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 : IInkSynchronizerpublic sealed class InkSynchronizer : IInkSynchronizerPublic NotInheritable Class InkSynchronizer Implements IInkSynchronizer// This API is not available in Javascript.
- Attributes
| Device family |
Windows 10 (introduced v10.0.10240.0 - for Xbox, see UWP features that aren't yet supported on Xbox)
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| API contract |
Windows.Foundation.UniversalApiContract (introduced v1)
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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.
public : IVectorView<InkStroke> BeginDry()public IReadOnlyList<InkStroke> BeginDry()Public Function BeginDry() As IReadOnlyList( Of InkStroke )// This API is not available in Javascript.
The collection of "wet" ink strokes to pass to the IInkD2DRenderer object .
Remarks
Error codes
E_ILLEGAL_METHOD_CALL (0x8000000E)
Thrown if BeginDry is called again, before EndDry is called.
- See Also
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.
public : void EndDry()public void EndDry()Public Function EndDry() As void// This API is not available in Javascript.
- See Also