InkSynchronizer InkSynchronizer InkSynchronizer InkSynchronizer Class

Definition

Manages the synchronization of ink input and provides methods for rendering it to the Direct2D device context of your Universal Windows app, instead of the default InkCanvas control. This requires an IInkD2DRenderer object to manage the ink input (see the Complex ink sample).

By default, ink input is processed on a low-latency background thread and rendered "wet" as it is drawn. When the stroke is completed (pen or finger lifted, or mouse button released), the stroke is processed on the UI thread and rendered "dry" to the InkCanvas layer (above the application content and replacing the wet ink).

By calling ActivateCustomDrying (before the InkCanvas is loaded), an app creates an InkSynchronizer object to customize how an ink stroke is rendered dry to a SurfaceImageSource or VirtualSurfaceImageSource. For example, an ink stroke could be rasterized and integrated into application content instead of as a separate InkCanvas layer.

public : sealed class InkSynchronizer : IInkSynchronizer
struct winrt::Windows::UI::Input::Inking::InkSynchronizer : IInkSynchronizer
public sealed class InkSynchronizer : IInkSynchronizer
Public NotInheritable Class InkSynchronizer Implements IInkSynchronizer
Attributes
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)

Methods

BeginDry() BeginDry() BeginDry() BeginDry()

Initiates a custom "dry" of ink input to the Direct2D device context of your app, instead of the default InkCanvas control. This requires an IInkD2DRenderer object to manage the ink input (see the Complex ink sample).

By default, ink input is processed on a low-latency background thread and rendered "wet" as it is drawn. When the stroke is completed (pen or finger lifted, or mouse button released), the stroke is processed on the UI thread and rendered "dry" to the InkCanvas layer (above the application content and replacing the wet ink).

By calling ActivateCustomDrying (before the InkCanvas is loaded), an app creates an InkSynchronizer object to customize how an ink stroke is rendered dry to a SurfaceImageSource or VirtualSurfaceImageSource. For example, an ink stroke could be rasterized and integrated into application content instead of as a separate InkCanvas layer.

EndDry() EndDry() EndDry() EndDry()

Finalizes a custom "dry" of ink input to the Direct2D device context of your app, instead of the default InkCanvas control, and notifies the system that "wet" ink can be removed. This requires an IInkD2DRenderer object to manage the ink input (see the Complex ink sample).

By default, ink input is processed on a low-latency background thread and rendered "wet" as it is drawn. When the stroke is completed (pen or finger lifted, or mouse button released), the stroke is processed on the UI thread and rendered "dry" to the InkCanvas layer (above the application content and replacing the wet ink).

By calling ActivateCustomDrying (before the InkCanvas is loaded), an app creates an InkSynchronizer object to customize how an ink stroke is rendered dry to a SurfaceImageSource or VirtualSurfaceImageSource. For example, an ink stroke could be rasterized and integrated into application content instead of as a separate InkCanvas layer.

See Also