I have a function in my code behind that does what I want. What I like about this is no matter how the user expand his drawing out of the InkCanvas boundries, the image will be resized when saved.
private void exportCanvasToBitmap(object sender, EventArgs e) {
RenderTargetBitmap rtb = new
RenderTargetBitmap((int)signatureCanvas.ActualWidth,
(int)signatureCanvas.ActualHeight, 96, 96, PixelFormats.Default);
rtb.Render(signatureCanvas);
BmpBitmapEncoder encoder = new BmpBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(rtb));
FileStream fs = File.Open(@".\images\"+ signatureFileName + ".jpg", FileMode.Create);
encoder.Save(fs);
fs.Close();
(sourceWindow as MainWindow).updateSignatureImage(signatureType, signatureFileName);
}
I wanted to move this to the ViewModel and I didn't know how to make it does the same as the one I have before. I don't want to usertb.Render(inkCanvas)
in the ViewModel. After some search I binded a StrokeCollection to my view and used this function.
public void convertStrokestoImage() {
StrokeCollection sc = strokes;
byte[] inkData = null;
using (MemoryStream inkMemStream = new MemoryStream())
{
sc.Save(inkMemStream);
inkData = inkMemStream.ToArray();
}
byte[] gifData = null;
using (Microsoft.Ink.Ink ink2 = new Microsoft.Ink.Ink())
{
ink2.Load(inkData);
gifData = ink2.Save(Microsoft.Ink.PersistenceFormat.Gif);
}
File.WriteAllBytes("./Src/strokes.png", gifData);
}
The problem with this is that if the user draws out of the InkCanvas' boundaries, the image scales " which I don't want". I am not really sure how to do that since both of the function I found online as solutions in other questions.
My initial thought is that I have to do something similar for what I had before where I had a RenderTargetBitmap that has the actual width and height of my InkCanvas. The issue is I don't know how to obtain this without using InkCanvas object itself.
any tips?