Desktop Functions: Smart Device Functions:
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GetTextExtentPoint (gdi32)
C# Signature:
[DllImport("gdi32.dll")] User-Defined Types:None. None. (None needed) Notes:None. Notes (From MSDN):The GetTextExtentPoint function uses the currently selected font to compute the dimensions of the string. GetTextExtentPoint computes the width and height, in logical units, without considering any clipping. Because some devices kern characters, the sum of the extents of the characters in a string does not always equal to the extent of the string. The GetTextExtentPoint function is identical to the GetTextExtentPoint32 function. Tips & Tricks:If you need to treat unicode text, you'll need to set the CharSet option to Unicode or Auto (which is default on WindowsNT)
[DllImport("gdi32.dll", CharSet=CharSet.Unicode)] Notes (From Author/Editor Gabriel Sharp)If you use TextOut, you will need to save the screen to a back buffer or else this output will disappear. You can either use a backbuffer directly or through the Graphics.CopyFromScreen method. Advanced users might also try the BitBlt Api call, which can sometimes, under certain conditions, be faster. Sample Code:
// the GDI class contains static "gdi32.dll" calls Tips & Tricks:This API is useful for TextOut preparation or post comparison. These API's are most useful when working with fonts other than (but not restricted to) True Type, Open Type, and PostScript fonts. The most common being raster (pixel) fonts which are not supported by the .NET framework. TextOut and it's helpers tend to be a bit faster because they are unmanaged and work well with .NET's existing [Graphics.GetHdc()] method. Any graphics / bitmap pair you create will already have a default font, and you can start using TextOut and the above function right away without having to pre-init all the stuff that goes with it (Fonts, Brushes, etc). Good luck! Alternative Managed API:If you are using GDI+ with a Graphics object you can make use of the following code sample: Sample Code:
// Paste this at the beginning of your file if not present: using System.Drawing; using System.Runtime.InteropServices;
Size size=TextRenderer.MeasureText(g, str, f, new Size(), TextFormatFlags.NoPadding); Since .NET padding has been added to font's height and width. So you need to make use of the format flag TextFormatFlags.NoPadding to get the real size of the text.
[DllImport("gdi32.dll")] Variables:
g - is the Graphics object you want to draw on For more information see http://msdn.microsoft.com/de-de/library/system.windows.forms.textrenderer(VS.80).aspx
protected override void OnKeyPress(KeyPressEventArgs e) Good luck and have fun https://www.pinvoke.net/emoticons/wink_smile.gif (Julian Taupe)
GetTextExtentPoint(HDC, strOut, strLen, ref MeasureSize);
x += MeasureSize.Width; Alternative Managed API:
Graphics.DrawString Full Documentation: GetTextExtentPoint on MSDN Original API Call in C++
BOOL GetTextExtentPoint32( Library: gdi32.dll Header: wingdi.h Please edit this page!Do you have...
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