I had a bit of an epiphany after posting this first message, I still don't think this is right but here's what I'm doing:
1. Add my child with includeInLayout set to false to not cause the parent Canvas to use it in it's layout calculations (otherwise will cause problems in step 2). 2. In updateDisplay list update the child with: child.width = unscaledWidth + this.maxHorizontalScrollPosition; child.height = unscaledHeight + this.maxVerticalScrollPosition; Like I say, not perfect but it seems to be working - if there is anything better I'd love to hear about it - like I say I'm pretty sure I got this before somehow (and I know it wasn't the above hack). --- In [email protected], "dave_defusion" <[EMAIL PROTECTED]> wrote: > > I know I've done this before, but I can't remember where and trawling > through the documentation isn't helping me. > > Basically I want to add something to a Canvas that is a 100% of it's > internal size - so as the Canvas grows to add children (as scrolling > is enabled) I want my child to still be 100% the size of the Canvas' > internal area. > > If I set it's percentWidth & percentHeight to 100 then it just sizes > up to the displayed portion of the canvas, same goes for the > unscaledWidth & unscaledHeight values passed to updateDisplayList() > they appear to be the visible dimensions of the Canvas. What I need is > the width + it's scroll, so that's why I'm calling it the internal > size of the Canvas. > > I've looked at CanvasLayout but I don't think that really helps me as > the layout object is private to the Canvas. > > Any ideas are greatly appreciated. >

