Christopher Barker wrote:
> In any case, what it would be is a different NavCanvas (maybe call it 
> ScrollCanvas). It should be pretty straightforward to catch the scroll 
> events and call FloatCanvas.MoveImage.
I've used ScrollCanvas before and it was awfully slow. My attempt at 
doing it manually (sticking scrollbars to a frame) was even slower.
>
> The only tricky bit I foresee is that the total "size" of a 
> FloatCanvas is undefined -- however, there is a total BoundingBox that 
> is defined when objects are on the Canvas. You may need to catch when 
> the BoundingBox changes, so you can adjust the scroll bars 
> appropriately. I'm not sure how to do that off the top of my head, but 
> if you can't figure it out, I'll look into it.
So its basically changing the BoundingBox size/limit whenever a 
scrollbar event is triggered? This sounds like it would grind a 
FloatCanvas with more than 500 drawn objects.
Thanks for your help!
Astan
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