visible, at all.
    // change an object's scale
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    someobject.scaleX=someobject.scaleY=1;  // resize to original
    4. I've watched dozens of hours of youtube tutorials before coming here. I'm a quick study, but am very new to action script. In one of the videos the developer showed referencing an external action script file which I don't think is an option in CC. The coding method he used seemed much more streamlined and "clean" than the chunks I'm working with now. Is there an easy way for me to code information about these objects  than the way I've got it here now? I hate starting new things with bad habits. The perils of self-teaching.
    you could google: 
    actionscript 3 class coding
    actionscript 3 object oriented programming
    p.s.  you can simplify and streamline your coding by learning about arrays and using hitTestObject.

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    Robert Willis  | 616.935.1155 | [email protected]
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    The right measurement always improves results .
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