TextRenderer::DrawText Method (IDeviceContext^, String^, Font^, Point, Color)
Draws the specified text at the specified location using the specified device context, font, and color.
Assembly: System.Windows.Forms (in System.Windows.Forms.dll)
public: static void DrawText( IDeviceContext^ dc, String^ text, Font^ font, Point pt, Color foreColor )
Parameters
- dc
-
Type:
System.Drawing::IDeviceContext^
The device context in which to draw the text.
- text
-
Type:
System::String^
The text to draw.
- font
-
Type:
System.Drawing::Font^
The Font to apply to the drawn text.
- pt
-
Type:
System.Drawing::Point
The Point that represents the upper-left corner of the drawn text.
- foreColor
-
Type:
System.Drawing::Color
The Color to apply to the drawn text.
| Exception | Condition |
|---|---|
| ArgumentNullException | dc is null. |
You can manipulate how the text is drawn by using one of the DrawText overloads that takes a TextFormatFlags parameter.
If font is null or forecolor is Color::Empty, the DrawText method will draw the text in the font or color currently selected in the device context specified by dc. If forecolor is Transparent, the text will not be drawn.
The text rendering offered by the TextRenderer class is based on GDI text rendering and is not supported for printing from Windows Forms. Instead, use the DrawString methods of the Graphics class.
Note |
|---|
The DrawText methods that specify a Point as the upper-left corner of the drawn text do not render correctly on Windows 2000. If your application is intended for use on machines running Windows 2000, you should use one of the DrawText methods that specify a Rectangle for the bounds of the drawn text. |
The following code example demonstrates how to use the DrawText method. To run this example, paste the code into a Windows Form and call RenderText1 from the form's Paint event handler, passing e as PaintEventArgs.
Available since 2.0
