start/stopDrag() vs. MOUSE_MOVE?
Quick efficiency question.
I want to change the default mouse pointer to a cool whizz-bang pointer. There's several ways I understand to do it... my question is which makes the most logical sense in relation to processing power, common sense, etc.?
1) I could use the start and stopDrag methods to simply drag the myCursor_mc around the stage.
2) I could use the MOUSE_MOVE event to basically set the x/y of myCursor_mc to the x/y of the mouse as the MOUSE_MOVE event triggers.
Code:
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
function mouseMoveHandler(e:MouseEvent):void {
myCursor_mc.x = e.localX;
myCursor_mc.y = e.localY;
e.updateAfterEvent();
myCursor_mc.visible = true;
}
My first inclination was to just call the startDrag(); and be done with it; however, I'm assuming that the startDrag() method probably has it's own mousemove or enterframe events that are constantly processing "behind the scenes". So, I started thinking that, if the mouse IS NOT actively moving (dragging) then the startDrag() might still be using processing power to "drag" myCursor_mc to the same spot over and over again... as opposed to using the MOUSE_MOVE event to only "move/drag" myCursor_mc when needed?
Anyway, I thought maybe someone who has a more intimate knowledge of the goings on in Flash might have some input as to a "preferred" method?