textrenderer

TextRenderer.DrawText in Bitmap vs OnPaintBackground

我与影子孤独终老i 提交于 2019-12-18 04:51:15
问题 If I use TextRenderer.DrawText() using the Graphics object provided in the OnPaintBackground my text looks perfect. If I create my own Bitmap and use the Graphics object obtained from my Bitmap my text looks terrible. It looks like it is anti-aliasing the text using black, not the bitmap's background color. I can avoid this problem if I use Graphics.DrawString(), but this method has horrible kerning problems. What should I do? How can I get TextRenderer.DrawText() to anti-alias properly using

Accuracy of TextRenderer.MeasureText results

岁酱吖の 提交于 2019-12-17 06:52:33
问题 Calling TextRenderer.MeasureText as follows: TextRenderer.MeasureText(myControl.Text, myControl.Font); and comparing the result to the size of the control to check if text fits. The results are sometimes incorrect. Have observed the following two issues: Often when a Label is set to AutoSize, TextRenderer will report a width that is 1 pixel wider than the auto-sized width of the Control. False negative where TextRenderer reports a width smaller than the control's but the text is still cut off

Accuracy of TextRenderer.MeasureText results

你。 提交于 2019-12-17 06:52:29
问题 Calling TextRenderer.MeasureText as follows: TextRenderer.MeasureText(myControl.Text, myControl.Font); and comparing the result to the size of the control to check if text fits. The results are sometimes incorrect. Have observed the following two issues: Often when a Label is set to AutoSize, TextRenderer will report a width that is 1 pixel wider than the auto-sized width of the Control. False negative where TextRenderer reports a width smaller than the control's but the text is still cut off

Calculate Windows Form Width for Displayed Text

旧城冷巷雨未停 提交于 2019-12-11 05:05:02
问题 I need to calculate Windows Form Width for displayed text. The form width is obviously in pixels so you would just want to obtain the width of the text in pixels but this doesn't work: animationForm.Width = TextRenderer.MeasureText(_caption, animationForm.Font).Width; The calculated form width is way too small (cuts off text) - what is going on here? MeasureText uses pixels, form width is in pixels. This works better but I don't think is right: animationForm.Width = (int)(_caption.Length *

TextRenderer.MeasureText() and textbox maximum text length

时间秒杀一切 提交于 2019-12-10 22:01:24
问题 I have a long string (~100k characters). I need to know the length for this string. I call Size s = TextRenderer.MeasureText(graphics, text, font); But it returns width equals 7. Only if text length <= 43679 it returns correct value! Also, if I insert the text in the text box, the text is not visible in the text box! I can select text with mouse, copy via "Ctrl+C", but text not visible. MaxLength property is more than the text length. I've looked on msdn, but haven't found any information

TextRenderer.DrawText using GDI to render OTF Fonts?

谁都会走 提交于 2019-12-10 14:33:34
问题 I'm trying to draw text over a bitmap image and I've done some research and found that .NET/GDI+ doesn't support OTF fonts. I read somewhere that you could use TextRenderer.DrawText to render OTF fonts with GDI, but I can't seem to figure out how, nor does the quality compare to Graphics.DrawString in the least bit. First of all, is it possible to use OTF fonts at all in VS or did I read something incorrectly? Second, If the answer is TextRenderer.DrawText, how do I use the OTF fonts? It

Why doesn't TextRenderer.MeasureText work properly?

懵懂的女人 提交于 2019-12-07 05:37:16
问题 I want to measure the height of the text given a certain width of available canvas. The text that I pass in is really long and I know will wrap. To that end, I call the following: using System.Windows.Forms; ... string text = "Really really long text that is sure to wrap..."; Font font = new Font("Arial", 14); Size canvas = new Size(1100, 850); Size size = TextRenderer.MeasureText(text, font, canvas); No matter what I pass in for canvas, it always returns 14 for size.Height . Am I missing

TextRenderer doesn't draw a long string

痴心易碎 提交于 2019-12-02 02:26:03
问题 Look at this sample: public partial class Form1 : Form { private static string myString = null; private const int MAX_TEXT = 5460; public Form1() { InitializeComponent(); StringBuilder builder = new StringBuilder(); for (int i = 0; i < MAX_TEXT; i++) { builder.Append('a'); } myString = builder.ToString(); this.Paint += Form1_Paint; } void Form1_Paint(object sender, PaintEventArgs e) { TextRenderer.DrawText( e.Graphics, myString, this.Font, new Point(10, 30), Color.Black); } } When I set the

TextRenderer doesn't draw a long string

ぐ巨炮叔叔 提交于 2019-12-02 00:17:53
Look at this sample: public partial class Form1 : Form { private static string myString = null; private const int MAX_TEXT = 5460; public Form1() { InitializeComponent(); StringBuilder builder = new StringBuilder(); for (int i = 0; i < MAX_TEXT; i++) { builder.Append('a'); } myString = builder.ToString(); this.Paint += Form1_Paint; } void Form1_Paint(object sender, PaintEventArgs e) { TextRenderer.DrawText( e.Graphics, myString, this.Font, new Point(10, 30), Color.Black); } } When I set the MAX_TEXT to 5461, the string is not drawn. Do you know if the native mechanism has a limit to draw text,

Accuracy of TextRenderer.MeasureText results

醉酒当歌 提交于 2019-11-27 02:03:02
Calling TextRenderer.MeasureText as follows: TextRenderer.MeasureText(myControl.Text, myControl.Font); and comparing the result to the size of the control to check if text fits. The results are sometimes incorrect. Have observed the following two issues: Often when a Label is set to AutoSize, TextRenderer will report a width that is 1 pixel wider than the auto-sized width of the Control. False negative where TextRenderer reports a width smaller than the control's but the text is still cut off. This occurred with "Estación de trabajo" -- not sure if the accent could somehow affect the width