I'm drawing a text using GDI+. I recently noticed that this text is automatically scaled when the DPI is changed. Is there a way to make the GDI+ text drawing independent of the DPI? E.g. I want to draw a text up to 20 pixels, regardless of the DPI. Is it possible? How to do this?
Below is a sample code. I want to draw the first text with a constant size, regardless of the DPI, and the second text normally:
case WM_PAINT:
{
inherited::WndProc(message);
Canvas->Brush->Style = bsSolid;
Canvas->Brush->Color = clWhite;
Canvas->FillRect(ClientRect);
// get GDI+ graphics from canvas
Gdiplus::Graphics graphics(Canvas->Handle);
// set text rendering hint
graphics.SetTextRenderingHint(Gdiplus::TextRenderingHintSystemDefault);
std::auto_ptr<Gdiplus::Font> pFont(new Gdiplus::Font(Canvas->Handle, Font->Handle));
std::auto_ptr<Gdiplus::SolidBrush> pBrush(new Gdiplus::SolidBrush(Gdiplus::Color(255, 0, 0, 0)));
std::auto_ptr<Gdiplus::StringFormat> pFormat(new Gdiplus::StringFormat());
Gdiplus::FontFamily fontFamily;
pFont->GetFamily(&fontFamily);
std::auto_ptr<Gdiplus::Font> pFont2(new Gdiplus::Font(&fontFamily, pFont->GetSize(),
pFont->GetStyle(), Gdiplus::UnitPixel));
Gdiplus::Unit test = pFont->GetUnit();
Gdiplus::Unit test2 = pFont2->GetUnit();
pFormat->SetAlignment(Gdiplus::StringAlignmentNear);
pFormat->SetLineAlignment(Gdiplus::StringAlignmentNear);
Gdiplus::StringFormatFlags flags = Gdiplus::StringFormatFlagsBypassGDI;
//flags = (Gdiplus::StringFormatFlags)(flags | Gdiplus::StringFormatFlagsDirectionRightToLeft);
//flags = (Gdiplus::StringFormatFlags)(flags | Gdiplus::StringFormatFlagsDirectionVertical);
//flags = (Gdiplus::StringFormatFlags)(flags | Gdiplus::StringFormatFlagsNoWrap);
//flags = (Gdiplus::StringFormatFlags)(flags | Gdiplus::StringFormatFlagsNoClip);
pFormat->SetFormatFlags(flags);
pFormat->SetTrimming(Gdiplus::StringTrimmingEllipsisCharacter);
pFormat->SetHotkeyPrefix(Gdiplus::HotkeyPrefixNone);
std::wstring text = L"This is a sample code";
Gdiplus::Unit prevPageUnit = graphics.GetPageUnit();
try
{
graphics.SetPageUnit(Gdiplus::UnitPixel);
// draw text
graphics.DrawString(text.c_str(), text.length(), pFont2.get(), Gdiplus::RectF(ClientRect.Left,
ClientRect.Top, ClientWidth, ClientHeight), pFormat.get(), pBrush.get());
}
__finally
{
graphics.SetPageUnit(prevPageUnit);
}
// draw text 2
graphics.DrawString(text.c_str(), text.length(), pFont.get(), Gdiplus::RectF(ClientRect.Left,
ClientRect.Top + 25, ClientWidth, ClientHeight), pFormat.get(), pBrush.get());
return;
}
Regards
I wanted to mention something, slightly unrelated to your question. You shouldn't be using Graphics.DrawString
in GDI+ anymore. It was deprecated in .NET 2. Instead Microsoft created TextRenderer.DrawString
.
There are two ways of drawing text in .NET:
graphics.MeasureString
and graphics.DrawString
)TextRenderer.MeasureText
and TextRenderer.DrawText
)In .NET 1.1 everything used GDI+ for text rendering. But there were some problems:
- There are some performance issues caused by the somewhat stateless nature of GDI+, where device contexts would be set and then the original restored after each call.
- The shaping engines for international text have been updated many times for Windows/Uniscribe and for Avalon (Windows Presentation Foundation), but have not been updated for GDI+, which causes international rendering support for new languages to not have the same level of quality.
