So wird’s gemacht: Rendern von Freihanddaten (HTML)
[ Dieser Artikel richtet sich an Windows 8.x- und Windows Phone 8.x-Entwickler, die Windows-Runtime-Apps schreiben. Wenn Sie für Windows 10 entwickeln, finden Sie weitere Informationen unter neueste Dokumentation]
Im Folgenden wird gezeigt, wie Freihandstrichsegmente als glatte Bézier-Kurven gerendert werden.
Es wird erläutert, wie ein Strich mithilfe der lineTo-Methode in Echtzeit gemäß der Stiftbewegung auf dem canvas-Objekt gezeichnet (siehe Schnellstart: Erfassen von Freihanddaten) und wie der Strich mithilfe der bezierCurveTo-Methode geglättet und weichgezeichnet wird, wenn der Stift angehoben (oder die linke Maustaste losgelassen) wird.
Updates für Windows 8.1: Windows 8.1 führt eine Reihe von Updates und Verbesserungen an den Zeigereingabe-APIs ein. Weitere Informationen finden Sie in API-Änderungen für Windows 8.1.
Wissenswertes
Technologien
Voraussetzungen
Dieses Thema baut auf dem Thema Schnellstart: Erfassen von Freihanddaten auf.
In diesem Thema wird davon ausgegangen, dass Sie mit JavaScript eine einfache Windows Store-App erstellen können, in der die Vorlage "Windows-Bibliothek für JavaScript" verwendet wird.
- Anweisungen zum Erstellen der ersten Windows Store-App finden Sie unter Erstellen Ihrer ersten Windows Store-App mit JavaScript.
- Informationen zur Verwendung von WinJS-Objekten und -Steuerelementen finden Sie in Schnellstart: Hinzufügen von WinJS-Steuerelementen und -Stilen.
Anweisungen
Die renderAllStrokes
-Funktion verwendet den inkManager
, um die einzelnen Strichsegmente mithilfe der bezierCurveTo-Methode zu verarbeiten. Der Strich wird dann mit einer präziseren Kurve für jedes Segment neu gezeichnet.
Wichtig Freihandstriche können auch mit lineTo gerendert werden. Allerdings verwendet lineTo die unformatierten Daten des Eingabedigitalisierers zum Rendern. Bei einer Frequenz von über 100 Punkten pro Sekunde kann die Datenmenge, die bei der Verwendung von lineTo verarbeitet werden muss, die Leistung der App jedoch erheblich beeinträchtigen. bezierCurveTo benötigt wesentlich weniger Datenpunkte pro Strich.
// 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);
// Iterate through each stroke.
inkManager.getStrokes().forEach(
function (stroke)
{
inkContext.beginPath();
if (stroke.selected) {
inkContext.lineWidth = stroke.drawingAttributes.size.width * 2;
inkContext.strokeStyle = "green";
} else {
inkContext.lineWidth = stroke.drawingAttributes.size.width;
inkContext.strokeStyle = "black";
}
// Enumerate through each line segment of the stroke.
var first = true;
stroke.getRenderingSegments().forEach(
function (segment)
{
// Move to the starting screen location of the stroke.
if (first)
{
inkContext.moveTo(segment.position.x, segment.position.y);
first = false;
}
// Calculate the bezier curve for the segment.
else
{
inkContext.bezierCurveTo(segment.bezierControlPoint1.x,
segment.bezierControlPoint1.y,
segment.bezierControlPoint2.x,
segment.bezierControlPoint2.y,
segment.position.x, segment.position.y);
}
}
);
// Draw the stroke.
inkContext.stroke();
inkContext.closePath();
}
);
}
Vollständiges Beispiel
//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved
// Windows Store app that demonstrates the use of the Windows.UI.Input.Inking APIs.
// Ink functionality is documented at https://go.microsoft.com/fwlink/?LinkID=260649.
// User interaction functionality is documented at https://go.microsoft.com/fwlink/?LinkID=260650.
// Ink APIs are documented at https://go.microsoft.com/fwlink/?LinkID=260652.
// Pointer APIs are documented at https://go.microsoft.com/fwlink/?LinkID=260653.
(function ()
{
"use strict";
//
// Global variables
//
// UI object references.
var inkCanvas;
var inkContext;
var modeMessage;
var deviceMessage
var statusMessage;
// Create an ink manager.
