>> Another possibility: don't attach the events to the stage, but to the "area" 
>> object instead.
Maybe I'm doing something wrong, but this is what I have started from,
and it completely not working in my quickstart app

will try "screenRedraw", we'll see it will allow more precise coordinates :)

On Thu, Oct 6, 2016 at 3:21 PM, Javier Guerrero García
<[email protected]> wrote:
> And the 60fps? :)
>
> Also, try this: attach ALWAYS the mousemove event listener (even directly
> on MXML) instead of attaching it "on demand", and make mouseDown and
> mouseUp just set a "capturing" variable to either true of false.
>
> Another possibility: don't attach the events to the stage, but to the
> "area" object instead.
>
> Another one: IIRC, there was a "screenRedraw" event, triggering right after
> each frame is painted (30-60 times per sec). You could attach the capturing
> function directly to that event, just checking if the "capturing" variable
> is true or false before proceed with the points.push.
>
> On Thu, Oct 6, 2016 at 10:03 AM, Maxim Solodovnik <[email protected]>
> wrote:
>
>> I tried to change the code as follows
>> grab points in event handler [1], then actually draw it after
>> capturing is over [2]
>> The result curve is not smooth in case of fast, long distance moves
>>
>> [1] https://github.com/solomax/FlexSandbox/blob/master/web/
>> src/Main1.mxml#L37
>> [2] https://github.com/solomax/FlexSandbox/blob/master/web/
>> src/Main1.mxml#L31
>>
>> On Thu, Oct 6, 2016 at 2:37 PM, Javier Guerrero García
>> <[email protected]> wrote:
>> > Yes, I understood, but you can do it in many ways:
>> >
>> >    - Capture mouse coordinates, and draw the new pixel on a bitmap placed
>> >    underneath
>> >    - Capture mouse coordinates, and draw a new <Line> object from the
>> last
>> >    captured point to the new coordinates, and so on
>> >    - Capture mouse coordinates, and perfom a graphics.lineTo on a Sprite
>> on
>> >    each mouse move (a one liner for a one liner :)
>> >
>> > I think the vector approach should perform better on redraws, and I
>> really
>> > do think your problem is right there on the fullscreen redraws: 60fps or
>> > even 30fps should be more than enough to capture a signature.
>> >
>> > To confirm first, try first separating the areas, and see it that makes
>> it
>> > smoother :)
>> >
>> > On Thu, Oct 6, 2016 at 9:27 AM, Maxim Solodovnik <[email protected]>
>> > wrote:
>> >
>> >> It sort of "pencil drawing" by mouse/pen
>> >> I'll try to capture points and draw it later(or better in separated
>> thread)
>> >>
>> >> Thanks for the pointer
>> >>
>> >> On Thu, Oct 6, 2016 at 2:23 PM, Javier Guerrero García
>> >> <[email protected]> wrote:
>> >> > Hi Maxim!
>> >> >
>> >> > Are you capturing the points on line objects, or on a bitmap drawn at
>> the
>> >> > bottom that has to be interpolated and redrawn on every mouse
>> movement?
>> >> Try
>> >> > separating the capture and paint areas, capturing line objects
>> instead of
>> >> > pixels on a bitmap, or at least draw the bitmap with the lowest
>> posible
>> >> > interpolation quality, to see if it helps.
>> >> >
>> >> > Hope it works :)
>> >> >
>> >> > On Thu, Oct 6, 2016 at 5:49 AM, Maxim Solodovnik <
>> [email protected]>
>> >> > wrote:
>> >> >
>> >> >> changing FPS to 60 doesn't help :( (originally it was 30)
>> >> >> Final code for capturing events and drawing is the same as prototype
>> >> code
>> >> >> still got ugly, non-smooth curve in case mouse moving very fast
>> >> >>
>> >> >> Line in much smoother in Gimp
>> >> >> In fact Flex desktop app produces smooth enough line
>> >> >> will try to create browser quick start and double check
>> >> >>
>> >> >> On Thu, Oct 6, 2016 at 9:18 AM, Maxim Solodovnik <
>> [email protected]>
>> >> >> wrote:
>> >> >> > Hello,
>> >> >> >
>> >> >> > Thanks a lot for the quick answers, definitely flex is one of my
>> >> >> > favorite communities :)
>> >> >> > Here is example project: https://github.com/solomax/FlexSandbox
>> >> >> > since it is desktop and tiny it looks not that bad
>> >> >> > In my main project the resulting line is not smooth at all :(
>> >> >> >
>> >> >> > I'll try to check the code and remove any delays, thanks for the
>> >> pointer.
>> >> >> >
>> >> >> > Additionally I'll try to check FFT, I have tried to add additional
>> >> >> > points and use cubicCurveTo, but was unable to finish this (it is
>> >> >> > currently commented)
>> >> >> >
>> >> >> > On Thu, Oct 6, 2016 at 1:47 AM, OK <[email protected]> wrote:
>> >> >> >> Alex Harui wrote
>> >> >> >>>>can't you just up the frame per second of the swf to say 60, and
>> if
>> >> >> >>>>needed interpolate data points to smooth it?
>> >> >> >>> That is a possibility, but the interpolation code may also affect
>> >> input
>> >> >> >>> rate.
>> >> >> >>
>> >> >> >> For this approach it might be helpful to google with "spline
>> >> >> interpolation"
>> >> >> >> and "FFT" (Fast Fourier Transformation). Maybe you find some
>> ready to
>> >> >> use
>> >> >> >> AS3 implementations.
>> >> >> >>
>> >> >> >> Olaf
>> >> >> >>
>> >> >> >>
>> >> >> >>
>> >> >> >>
>> >> >> >> --
>> >> >> >> View this message in context: http://apache-flex-users.
>> >> >> 2333346.n4.nabble.com/Get-mouse-coordinates-on-high-
>> >> >> speed-tp13737p13748.html
>> >> >> >> Sent from the Apache Flex Users mailing list archive at
>> Nabble.com.
>> >> >> >
>> >> >> >
>> >> >> >
>> >> >> > --
>> >> >> > WBR
>> >> >> > Maxim aka solomax
>> >> >>
>> >> >>
>> >> >>
>> >> >> --
>> >> >> WBR
>> >> >> Maxim aka solomax
>> >> >>
>> >>
>> >>
>> >>
>> >> --
>> >> WBR
>> >> Maxim aka solomax
>> >>
>>
>>
>>
>> --
>> WBR
>> Maxim aka solomax
>>



-- 
WBR
Maxim aka solomax

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