How can I use DrawString clearly? - c#

I need to draw a string with Graphics class with DrawString method. But image has some black pixels, not the exact color. How can I draw it clearly?
public Image Ciz()
{
Color renk = Color.FromArgb(255, 133, 199);
Bitmap result = new Bitmap(KutuBoyutu.Genislik, KutuBoyutu.Yukseklik);
result.SetResolution(100, 100);
Graphics g = Graphics.FromImage(result);
g.SmoothingMode = SmoothingMode.HighQuality;
Brush drawBrush = new SolidBrush(renk);
StringFormat stringFormat = new StringFormat();
stringFormat.Alignment = StringAlignment.Center;
stringFormat.LineAlignment = StringAlignment.Center;
Rectangle rect1 = new Rectangle(0, 0, result.Width, result.Height);
Font font = new Font("Arial", 15f, FontStyle.Bold, GraphicsUnit.Pixel);
g.DrawString(Yazi, font, drawBrush, rect1, stringFormat);
drawBrush.Dispose();
return result;
}

Drawing text requires a well-defined background so that the anti-aliasing effect can work properly. You don't have any, you forgot to initialize the bitmap. Which left its pixels at the default, black with an alpha of 0.
So the text renderer will try to alias the letter to blend into a black background. You see that, those almost-black pixels now become very visible against a white background. It will only look good if you draw the bitmap on top of a black background. Fix:
using (Graphics g = Graphics.FromImage(result)) {
g.Clear(Color.White);
// etc...
}
If you cannot fix the background color then you need to give up on anti-aliasing. Set the TextRenderingHint to SingleBitPerPixelGridFit. You won't like it much :)

Add
g.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAlias;
to your code.
TextRenderingHint.AntiAliasGridFit works as well.

Related

How can i set a background image to a image which in being generated dynamically

I am creating some dynamic image using the following code
System.Drawing.Image img = new Bitmap(300, 600);
Graphics drawing = Graphics.FromImage(img);
//paint the background
drawing.Clear(System.Drawing.Color.White);
//create a brush for the text
Brush textBrush = new SolidBrush(textColor);
drawing.DrawString(text, font, textBrush, 0, 0);
drawing.Save();
textBrush.Dispose();
drawing.Dispose();
Instead of white backgroung i want to use an image (company logo) so that it act like a water mark. How can i do that?
Change your textBrush definition to look ike this:
int alpha = 128; // range from 0 (transparent) to 255 (opaque)
Brush textBrush = new SolidBrush(Color.FromArgb(alpha, textColor);

Graphics.DrawString specify opacity of text

Is it possible to specify the opacity of text written using the Graphics.DrawString method?
I'm doing something like this, but would like my text to be semi-transparent if it is possible.
Currently I'm doing this:
Graphics graphics = Graphics.FromImage(image);
graphics.DrawString("This is a watermark",
new Font("Arial", 40),
new SolidBrush(Color.Red),
0,
0);
Try:
int opacity = 128; // 50% opaque (0 = invisible, 255 = fully opaque)
Graphics graphics = Graphics.FromImage(image);
graphics.DrawString("This is a watermark",
new Font("Arial", 40),
new SolidBrush(Color.FromArgb(opacity, Color.Red)),
0,
0);
Try
new SolidBrush(Color.FromArgb(0x78FF0000))
Hope this helps

