On Jan 28, 2014, at 10:55 AM, Nouvelle Collection <
[email protected]> wrote:

Solved !

    def OnSize(self, event=None):
>         self.InitializePanel()
>         #self.SizeTimer.Start(50, oneShot=True)
>         self.OnSizeTimer()
>

This last line (self.OnSizeTimer())  was missing in the version of
floatcanvas.py I had.


I just added that--the idea is that it by-passes the timer altogether. I
suspect that on your system the minimum timer granularity may be too large.

What I should do is put in a "use_draw_delay" flag in or something. If a
use-case takes a while to draw, you really do want the timer.

(There is only one remaining thing to solve for my project : the maximizing
event! ;) )


I suspect that the maximize is triggering the size event before the window
is actually te-sized. Hopefully when EVT_MAXIMIZE fires, the window will
report the current size. So catching that should take care of it.

Chris



Thank you, Jo



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