InkStrokeRenderingSegment InkStrokeRenderingSegment InkStrokeRenderingSegment InkStrokeRenderingSegment InkStrokeRenderingSegment Class


A single segment of a complete ink stroke.

A single segment consists of a starting point, an ending point, and two Bezier control points. However, for a series of segments that make up a stroke, the last point of the previous segment is the first point of the current segment. This means that only the ending point for each segment is required to represent a complete stroke.

Each stroke is a vector of InkStrokeRenderingSegment objects with the first segment identified by a single starting point and all remaining segments identified by an ending point and two Bezier control points.

public : sealed class InkStrokeRenderingSegment : IInkStrokeRenderingSegment
struct winrt::Windows::UI::Input::Inking::InkStrokeRenderingSegment : IInkStrokeRenderingSegment
public sealed class InkStrokeRenderingSegment : IInkStrokeRenderingSegment
Public NotInheritable Class InkStrokeRenderingSegment Implements IInkStrokeRenderingSegment
// This class does not provide a public constructor.
Windows 10 requirements
Device family
Windows 10 (introduced v10.0.10240.0 - for Xbox, see UWP features that aren't yet supported on Xbox)
API contract
Windows.Foundation.UniversalApiContract (introduced v1)


The function in the following example demonstrates how a cubic Bezier curve can be derived for each segment of an ink stroke (stroke) by using the bezierCurveTo method. Each curve is then rendered through the 2-D context of the canvas (ctx).

// Render all strokes using bezier curves instead of line segments.
function renderAllStrokes()
    statusMessage.innerText += "Render strokes as bezier curves."

    // Clear the drawing surface of existing strokes.
    inkContext.clearRect(0, 0, inkCanvas.width, inkCanvas.height);

    // Enumerate through each stroke.
        function (stroke)
            inkContext.lineWidth = strokeWidth; 
            inkContext.strokeStyle = strokeColor; 

            // Enumerate through each line segment of the stroke.
            var first = true;
            var x = stroke.getRenderingSegments().length;
                function (segment)
                    // Move to the starting location of the stroke.
                    if (first)
                        inkContext.moveTo(segment.position.x, segment.position.y);
                        first = false;
                    // Calculate the bezier curve for the segment.
                                                 segment.position.x, segment.position.y);

            // Draw the stroke.

For the complete example, see Ink App sample.


Set the FitToCurve property of DrawingAttributes to true if you want an ink stroke to be rendered with cubic Bezier curves. Otherwise, the stroke is rendered with straight line segments.


: This class is not agile, which means that you need to consider its threading model and marshaling behavior. For more info, see Threading and Marshaling (C++/CX) and Using Windows Runtime objects in a multithreaded environment (.NET).


BezierControlPoint1 BezierControlPoint1 BezierControlPoint1 BezierControlPoint1 BezierControlPoint1

Gets the first control point for the Bézier curve.

public : Point BezierControlPoint1 { get; }
Point BezierControlPoint1();
public Point BezierControlPoint1 { get; }
Public ReadOnly Property BezierControlPoint1 As Point
var point = inkStrokeRenderingSegment.bezierControlPoint1;
Point Point Point

The control point.

See Also

BezierControlPoint2 BezierControlPoint2 BezierControlPoint2 BezierControlPoint2 BezierControlPoint2

Gets the second control point for the Bézier curve.

public : Point BezierControlPoint2 { get; }
Point BezierControlPoint2();
public Point BezierControlPoint2 { get; }
Public ReadOnly Property BezierControlPoint2 As Point
var point = inkStrokeRenderingSegment.bezierControlPoint2;
Point Point Point

The control point.

See Also

Position Position Position Position Position

Gets the end point of the segment.

public : Point Position { get; }
Point Position();
public Point Position { get; }
Public ReadOnly Property Position As Point
var point = inkStrokeRenderingSegment.position;
Point Point Point

The end point.

See Also

Pressure Pressure Pressure Pressure Pressure

Gets the pressure of the contact on the digitizer surface.

public : float Pressure { get; }
float Pressure();
public float Pressure { get; }
Public ReadOnly Property Pressure As float
var float = inkStrokeRenderingSegment.pressure;
float float float

The pressure of the contact.

See Also

TiltX TiltX TiltX TiltX TiltX

Gets the tilt of the contact along the x axis.

public : float TiltX { get; }
float TiltX();
public float TiltX { get; }
Public ReadOnly Property TiltX As float
var float = inkStrokeRenderingSegment.tiltx;
float float float

The tilt along the x axis.

See Also

TiltY TiltY TiltY TiltY TiltY

Gets the tilt of the contact along the y axis.

public : float TiltY { get; }
float TiltY();
public float TiltY { get; }
Public ReadOnly Property TiltY As float
var float = inkStrokeRenderingSegment.tilty;
float float float

The tilt along the y axis.

See Also

Twist Twist Twist Twist Twist

Gets the twist of the contact along the rotational axis.

public : float Twist { get; }
float Twist();
public float Twist { get; }
Public ReadOnly Property Twist As float
var float = inkStrokeRenderingSegment.twist;
float float float

The twist of the contact along the rotational axis.

See Also

See Also