// InkManager is documented at https://go.microsoft.com/fwlink/?LinkID=260648.
var inkManager = new Windows.UI.Input.Inking.InkManager();
// Initial pointer values.
var pointerId = -1;
var pointerDeviceType = null;
// Initial stroke property values.
var strokeColor;
var strokeWidth;
//
// End global variables
//
// Obtain reference to the specified element.
function get(elementId)
{
return document.getElementById(elementId);
}
function initialize()
{
// Set up the UI.
inkCanvas = get("inkCanvas");
inkContext = inkCanvas.getContext("2d");
inkContext.lineCap = "round";
inkContext.lineKJoin = "round";
inkCanvas.width = window.innerWidth - 10;
inkCanvas.height = window.innerHeight * 0.5;
deviceMessage = get("deviceMessage");
deviceMessage.innerText = "Undefined";
modeMessage = get("modeMessage");
modeMessage.innerText = inkManager.mode;
statusMessage = get("statusMessage");
statusMessage.innerText = "No pointer input detected."
// Set initial ink mode.
drawStrokes();
// Set default recognition language.
if (!setRecognizerByName("Microsoft English (US) Handwriting Recognizer")) {
statusMessage.innerText += "\nRecognition: Failed to find English (US) recognizer.";
}
else {
statusMessage.innerText += "\nRecognition: English (US) recognizer.";
}
// Set up the handlers for input processing.
inkCanvas.addEventListener("pointerdown", onPointerDown, false);
inkCanvas.addEventListener("pointermove", onPointerMove, false);
inkCanvas.addEventListener("pointerup", onPointerUp, false);
get("save").addEventListener("click", saveStrokes, false);
get("load").addEventListener("click", loadStrokes, false);
get("draw").addEventListener("click", drawStrokes, false);
get("select").addEventListener("click", selectStrokes, false);
get("selectall").addEventListener("click", selectAllStrokes, false);
get("erase").addEventListener("click", eraseStrokes, false);
get("eraseAll").addEventListener("click", eraseAllStrokes, false);
get("recognize").addEventListener("click", recognizeStrokes, false);
}
document.addEventListener("DOMContentLoaded", initialize, false);
function getPointerDeviceType(pId)
{
var pointerDeviceType;
var pointerPoint = Windows.UI.Input.PointerPoint.getCurrentPoint(pId);
switch (pointerPoint.pointerDevice.pointerDeviceType)
{
case Windows.Devices.Input.PointerDeviceType.touch:
pointerDeviceType = "Touch";
break;
case Windows.Devices.Input.PointerDeviceType.pen:
pointerDeviceType = "Pen";
break;
case Windows.Devices.Input.PointerDeviceType.mouse:
pointerDeviceType = "Mouse";
break;
default:
pointerDeviceType = "Undefined";
}
deviceMessage.innerText = pointerDeviceType;
return pointerDeviceType;
}
// Occurs when the pointer (touch, pen, mouse) is detected by the canvas.
// Each stroke begins with onPointerDown.
function onPointerDown(evt)
{
// Get the device type for the pointer input.
pointerDeviceType = getPointerDeviceType(evt.pointerId);
// Process pen and mouse (with left button) only. Reserve touch for manipulations.
if ((pointerDeviceType === "Pen") || ((pointerDeviceType === "Mouse") && (evt.button === 0)))
{
statusMessage.innerText = pointerDeviceType + " pointer down: Start stroke. "
// Process one pointer at a time.
if (pointerId === -1)
{
var current = evt.currentPoint;
// Start drawing the stroke.
inkContext.beginPath();
inkContext.lineWidth = strokeWidth;
inkContext.strokeStyle = strokeColor;
inkContext.moveTo(current.position.x, current.position.y);
// Add current pointer to the ink manager (begin stroke).
inkManager.processPointerDown(current);
// The pointer id is used to restrict input processing to the current stroke.
pointerId = evt.pointerId;
}
}
else
{
// Process touch input.
}
}
// Mouse: Occurs when the pointer moves.
// Pen/Touch: Occurs at a steady rate (approx. 100 messages/second) whether the pointer moves or not.
function onPointerMove(evt)
{
// Process pen and mouse (with left button) only. Reserve touch for manipulations.
if ((pointerDeviceType === "Pen") || ((pointerDeviceType === "Mouse") && (evt.button === -1)))
{
statusMessage.innerText = pointerDeviceType + " pointer move: Draw stroke as lines. "
// The pointer Id is used to restrict input processing to the current stroke.
// pointerId is updated in onPointerDown().
if (evt.pointerId === pointerId)
{
var current = evt.currentPoint;
// Draw stroke in real time.
inkContext.lineTo(current.rawPosition.x, current.rawPosition.y);
inkContext.stroke();
// Add current pointer to the ink manager (update stroke).
inkManager.processPointerUpdate(current);
}
}
else
{
// Process touch input.
