Drag and Drop with web deployed Forms.

If you are interested in drag and drop features of web deployed Forms you may want to check out this:
http://groundside.com/blog/GrantRonald?title=oracle_forms_drag_and_drop_on_the_web&more=1&c=1&tb=1&pb=1
Regards
Grant

Hi ,
I think this is similar to a .pll library in Forms 6i which was called drag_drop.pll-something like that.......Isn't it...?????
However , it seems very attractive and helpful to our clients.....
Thanks and congratulations,
Simon

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    Joel wrote:
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    ======================================
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    Hi,
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    Merci beaucoup!!
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    Message was edited by: roshca181
    [email protected]

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    Message was edited by: probassist

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    Hi
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    Please help....
    This is my script (it may seem messy...still new)
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    hen3_mc.addEventListener(MouseEvent.MOUSE_DOWN, dragStart);
    hen4_mc.addEventListener(MouseEvent.MOUSE_DOWN, dragStart);
    hen5_mc.addEventListener(MouseEvent.MOUSE_DOWN, dragStart);
    hen6_mc.addEventListener(MouseEvent.MOUSE_DOWN, dragStart);
    function dragStart (event: MouseEvent):void
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    /*Mouse Event that ensures the function of hen movieclip to drop
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    hen1_mc.addEventListener(MouseEvent.MOUSE_UP, dragStop1);
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        if (hen1_mc.hitTestObject (holder1_mc)==true)
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    Ok so I figured it out, thank you Ned.
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    Thanks in advance

    Hi,
    Out of curiosity, have you implement it.
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  • Drag and Drop with snap and response

    Ok, first of all I'm new to all of this as I'm just doing some parttime work. I'm trying to make a drag and drop game where the images (imported and made into movie clips with instance names "peg1 - peg7") are to be dragged onto targets (images, made into movie clips with instance names "targetpeg1-targetpet7").
    Here's my code and it comes up with two errors -
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    Please help!!! Thanks a bunch!
    Amy
    peg1.buttonMode = true;
    peg2.buttonMode = true;
    peg3.buttonMode = true;
    peg3.buttonMode = true;
    peg4.buttonMode = true;
    peg5.buttonMode = true;
    peg6.buttonMode = true;
    peg7.buttonMode = true;
    peg1.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg2.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg3.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg4.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg5.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg6.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg7.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    function fl_ClickToDrag(event:MouseEvent):void
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    reply_txt.text = "Drag the image to its correct location"
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    peg2.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg3.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg4.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg5.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg6.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg7.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
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    var myTargetName:String = "target" + event.target.name;
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    if (event.target.stopDrag != null && event.target.stopDrag.parent == myTarget){
        reply_txt.text = "Good Job!";
    } else {
        reply_txt.text = "Try Again!";
    function checkTarget(drag){
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    use:
    peg1.buttonMode = true;
    peg2.buttonMode = true;
    peg3.buttonMode = true;
    peg3.buttonMode = true;
    peg4.buttonMode = true;
    peg5.buttonMode = true;
    peg6.buttonMode = true;
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    peg3.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg4.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg5.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg6.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg7.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    function fl_ClickToDrag(event:MouseEvent):void
    event.currentTarget.startDrag();
    reply_txt.text = "Drag the image to its correct location"
    peg1.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg2.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg3.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg4.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg5.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg6.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg7.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    function fl_ReleaseToDrop(event:MouseEvent):void
    event.currentTarget.stopDrag();
    var myTargetName:String = "target" + event.currentTarget.name;
    var myTarget:DisplayObject = getChildByName("myTargetName");
    if (event.currentTarget.dropTarget){
    if(event.currentTarget.dropTarget.parent == myTarget){
        reply_txt.text = "Good Job!";
    } else {
        reply_txt.text = "Try Again!";

  • Drag and Drop with mx.effects.SoundEffect

    I am trying to get a soundeffect to play after a successful
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    Below is my code which attempts doing this from one tile to
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    <![CDATA[
    import mx.managers.DragManager;
    import mx.core.DragSource;
    import mx.events.DragEvent;
    import mx.effects.SoundEffect;
    import mx.controls.Alert;
    [Embed(source="C:/FLEX_PROJECTS/photos/bin/openWind-Mark_E_B-8076_hifi.mp3")]
    private var soundFxOpenSwoosh:Class;
    [Embed(source="C:/FLEX_PROJECTS/photos/bin/closeWin-Mark_E_B-8077_hifi.mp3")]
    private var soundFxCloseSwoosh:Class;
    private var dropSound:SoundEffect;
    //create the sound effect when first loaded (see
    mx:Application tag) for the creationComplete attribute
    private function createSoundEffects():void {
    dropSound = new SoundEffect();
    dropSound.useDuration = false;
    dropSound.loops = 0;
    dropSound.source = soundFxCloseSwoosh;
    // Drag initiator event handler, called by
    // the image's mouseMove event.
    private function dragMe(event:MouseEvent, img1:Image,
    format:String):void {
    var dragInitiator:Image=Image(event.currentTarget);
    var ds:DragSource = new DragSource();
    ds.addData(img1, format);
    var imageProxy:Image = new Image();
    imageProxy.source = img1.source;
    imageProxy.height = img1.height;
    imageProxy.width = img1.width;
    imageProxy.alpha=.8;
    //Call the drag method from the manager
    DragManager.doDrag(dragInitiator, ds, event, imageProxy, 0,
    0, 1.00);
    private function doDragEnter(event:DragEvent):void {
    DragManager.acceptDragDrop(Tile(event.target));
    private function doDragDrop():void {
    dropSound.end(); //see page 569 in flex2_devguide.pdf for
    why .end() is called here
    dropSound.play();
    Alert.show("dropSound.source is:" + dropSound.source);
    ]]>
    </mx:Script>
    <mx:SoundEffect id="dragStartSound" useDuration="false"
    loops="0" source="{soundFxOpenSwoosh}"/>
    <mx:HDividedBox width="100%" height="100%">
    <mx:Tile width="100%" height="100%"
    backgroundColor="#999999">
    <mx:Image id="myimg" mouseDownEffect="{dragStartSound}"
    source=".\2.png" mouseMove="dragMe(event, myimg, 'img');" />
    </mx:Tile>
    <mx:Tile width="100%" height="100%"
    dragEnter="doDragEnter(event)" dragDrop="doDragDrop()"
    backgroundColor="#999999">
    </mx:Tile>
    </mx:HDividedBox>
    </mx:Application>

    Merci beaucoup!!
    it is also posible in AWT ?
    Message was edited by: roshca181
    [email protected]

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