寫這個控件以前總想找一找開源的,能夠偷下懶省點事。但是各類地方都搜遍了也沒有找到。git
因而,那就作第一個吃螃蟹的人吧!github
控件主要有三個功能:塗鴉、裁剪、合成。 算法
塗鴉:主要是用到了InkToolbar和InkCanvas。 canvas
裁剪:這個用到的比較複雜,源碼會公佈出來。 編輯器
合成:將塗鴉圖層按比例縮放到原圖大小,而後兩個圖層進行合成。 this
本文GitHub地址spa
這裏爲了省事用了一個別人寫好的控件,主要是切換畫筆、顏色方便。其實能夠本身單獨寫控件的。code
能用現成的就用現成的,少寫好多行代碼了。orm
Inktoolbar下載地址: blog
https://visualstudiogallery.msdn.microsoft.com/58194dfe-df44-4c4e-893a-1eca40675269
初始化Ink相關控件:
<InkCanvas Name="ink_canvas"> <ink:InkToolbar x:Name="inktoolbar" ButtonHeight="60" ButtonWidth="60" ButtonBackground="Transparent" >
ink_canvas.InkPresenter.InputDeviceTypes = CoreInputDeviceTypes.Mouse | CoreInputDeviceTypes.Touch | CoreInputDeviceTypes.Pen; inktoolbar.TargetInkCanvas = this.ink_canvas;
獲取塗鴉方法:
一、從InkCanvas中獲取:
這個獲取的就是屏幕渲染出來的圖片,也就是說圖片基本都是被縮放過的。
優勢:速度快。
缺點:圖片是被放縮成控件大小的,不是原圖的大小。好比原圖是2880*1600的圖,塗鴉事後取出來的圖片就變成288*160的大小了。
CanvasRenderTarget renderTarget = new CanvasRenderTarget(device, (int)ink_canvas.ActualWidth, (int)ink_canvas.ActualHeight, 96); renderTarget.SetPixelBytes(new byte[(int)ink_canvas.ActualWidth * 4 * (int)ink_canvas.ActualHeight]); using (var fileStream = await file.OpenAsync(FileAccessMode.ReadWrite)) { await renderTarget.SaveAsync(fileStream, CanvasBitmapFileFormat.Png, 1f); }
二、圖層合成
先獲取ink圖層,縮放至原圖大小。而後將Ink圖層和原圖圖層合併。縮放和合並算法的源碼會在文章末尾。
優勢:圖片大小不改變,至關因而在原圖上塗鴉。
缺點:計算複雜,比較耗時。
CanvasDevice device = CanvasDevice.GetSharedDevice(); CanvasRenderTarget renderTarget = new CanvasRenderTarget(device, (int)ink_canvas.ActualWidth, (int)ink_canvas.ActualHeight, 96); renderTarget.SetPixelBytes(new byte[(int)ink_canvas.ActualWidth * 4 * (int)ink_canvas.ActualHeight]); using (var ds = renderTarget.CreateDrawingSession()) { IReadOnlyList<InkStroke> inklist = ink_canvas.InkPresenter.StrokeContainer.GetStrokes(); Debug.WriteLine("Ink_Strokes Count: " + inklist.Count); ds.DrawInk(inklist); } var inkpixel = renderTarget.GetPixelBytes(); WriteableBitmap bmp = new WriteableBitmap((int)ink_canvas.ActualWidth, (int)ink_canvas.ActualHeight); Stream s = bmp.PixelBuffer.AsStream(); s.Seek(0, SeekOrigin.Begin); s.Write(inkpixel, 0, (int)ink_canvas.ActualWidth * 4 * (int)ink_canvas.ActualHeight); WriteableBitmap ink_wb = await ImageProcessing.ResizeByDecoderAsync(bmp, sourceImage.PixelWidth, sourceImage.PixelHeight, true); WriteableBitmap combine_wb = await ImageProcessing.CombineAsync(sourceImage, ink_wb);
在WPF中已經有不少前人寫過的模板了,這裏不須要作太多修改就可使用。代碼會在文章末尾給出
可是有一個問題在UWP中會引發卡頓現象。
剪裁的時候爲了方便用戶對齊,會將裁剪區域分紅九宮格。
這時候想到了畫四個矩形,可是這樣子會卡頓,很是卡頓、很是卡頓、很是卡頓。
<Rectangle x:Name="horizontalLine" Canvas.Left="{Binding SelectedRect.Left}" Canvas.Top="{Binding HorizontalLineCanvasTop}" Height="1" Width="{Binding SelectedRect.Width}" Fill="{ThemeResource ApplicationForegroundThemeBrush}"/> <Rectangle x:Name="verticalLine" Canvas.Left="{Binding VerticalLineCanvasLeft}" Canvas.Top="{Binding SelectedRect.Top}" Width="1" Height="{Binding SelectedRect.Height}" Fill="{ThemeResource ApplicationForegroundThemeBrush}"/> <Rectangle x:Name="horizontalLine1" Canvas.Left="{Binding SelectedRect.Left}" Canvas.Top="{Binding HorizontalLine1CanvasTop}" Height="1" Width="{Binding SelectedRect.Width}" Fill="{ThemeResource ApplicationForegroundThemeBrush}"/> <Rectangle x:Name="verticalLine1" Canvas.Left="{Binding VerticalLine1CanvasLeft}" Canvas.Top="{Binding SelectedRect.Top}" Width="1" Height="{Binding SelectedRect.Height}" Fill="{ThemeResource ApplicationForegroundThemeBrush}"/>