}
}
// Occurs when the pointer (touch, pen, mouse) is lifted from the canvas.
// Each stroke ends with onPointerUp.
function onPointerUp(evt)
{
// Process pen and mouse (with left button) only. Reserve touch for manipulations.
if ((pointerDeviceType === "Pen") || ((pointerDeviceType === "Mouse") && (evt.button === 0)))
{
statusMessage.innerText = pointerDeviceType + " pointer up: Finish stroke. "
if (evt.pointerId === pointerId) {
// Add current pointer to the ink manager (end stroke).
inkManager.processPointerUp(evt.currentPoint);
// End live drawing.
inkContext.closePath();
// Render strokes using bezier curves.
renderAllStrokes();
// Reset pointer Id.
pointerId = -1;
}
}
else
{
// Process touch input.
}
}
// 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);
// Iterate through each stroke.
inkManager.getStrokes().forEach(
function (stroke)
{
inkContext.beginPath();
if (stroke.selected) {
inkContext.lineWidth = stroke.drawingAttributes.size.width * 2;
inkContext.strokeStyle = "green";
} else {
inkContext.lineWidth = stroke.drawingAttributes.size.width;
inkContext.strokeStyle = "black";
}
// Enumerate through each line segment of the stroke.
var first = true;
stroke.getRenderingSegments().forEach(
function (segment)
{
// Move to the starting screen location of the stroke.
if (first)
{
inkContext.moveTo(segment.position.x, segment.position.y);
first = false;
}
// Calculate the bezier curve for the segment.
else
{
inkContext.bezierCurveTo(segment.bezierControlPoint1.x,
segment.bezierControlPoint1.y,
segment.bezierControlPoint2.x,
segment.bezierControlPoint2.y,
segment.position.x, segment.position.y);
}
}
);
// Draw the stroke.
inkContext.stroke();
inkContext.closePath();
}
);
}
// Set up draw mode.
function drawStrokes() {
inkManager.mode = Windows.UI.Input.Inking.InkManipulationMode.inking;
strokeColor = "black";
strokeWidth = 2;
modeMessage.innerText = inkManager.mode;
}
// Set up selection mode.
function selectStrokes() {
inkManager.mode = Windows.UI.Input.Inking.InkManipulationMode.selecting;
strokeColor = "red";
strokeWidth = 1;
modeMessage.innerText = inkManager.mode;
}
// Set up erase mode.
function eraseStrokes() {
inkManager.mode = Windows.UI.Input.Inking.InkManipulationMode.erasing;
strokeColor = "gold";
strokeWidth = 1;
modeMessage.innerText = inkManager.mode;
}
// Select all strokes handler.
function selectAllStrokes() {
inkManager.mode = Windows.UI.Input.Inking.InkManipulationMode.selecting;
strokeColor = "red";
strokeWidth = 1;
modeMessage.innerText = "Select all strokes.";
// Iterate through each stroke.
inkManager.getStrokes().forEach(
function (stroke) {
stroke.selected = 1;
}
);
renderAllStrokes();
}
// Select all strokes handler.
function eraseAllStrokes() {
inkManager.mode = Windows.UI.Input.Inking.InkManipulationMode.inking;
strokeColor = "black";
strokeWidth = 2;
modeMessage.innerText = "Erase all strokes.";
// Iterate through each stroke.
inkManager.getStrokes().forEach(
function (stroke) {
stroke.selected = 1;
}
);
inkManager.deleteSelected();
renderAllStrokes();
}
// Save all strokes owned by inkManager.
function saveStrokes()
{
// Ensure that strokes exist before calling saveAsync.
if (inkManager.getStrokes().size > 0)
{
// Set up the file save screen.
var savePicker = Windows.Storage.Pickers.FileSavePicker();
savePicker.suggestedStartLocation = Windows.Storage.Pickers.PickerLocationId.picturesLibrary;
savePicker.fileTypeChoices.insert("GIF with embedded ISF", [".gif"]);
savePicker.defaultFileExtension = ".gif";
// Set up the stream.
var saveStream = null;
// Asynchronously save the ink data to the stream.
savePicker.pickSaveFileAsync().done(
function (file)
{
if (null !== file)
{
file.openAsync(Windows.Storage.FileAccessMode.readWrite).then(
function (stream)
{
saveStream = stream;
return inkManager.saveAsync(saveStream);
}
).then(
function ()
{
return saveStream.flushAsync();
},
function (e) {
// Override the standard saveAsync error with our own.