So they knew they wanted to change the .NET framework to stop using GDI+'s text rendering system, and use GDI. At first they hoped they could simply change:
graphics.DrawString
to call the old DrawText
API instead of GDI+. But they couldn't make the text-wrapping and spacing match exactly as what GDI+ did. So they were forced to keep graphics.DrawString
to call GDI+ (compatiblity reasons; people who were calling graphics.DrawString
would suddenly find that their text didn't wrap the way it used to).
A new static TextRenderer
class was created to wrap GDI text rendering. It has two methods:
TextRenderer.MeasureText
TextRenderer.DrawText
Note:
-TextRenderer
is a wrapper around GDI
-graphics.DrawString
is still a wrapper around GDI+
Then there was the issue of what to do with all the existing .NET controls, e.g.:
Label
Button
TextBox
They wanted to switch them over to use TextRenderer
(i.e. GDI), but they had to be careful. There might be people who depended on their controls drawing like they did in .NET 1.1. And so was born "compatible text rendering".
By default controls in application behave like they did in .NET 1.1 (they are "compatible").
You turn off compatibility mode by calling:
Application.SetCompatibleTextRenderingDefault(false);
This makes your application better, faster, with better international support. To sum up:
SetCompatibleTextRenderingDefault(true) SetCompatibleTextRenderingDefault(false)
======================================= ========================================
default opt-in
bad good
the one we don't want to use the one we want to use
uses GDI+ for text rendering uses GDI for text rendering
graphics.MeasureString TextRenderer.MeasureText
graphics.DrawString TextRenderer.DrawText
Behaves same as 1.1 Behaves *similar* to 1.1
Looks better
Localizes better
Faster
It's also useful to note the mapping between GDI+ TextRenderingHint
and the corresponding LOGFONT
Quality used for GDI font drawing:
TextRenderingHint mapped by TextRenderer to LOGFONT quality
======================== =========================================================
ClearTypeGridFit CLEARTYPE_QUALITY (5) (Windows XP: CLEARTYPE_NATURAL (6))
AntiAliasGridFit ANTIALIASED_QUALITY (4)
AntiAlias ANTIALIASED_QUALITY (4)
SingleBitPerPixelGridFit PROOF_QUALITY (2)
SingleBitPerPixel DRAFT_QUALITY (1)
else (e.g.SystemDefault) DEFAULT_QUALITY (0)
Here's some comparisons of GDI+ (graphics.DrawString) verses GDI (TextRenderer.DrawText) text rendering:
GDI+: TextRenderingHintClearTypeGridFit
, GDI: CLEARTYPE_QUALITY
:
GDI+: TextRenderingHintAntiAlias
, GDI: ANTIALIASED_QUALITY
:
GDI+: TextRenderingHintAntiAliasGridFit
, GDI: not supported, uses ANTIALIASED_QUALITY:
GDI+: TextRenderingHintSingleBitPerPixelGridFit
, GDI: PROOF_QUALITY
:
GDI+: TextRenderingHintSingleBitPerPixel
, GDI: DRAFT_QUALITY
:
i find it odd that DRAFT_QUALITY
is identical to PROOF_QUALITY
, which is identical to CLEARTYPE_QUALITY
.
See also
This is what works for me.
using namespace Gdiplus;
HDC hDC = ::GetDC( NULL );
int nDPI = ::GetDeviceCaps( hDC, LOGPIXELSY );
::ReleaseDC( NULL, hDC );
REAL fFontHeight = 96 / (REAL)nDPI * 8;
FontFamily fontFamily( L"Arial" );
Gdiplus::Font font( &fontFamily, fFontHeight, UnitPixel );
REAL fMeasuredFontHeight = font.GetHeight( &gr );
It turns out that Gdiplus::Font, despite being specified in pixels, uses the user's DPI setting to adjust the resulting font (even when the font is to be used to draw in a bitmap!). The standard DPI of 96 is a good value to use determine the correct ratio to adjust the font size.
In the above snippet, the font height sought was 8 pixels high.
fMeasuredFontHeight remains nearly constant (at approx. 12), through all DPI settings.
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