@@ -9,6 +9,10 @@ var ProcessDragEvents = function (pointer, time)
99 return ;
1010 }
1111
12+ var i ;
13+ var gameObject ;
14+ var list ;
15+ var input ;
1216 var currentlyOver = this . _temp ;
1317
1418 // 0 = Not dragging anything
@@ -35,9 +39,9 @@ var ProcessDragEvents = function (pointer, time)
3539 // Get draggable objects, sort them, pick the top (or all) and store them somewhere
3640 var draglist = [ ] ;
3741
38- for ( var i = 0 ; i < currentlyOver . length ; i ++ )
42+ for ( i = 0 ; i < currentlyOver . length ; i ++ )
3943 {
40- var gameObject = currentlyOver [ i ] ;
44+ gameObject = currentlyOver [ i ] ;
4145
4246 if ( gameObject . input . draggable )
4347 {
@@ -97,17 +101,21 @@ var ProcessDragEvents = function (pointer, time)
97101 // 3 = Pointer meets criteria and is freshly down, notify the draglist
98102 if ( pointer . dragState === 3 )
99103 {
100- var list = this . _drag [ pointer . id ] ;
104+ list = this . _drag [ pointer . id ] ;
101105
102- for ( var i = 0 ; i < list . length ; i ++ )
106+ for ( i = 0 ; i < list . length ; i ++ )
103107 {
104- var gameObject = list [ i ] ;
108+ gameObject = list [ i ] ;
105109
106- gameObject . input . dragState = 2 ;
107- gameObject . input . dragX = gameObject . input . localX - gameObject . displayOriginX ;
108- gameObject . input . dragY = gameObject . input . localY - gameObject . displayOriginY ;
110+ input = gameObject . input ;
111+
112+ input . dragState = 2 ;
113+ input . dragX = input . localX - gameObject . displayOriginX ;
114+ input . dragY = input . localY - gameObject . displayOriginY ;
109115
110116 this . events . dispatch ( new InputEvent . DRAG_START ( pointer , gameObject ) ) ;
117+
118+ input . onDragStart ( gameObject , pointer , input . dragX , input . dragY ) ;
111119 }
112120
113121 pointer . dragState = 4 ;
@@ -118,30 +126,36 @@ var ProcessDragEvents = function (pointer, time)
118126 // 4 = Pointer actively dragging the draglist and has moved
119127 if ( pointer . dragState === 4 && pointer . justMoved )
120128 {
121- var list = this . _drag [ pointer . id ] ;
129+ list = this . _drag [ pointer . id ] ;
122130
123- for ( var i = 0 ; i < list . length ; i ++ )
131+ for ( i = 0 ; i < list . length ; i ++ )
124132 {
125- var gameObject = list [ i ] ;
133+ gameObject = list [ i ] ;
134+
135+ input = gameObject . input ;
126136
127137 this . events . dispatch ( new InputEvent . DRAG ( pointer , gameObject ) ) ;
138+
139+ input . onDrag ( gameObject , pointer ) ;
128140 }
129141
130- // Check drop zones?
142+ // Check drop zones
131143 }
132144
133145 // 5 = Pointer actively dragging but has been released, notify draglist
134146 if ( pointer . dragState === 5 )
135147 {
136- var list = this . _drag [ pointer . id ] ;
148+ list = this . _drag [ pointer . id ] ;
137149
138- for ( var i = 0 ; i < list . length ; i ++ )
150+ for ( i = 0 ; i < list . length ; i ++ )
139151 {
140- var gameObject = list [ i ] ;
152+ gameObject = list [ i ] ;
141153
142154 gameObject . input . dragState = 0 ;
143155
144156 this . events . dispatch ( new InputEvent . DRAG_END ( pointer , gameObject ) ) ;
157+
158+ input . onDragEnd ( gameObject , pointer , input . dragX , input . dragY ) ;
145159 }
146160
147161 pointer . dragState = 0 ;
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