throw new Error("saveAsync");
}
).done(
function ()
{
statusMessage.innerText = "Strokes saved as GIF with embedded ISF (.gif).";
saveStream.close();
},
function (e) {
statusMessage.innerText = "Save: " + e.toString();
// Close the stream if open.
if (saveStream) {
saveStream.close();
}
}
);
}
}
);
}
else
{
statusMessage.innerText = "No strokes to save.";
}
}
// Load strokes into an inkManager.
function loadStrokes()
{
// Set up the file open screen.
var openPicker = Windows.Storage.Pickers.FileOpenPicker();
openPicker.suggestedStartLocation = Windows.Storage.Pickers.PickerLocationId.picturesLibrary;
openPicker.fileTypeFilter.replaceAll([".gif"]);
// Set up the stream.
var loadStream = null;
// Asynchronously load the ink data from the stream.
openPicker.pickSingleFileAsync().done(
function (file)
{
if (null != file)
{
file.openAsync(Windows.Storage.FileAccessMode.read).then(
function (stream) {
loadStream = stream;
return inkManager.loadAsync(loadStream);
}).done(
function()
{
var strokes = inkManager.getStrokes().length;
if (strokes === 0)
{
statusMessage.innerText = "No strokes in file.";
}
else
{
statusMessage.innerText = strokes + " strokes loaded.";
}
renderAllStrokes();
loadStream.close();
},
function (e)
{
statusMessage.innerText = "Load failed.";
if (loadStream)
{
// Close the stream if open.
loadStream.close();
}
});
}
});
}
/// <summary>
/// Finds a specific recognizer, and sets the inkManager's default to that recognizer.
/// Returns true if successful.
/// </summary>
/// <param name="recognizerName">The name of the handwriting recognizer.</param>
function setRecognizerByName(recognizerName) {
try {
// recognizers is a normal JavaScript array
var recognizers = inkManager.getRecognizers();
for (var i = 0, len = recognizers.length; i < len; i++) {
if (recognizerName === recognizers[i].name) {
inkManager.setDefaultRecognizer(recognizers[i]);
return true;
}
}
}
catch (e) {
displayError("setRecognizerByName: " + e.toString());
}
return false;
}
/// <summary>
/// Invoked when the "Handwriting recognition" button is pressed.
/// The ink manager processes all strokes through recognizeAsync, which returns
/// the number of words detected and a set of recognition results for each word.
/// </summary>
/// <param name="evt">The event object.</param>
function recognizeStrokes(evt) {
// Ensure ink strokes exist before calling recognizeAsync.
if (inkManager.getStrokes().length > 0) {
// recognizeAsync fails if other recognition tasks are in progress.
try {
// The ink manager is used to store the recognition results.
// recognizeAsync has 3 modes: all | selected | recent.
// For this example, we process all strokes.
// recognizeAsync is documented at https://go.microsoft.com/fwlink/?LinkID=265172.
inkManager.recognizeAsync(Windows.UI.Input.Inking.InkRecognitionTarget.all).done
(
// The recognitionResult object returned by recognizeAsync exposes the
// bounding rect, strokes, and text candidates for each word.
// In this example, we simply display the word count and recognition results.
function (results) {
// recognizeAsync does not automatically update existing recognition results in the ink manager.
// updateRecognitionResults is documented at https://go.microsoft.com/fwlink/?LinkID=265175.
inkManager.updateRecognitionResults(results);
var x = inkManager.getRecognizers();
// Display the number of words returned in results.
statusMessage.innerText = "Words recognized: " + results.length.toString();
// Iterate through each word and display the ranked list of possible matches.
for (var i = 0; i < results.length; i++) {
statusMessage.innerText += "\nWord" + (i+1).toString() + ":";
var alts = results[i].getTextCandidates();
for (var j = 0; j < alts.length; j++) {
statusMessage.innerText += " " + alts[j].toString();
}
}
},
function (e) {
displayError("InkManager::recognizeAsync: " + e.toString());
}
);
}
catch (e) {
displayError("recognize: " + e.toString());
}
}
else {
statusMessage.innerText = "No strokes to recognize.";
}
}
// Returns true if any strokes inside the ink manager are selected; false otherwise.
function anySelected() {
var strokes = inkManager.getStrokes();
var len = strokes.length;
for (var i = 0; i < len; i++) {
if (strokes[i].selected) {
return true;
}
}
return false;
}
})();
Verwandte Themen
Konzept
Reaktion auf Zeichenstift- und Eingabestifteingabe
Schnellstart: Erfassen von Freihanddaten
Referenz
Beispiele (DOM)
Eingabe: Beispiel für die Behandlung von DOM-Zeigerereignissen
Beispiele (Windows Store-App-APIs)