Could you try chaining Events?

In your function when you scale your object, can you fire off an event
when the object scaling is done.  And then in the listener for thisnew
event, fire off the Print Job?

I don't know the specifics of the PrintJob API, or what you're doing
wtih Object scaling.  But I've had to deal with a lot of image
thumbnail creation in the past and I had to create a bunch of custom
events and chain them together so I could control how the image was
loading, then the generation of the thumbnail, then the loading of the
thumbnail image, and then the adding it to a Tile.

I imagine something similar would be appropriate here.  Are jsut using
scaling properties  to change the size of your object for ptinting, or
 is there something else going on?



--- In [email protected], "Mike Anderson" <[EMAIL PROTECTED]> wrote:
>
> Greetings All!
> 
> I have a major problem, where I have a function that properly scales an
> Object *just* before sending it to the printer.
> 
> The issue is, the Object isn't scaling fast enough, so by the time it
> gets added to the PrintJob, it still isn't the proper scale - and looks
> completely wrong on the actual printout.
> 
> Initially, I figured I could simply scale the Object first (in an
> entirely different function), then create some intentional pauses in the
> code (or use callLater in the right places), THEN run my PrintJob
> function code.  BUT, my scaling functions rely on information brought
> back from the PrintJob - like PageWidth and PageHeight - which means, my
> Scaling Function must be called from within my PrintJob function.
> 
> Bottom line, is that everything is happening too quickly, for the
> PrintJob to capture the properly scaled object.
> 
> Is there a way for me to insert some intentional pauses, to slow things
> down, and give the object to be printed, time to properly scale, before
> getting sent to the PrintJob?
> 
> Thank you in advance, for any help you can offer.
> 
> Mike
>


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