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4.
Card games that require cards to be dragged around the screen. (For example, solitaire.)
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Located in ../../source/drag_drop.rst:15
5.
Inventory systems.
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Located in ../../source/drag_drop.rst:17
6.
Drag-to-reorder systems.
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Located in ../../source/drag_drop.rst:18
7.
The drag and drop displayables make it possible to implement these and other uses of drag and drop. There are two classes involved here. The Drag class represents either something that can be dragged around the screen, something that can have a draggable dropped onto it, or something that can do both. The DragGroup class represents a group of Drags - for a drag and drop to occur, both Drags must be part of the same drag group.
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Located in ../../source/drag_drop.rst:20
8.
The drag and drop system can be used either through the :ref:`Screen Language <screens>` or directly as displayables. It makes sense to use the screen language when you don't need to refer to the Drags that you create after they've been created. This might be the case if the draggable represents a window that the user places on the scren. If you need to refer to the drags after they've been created, then it's often better to create Drags directly, and add them to a DragGroup.
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Located in ../../source/drag_drop.rst:28
9.
Displayables
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Located in ../../source/drag_drop.rst:37
10.
A displayable that represents an object that can be dragged around its enclosing area. A Drag can also represent an area that other Drags can be dropped on.
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Located in ../../source/inc/drag_drop:5
11.
A Drag can be moved around inside is parent. Generally, its parent should be either a :func:`Fixed` or :class:`DragGroup`.
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Located in ../../source/inc/drag_drop:9
12.
A Drag has one child. The child's state reflects the status of the drag and drop operation:
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Located in ../../source/inc/drag_drop:12
13.
``selected_hover`` - when it is being dragged.
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Located in ../../source/inc/drag_drop:15
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