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DragASprite Introduction

Programmer's Reference Manuals
» Part 7 - The Desktop
» DragASprite
» Introduction

The DragASprite module provides functionality to drag a sprite around the screen using the pointer.

To drag a sprite the following process steps should be followed:

  1. Choose a sprite that you wish to use to display when dragging
  2. Call the SWI DragASprite_Start to begin the drag. This SWI takes a copy of the sprite so the original can be removed from memory if required
  3. When the Wimp sends an indication that the drag has finished via Wimp_Poll DragASprite_Stop should then be called.

Notes

Because a user may not wish for a sprite to be displayed, for whatever reason, a well written application should always check user preferences to see if a sprite should be displayed, or alternatively just display an outline.

See also

  • DragASprite_Start
  • DragASprite_Stop
Created on September 20, 2009 14:42:56 by Alan Robertson (52)? (127.0.0.1)
Edit | Views: Print | Source | Linked from: DragASprite, DragASprite_Start

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