Can't get correct size of DrawnText using TextRenderer
Im drawing Text using the following code in a bitmap
GraphicsPath pth = new GraphicsPath();
var style = (int)myfont.Style;
pth.AddString(tcaption.Text, myfont.FontFamily, style, myfont.Size, point, StringFormat.GenericTypographic);
p = new Pen(new SolidBrush(bc), 2f);
mygraphics.DrawPath(p, pth);
I am using TextRenderer
to measure the size of a string.
int Width = TextRenderer.MeasureText(tcaption.Text, myfont).Width;
But this does not give the correct size for the drawn line; is there a 20-30% difference from the actual size of the hand drawn line?
What am I doing wrong? Please advice.
UPDATE:
I want to draw text and image onto a bitmap, so for placement, both I create a Bitmap and
intWidth = TextRenderer.MeasureText(tcaption.Text, cfont).Width + image.Width;
intHeight = TextRenderer.MeasureText(tcaption.Text, cfont).Height +image.Height;
tempimage= new Bitmap(intWidth, intHeight);
Then I create a Graphics object from Bitmap as follows
using (Graphics newg = Graphics.FromImage(tempimage))
@Hans Passant
I also tried Graphics.MeasureString
as an alternative to TextRenderer
Now I am setting the position of the text and the image - I need to draw the image in the upper left corner .. so
imageposy = 0;
imageposx = 10;
textposy = image.Height;
textposx = 0;
Then I draw the text like this
po=new Point(textposx, textposy);
newg.SmoothingMode = SmoothingMode.AntiAlias;
GraphicsPath pth = new GraphicsPath();
var style = (int)myfont.Style;
pth.AddString(tcaption.Text, myfont.FontFamily, style, myfont.Size, po,
StringFormat.GenericTypographic);
newg.FillPath(new SolidBrush(fc), pth);
Now I am drawing the image as follows
Rectangle nrect = new Rectangle(imageposx, imageposy, image.Width,
image.Height);
objGraphics = Graphics.FromImage(tempimage);
objGraphics.DrawImage(image, nrect);
As you saw, I need to add an offset 10
to the imageposition x coordinate to fix the measurement problem.
Hope my update sheds more light on the question ... what am I doing wrong? Please advice.
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instead of using TextRenderer use GraphicsPath:
var path = new GraphicsPath();
path.AddString(text, font.FontFamily, (int)font.Style, size, new Point(0, 0), StringFormat.GenericTypographic);
var area = Rectangle.Round(path.GetBounds());
Here is some sample code that generates a text-sized image:
private Image DrawText(String text, Font font, int size, Color textColor, Color backColor)
{
var path = new GraphicsPath();
path.AddString(text, font.FontFamily, (int)font.Style, size, new Point(0, 0), StringFormat.GenericTypographic);
var area = Rectangle.Round(path.GetBounds());
Rectangle br = Rectangle.Round(path.GetBounds());
var img = new Bitmap(br.Width, br.Height);
var drawing = Graphics.FromImage(img);
drawing.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit;
drawing.SmoothingMode = SmoothingMode.HighSpeed;
drawing.Clear(backColor);
drawing.TranslateTransform((img.Width - br.Width) / 2 - br.X, (img.Height - br.Height) / 2 - br.Y);
drawing.FillPath(Brushes.Black, path);
Brush textBrush = new SolidBrush(textColor);
drawing.Save();
textBrush.Dispose();
drawing.Dispose();
return img;
}
Below are examples of results:
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