{"schemaVersion":1,"record":{"key":"mechanic/trackpad--family-04","type":"mechanic","id":"trackpad--family-04","lang":"en","title":"Dragging and grabbing","summary":"Grabbing links the pointer to an object and release completes the drag. In Mini Metro dragging builds a line between stations.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-04/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-04.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-04.md","aliases":[],"tags":["Trackpad interactions","Mechanics catalog"],"sourceIds":["source-0d7ed8efcd920b62","source-20585e90edc5bdfb","source-8303b0f3aad42806","source-a088527490edebae"],"sources":[{"id":"source-0d7ed8efcd920b62","title":"macOS Gestures","url":"https://support.apple.com/en-us/102482","verifiedAt":null},{"id":"source-20585e90edc5bdfb","title":"Clicking and dragging Surface","url":"https://support.microsoft.com/en-us/surface/accessories/cover-keyboard/surface-touchpad-use-and-settings","verifiedAt":null},{"id":"source-8303b0f3aad42806","title":"W3C: Pointer Events","url":"https://www.w3.org/TR/pointerevents/","verifiedAt":null},{"id":"source-a088527490edebae","title":"Mini Metro","url":"https://store.steampowered.com/app/287980/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Grabbing connects the pointer movement to the object, and releasing completes the carry, throw, or setup."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-04-variants\"></a>\n\n- Click and drag. Gesture: Hold the button and move your finger. In the interface: Move an object, select, control the slider. In the game: Move an object, aim by pulling. Access level: Cursor and buttons; The application gets the usual pointer and buttons. The physical fingers and their separation may be unknown to him. Conditions: The joint movement and pressing must remain comfortable on a specific clickpad. <a id=\"variant-31\"></a>\n- Tap, second tap and hold. Gesture: Touch, then immediately touch again and move your finger. In the interface: Drag without pressing the panel. In the game: Carrying game objects with less load on the hand. Access level: Cursor and buttons; The application gets the usual pointer and buttons. Physical fingers and their separation may be unknown to him. Conditions: Works with appropriate driver or OS settings. <a id=\"variant-32\"></a>\n- Three-finger dragging. Gesture: Swipe with three fingers instead of holding a click. In the interface: Moving windows, objects and selections. In the game: Moving pieces and controlling the lever. Access level: Cursor and buttons; The application gets the usual pointer and buttons. Physical fingers and their separation may be unknown to him. Conditions: In macOS it is turned on separately; the game usually gets a drag result rather than three contacts. <a id=\"variant-33\"></a>\n- Fixation of the grip. Gesture: Continue carrying after a short break; complete with a separate action. In the interface: Transfer over a long distance, accessible controls. In the game: Moving a heavy object across the entire field. Access level: Cursor and buttons; The application gets the usual pointer and buttons. The physical fingers and their separation may be unknown to him. Conditions: May be provided by the OS or application logic; need an explicit reset command. <a id=\"variant-34\"></a>\n- Drag-and-drop. Gesture: Grab an object, move it and release it on the receiver. In the interface: Files, cards, placement of blocks. In the game: Inventory, crafting, assembling a structure. Access level: Cursor and buttons; The application gets the usual pointer and buttons. The physical fingers and their separation may be unknown to him. Conditions: Show valid receivers and the result before releasing. <a id=\"variant-35\"></a>\n- Frame selection. Gesture: Draw a rectangular area. In the interface: Group selection of objects, range on the canvas. In the game: Select a squad, construction area. Access level: Cursor and buttons; The application gets the usual pointer and buttons. Physical fingers and their separation may be unknown to him. Conditions: The rules for including objects inside the frame must be consistent. <a id=\"variant-36\"></a>\n- Lasso. Gesture: Circle an arbitrary area while holding the button. In the interface: Selection along a contour, mask, image editor. In the game: Capture territory, encircling a group of objects. Access level: Cursor and buttons; The application gets the usual pointer and buttons. The physical fingers and their separation may be unknown to him. Conditions: For a free trace without a click, T is needed; through normal drag and drop P is enough. <a id=\"variant-37\"></a>\n- Rearrangement in sequence. Gesture: Drag an element between neighbors. In the interface: Sorting a list, tabs, time blocks. In the game: Order of cards, moves, participants or abilities. Access level: Cursor and buttons; The application gets the usual pointer and buttons. The physical fingers and their separation may be unknown to him. Conditions: Preview of the insertion site reduces uncertainty. <a id=\"variant-38\"></a>\n- Tension and release. Gesture: Pull from the reference point, then release. In the interface: Setting the vector and magnitude of the action. In the game: Slingshot, bow, billiard shot, spring. Access level: Cursor and buttons; The application gets the usual pointer and buttons. The physical fingers and their separation may be unknown to him. Conditions: The length of the screen vector sets the program parameter, and not the measured finger strength. <a id=\"variant-39\"></a>\n- Throw with momentum. Gesture: Accelerate an object by dragging and releasing. In the interface: Fast movement with software inertia. In the game: Throwing, curling, puck, throwing a card. Access level: Cursor and buttons; The application gets the usual pointer and buttons. The physical fingers and their separation may be unknown to him. Conditions: Speed ​​must be assessed steadily and limited; System cursor acceleration affects the feel. <a id=\"variant-40\"></a>"},{"id":"context","title":"Context and limits","body":"Author's working classification for designing games and interactions. Options can overlap and combine; the list is not a generally accepted standard or proven exhaustive list. Application examples are conditional unless a specific verifiable observation is indicated nearby. Sources support individual techniques and technical limitations."}],"relations":[],"placements":[{"catalogId":"trackpad","id":"family-04","title":"Trackpad interactions","url":"https://gamemechanics.pro/en/mechanics/trackpad/#family-04","categoryIds":["section-1"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Dragging and grabbing","description":"Grabbing links the pointer to an object and release completes the drag. In Mini Metro dragging builds a line between stations.","image":{"src":"images/mechanics/interface-mini-metro-00.webp","width":1440,"height":810,"game":"Mini Metro","sourceUrl":"https://store.steampowered.com/app/287980/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/287980/ss_c7bc5df7e606504709e9f53ff9c7584ac4c01b18.1920x1080.jpg?t=1724386220","credit":"Dinosaur Polo Club / Dinosaur Polo Club","rights":"© Dinosaur Polo Club / Dinosaur Polo Club. All rights reserved. Excluded from MIT and CC BY 4.0.","caption":"Mini Metro: colored lines connect differently shaped stations","alt":"Mini Metro: colored lines connect differently shaped stations","markers":[{"x":46,"y":47,"label":"Connections define train routes and transfers"}]},"tips":["Retain capture outside the object and allow dragging to be cancelled."],"examples":[{"title":"Mini Metro","url":"https://store.steampowered.com/app/287980/"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/trackpad"}}