Reputation: 11
I am using the following code to create an 'auto-sized' image:
String id="foo bar";
Color BackColor = Color.White;
String FontName = "Times New Roman";
int FontSize = 25;
int Height = 50;
int Width = 200;
Bitmap bitmap = new Bitmap(Width,Height);
Graphics graphics = Graphics.FromImage(bitmap);
Color color = Color.Gray; ;
Font font = new Font(FontName, FontSize);
SolidBrush BrushBackColor = new SolidBrush(BackColor);
Pen BorderPen = new Pen(color);
Rectangle displayRectangle = new Rectangle(new Point(0, 0), new Size());
graphics.FillRectangle(BrushBackColor, displayRectangle);
graphics.DrawRectangle(BorderPen, displayRectangle);
graphics.DrawString(id, font, Brushes.Black, 0, 0);
FileContentResult result;
using (var memStream = new System.IO.MemoryStream())
{
bitmap.Save(memStream, System.Drawing.Imaging.ImageFormat.Jpeg);
result = this.File(memStream.GetBuffer(), "image/jpeg");
}
It's running properly and creating the image, but if my text which I store in id
gets a little bit bigger then I don't see whole text in the image because of width that I set.
Is there any option to make it dynamic?
Upvotes: 0
Views: 1414
Reputation: 14133
I have a little method that using one Font it iterates decresing the font size in 1 point until the text fits in the given width.
Public Function GetBestFitFont(ByVal pText As String, ByVal pFontInitial As Font, ByVal pWidth As Integer, ByVal g As Graphics) As Font
Dim mfont As Font = pFontInitial
Dim sizeW As Integer = g.MeasureString( pText, mfont ).Width
Do While sizeW >= pWidth
If (mfont.Size - 1) > 1 Then
mfont = New Font(mfont.FontFamily, mfont.Size - 1, mfont.Style, mfont.Unit)
Else
Exit Do
End If
sizeW = g.MeasureString( pText, mfont ).Width
Loop
Return mfont
End Function
Upvotes: 1
Reputation: 57573
You have to use:
SizeF size = graphics.MeasureString(id, font);
This will give you exactly your id dimension using choosen font.
See MeasureString syntax.
So you could do
Bitmap bmp = new Bitmap(1, 1);
Graphics graphics = Graphics.FromImage(bmp);
Font font = new Font(FontName, FontSize);
SizeF size = graphics.MeasureString("", font);
int width=1 + (int)size.Width;
int height= 1 + (int)size.Height;
bmp = new Bitmap(width,height);
Rectangle displayRectangle = new Rectangle(0, 0, width, height);
// All your previous code here
Upvotes: 3
Reputation: 399
Have a look at Measurestring and GetTextExtent GDI methods to get the size of the text you create then you can re-size the Bitmap size.
Upvotes: 0
Reputation: 4585
You can try this method. i have calculated fontsize based on image width and length of text.
private void WriteWatermarkText(Image image)
{
string watermark = config.Watermark.Text;
if (string.IsNullOrEmpty(watermark))
return;
// Pick an appropriate font size depending on image size
int fontsize = (image.Width / watermark.Length);//get the font size with respect to length of the string;
if (fontsize > 24)
fontsize = 18;
// Set up the font
using (Graphics graphics = Graphics.FromImage(image))
{
graphics.TextRenderingHint = TextRenderingHint.AntiAlias;
Font font = new Font("Arial Black", fontsize, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Pixel);
// Determine size of watermark to write background
SizeF watermarkSize = graphics.MeasureString(watermark, font);
int xPosition = (image.Width / 2) - ((int)watermarkSize.Width / 2);
int yPosition = (image.Height / 2) - ((int)watermarkSize.Height / 2);
// Write watermark
graphics.DrawString(
watermark,
font,
new SolidBrush(Color.FromArgb(config.Watermark.Opacity, Color.WhiteSmoke)),
xPosition,
yPosition
);
graphics.Dispose();
}
}
Upvotes: 0