解決方案是畫Path,因爲繪圖機制的緣由,這樣子就不會有卡頓現象,給用戶如絲般潤滑的感受。
<Path x:Name="horizontalLine" Fill="{ThemeResource ApplicationForegroundThemeBrush}" Stroke="{ThemeResource ApplicationForegroundThemeBrush}" StrokeThickness="0.5"> <Path.Data> <RectangleGeometry Rect="{Binding HorizontalLine1}"/> </Path.Data> </Path> <Path x:Name="horizontalLine1" Fill="{ThemeResource ApplicationForegroundThemeBrush}" Stroke="{ThemeResource ApplicationForegroundThemeBrush}" StrokeThickness="0.5"> <Path.Data> <RectangleGeometry Rect="{Binding HorizontalLine2}"/> </Path.Data> </Path> <Path x:Name="verticalLine" Fill="{ThemeResource ApplicationForegroundThemeBrush}" Stroke="{ThemeResource ApplicationForegroundThemeBrush}" StrokeThickness="0.5"> <Path.Data> <RectangleGeometry Rect="{Binding VerticalLine1}"/> </Path.Data> </Path> <Path x:Name="verticalLine1" Fill="{ThemeResource ApplicationForegroundThemeBrush}" Stroke="{ThemeResource ApplicationForegroundThemeBrush}" StrokeThickness="0.5"> <Path.Data> <RectangleGeometry Rect="{Binding VerticalLine2}"/> </Path.Data> </Path>
先對塗鴉圖層進行縮放,這裏能夠用Fant、雙三次樣條插值等算法。而後根據塗鴉圖層和原圖層通透度進行合成。
圖層合併的方法不必定正確,感受上是這樣的:上層的通透度若是是0.7。那麼合成後的像素就是 :上層像素值 x 0.7 + 下層像素值 x (1-0.7) 。若是有多層圖層的話,從上至下依次進行合成。
public static byte[] Combine(byte[] basesrc, byte[] floatsrc,int width, int height) { byte[] retsrc = new byte[height * 4 * width]; for (int x = 0; x < width; ++x) { for (int y = 0; y < height; ++y) { int[] color_float = getBGR(floatsrc, x, y, width); int alpha_float = GAP(floatsrc, x, y, width); int[] color_base = getBGR(basesrc, x, y, width); int alpha_base = GAP(basesrc, x, y, width); int R=0, G=0, B=0, A=0; if (alpha_base != 255) { color_base[0] = color_base[1] = color_base[2] = alpha_base = 255; color_base[0] = (255 * (255 - alpha_float) + color_float[0] * alpha_base) / 255; color_base[1] = (255 * (255 - alpha_float) + color_float[1] * alpha_base) / 255; color_base[2] = (255 * (255 - alpha_float) + color_float[2] * alpha_base) / 255; alpha_base = 255; } if (color_float[0] == 0 && color_float[1] == 0 && color_float[2] == 0 && alpha_float == 0) { B = color_base[0]; G = color_base[1]; R = color_base[2]; A = alpha_base; } else { B = (color_base[0] * (255 - alpha_float) + color_float[0] * alpha_float) / 255; G = (color_base[1] * (255 - alpha_float) + color_float[1] * alpha_float) / 255; R = (color_base[2] * (255 - alpha_float) + color_float[2] * alpha_float) / 255; A = alpha_float+(255-alpha_float)*(alpha_base/255); A = A > 255 ? 255 : A; } putpixel(retsrc, x, y, width, R, G, B, A); } } return retsrc; }