>> 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