c# write text on bitmap

I have following problem. I want to make some graphics in c# windows form.
I want to read bitmap to my program and after it write some text on this bitmap. In the end I want this picture load to pictureBox. And it's my question. How can I do it?
example, how must it work:
Bitmap a = new Bitmap(#"path\picture.bmp");
a.makeTransparent();
// ? a.writeText("some text", positionX, positionY);
pictuteBox1.Image = a;
Is it possible do to?
Bitmap bmp = new Bitmap("filename.bmp");
RectangleF rectf = new RectangleF(70, 90, 90, 50);
Graphics g = Graphics.FromImage(bmp);
g.SmoothingMode = SmoothingMode.AntiAlias;
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
g.DrawString("yourText", new Font("Tahoma",8), Brushes.Black, rectf);
g.Flush();
image.Image=bmp;
Very old question, but just had to build this for an app today and found the settings shown in other answers do not result in a clean image (possibly as new options were added in later .Net versions).
Assuming you want the text in the centre of the bitmap, you can do this:
// Load the original image
Bitmap bmp = new Bitmap("filename.bmp");
// Create a rectangle for the entire bitmap
RectangleF rectf = new RectangleF(0, 0, bmp.Width, bmp.Height);
// Create graphic object that will draw onto the bitmap
Graphics g = Graphics.FromImage(bmp);
// ------------------------------------------
// Ensure the best possible quality rendering
// ------------------------------------------
// The smoothing mode specifies whether lines, curves, and the edges of filled areas use smoothing (also called antialiasing).
// One exception is that path gradient brushes do not obey the smoothing mode.
// Areas filled using a PathGradientBrush are rendered the same way (aliased) regardless of the SmoothingMode property.
g.SmoothingMode = SmoothingMode.AntiAlias;
// The interpolation mode determines how intermediate values between two endpoints are calculated.
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
// Use this property to specify either higher quality, slower rendering, or lower quality, faster rendering of the contents of this Graphics object.
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
// This one is important
g.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
// Create string formatting options (used for alignment)
StringFormat format = new StringFormat()
{
Alignment = StringAlignment.Center,
LineAlignment = StringAlignment.Center
};
// Draw the text onto the image
g.DrawString("yourText", new Font("Tahoma",8), Brushes.Black, rectf, format);
// Flush all graphics changes to the bitmap
g.Flush();
// Now save or use the bitmap
image.Image = bmp;
References
https://msdn.microsoft.com/en-us/library/system.drawing.graphics.smoothingmode(v=vs.110).aspx
https://msdn.microsoft.com/en-us/library/system.drawing.drawing2d.interpolationmode(v=vs.110).aspx
https://msdn.microsoft.com/en-us/library/system.drawing.graphics.pixeloffsetmode(v=vs.110).aspx
https://msdn.microsoft.com/en-us/library/system.drawing.graphics.textrenderinghint(v=vs.110).aspx
https://msdn.microsoft.com/en-us/library/system.drawing.stringformat(v=vs.110).aspx
https://msdn.microsoft.com/en-us/library/21kdfbzs(v=vs.110).aspx
You need to use the Graphics class in order to write on the bitmap.
Specifically, one of the DrawString methods.
Bitmap a = new Bitmap(#"path\picture.bmp");
using(Graphics g = Graphics.FromImage(a))
{
g.DrawString(....); // requires font, brush etc
}
pictuteBox1.Image = a;
var bmp = new Bitmap(#"path\picture.bmp");
using( Graphics g = Graphics.FromImage( bmp ) )
{
g.DrawString( ... );
}
picturebox1.Image = bmp;
If you want wrap your text, then you should draw your text in a rectangle:
RectangleF rectF1 = new RectangleF(30, 10, 100, 122);
e.Graphics.DrawString(text1, font1, Brushes.Blue, rectF1);
See: https://msdn.microsoft.com/en-us/library/baw6k39s(v=vs.110).aspx

How to scale text when drawing to an Image with c#

I would like to draw some text in a rectangle and have it scale to the maximum size that fits within the rectangle.
So far I have this:
Bitmap bitmapImage = new Bitmap(500, 500);
Graphics graphicImage = Graphics.FromImage(bitmapImage);
graphicImage.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
var rect = new Rectangle(0, 0, 500, 500);
graphicImage.DrawString( "testing testing 123!", new Font("Arial", 12, FontStyle.Bold), Brushes.Black, rect);
bitmapImage.Save("test.png");
it draws the text but doesn't scale up the font size.
Call Graphics.MeasureString in a binary search loop.

How to draw centered text onto a jpg using system.drawing in c#

I am using the following code to draw text onto a jpg image but it requires x/y coordinate percision on where to place the text.
var bmp = new Bitmap("C:\\testing\\Given.jpg");
var gra = Graphics.FromImage(bmp);
var text = "The Berman's";
var font = new Font("Segoe Script", 24);
var brush = Brushes.Orange;
var point = new PointF(130, 224);
gra.DrawString(text, font, brush, point);
bmp.Save("C:\\testing\\Custom.jpg");
How would I go about centering text onto an image? I am guessing it would have to do with defining some sort of container (rectangle maybe?) that is the width of the image and centering the text within that? Not sure what the best practice would be for this.
using(var sf = new StringFormat()
{
Alignment = StringAlignment.Center,
LineAlignment = StringAlignment.Center,
})
{
gra.DrawString(text, font, brush, new Rectangle(0, 0, bmp.Width, bmp.Height), sf);
}

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