Given the following code. Is there any potential for the first DrawString method to draw in Arial rather than Times New Roman?
protected override void OnPaint(PaintEventArgs pe)
{
Font f = new Font("Times New Roman", this.TextSize);
pe.Graphics.DrawString("Test 1", f, Brushes.Black, loc);
f = new Font("Arial", this.TextSize);
pe.Graphics.DrawString("Test 2", f, Brushes.Black, loc);
}
I have an issue where essentially this code is intermittently drawing the first string in the wrong font. I've changed the code to have two static font references now, but as I was unable to reproduce the code I can't be sure if it's fixed the problem or not.
Note: loc is a position that would be changed by the actual code, I've stripped out some code here to simplify
Here is the whole method with my fix in it. If you can't see anything wrong with it - I'll go blame some cosmic rays or something...
protected override void OnPaint(PaintEventArgs pe)
{
base.OnPaint(pe);
if (bcf == null)
{
FontFamily[] families = pfc.Families;
foreach (FontFamily ff in families)
{
if (ff.Name.Equals("Free 3 of 9"))
{
bcf = ff;
}
}
}
if (bcf != null)
{
Font f = new Font(bcf, this.BarcodeSize);
SizeF s = TextRenderer.MeasureText(barcodeValue, f);
Rectangle r = pe.ClipRectangle;
Point loc = new Point(0, 0);
if (s.Width < r.Width)
{
loc.X = (int)Math.Ceiling((r.Width - s.Width) / 2);
}
pe.Graphics.DrawString(barcodeValue, f, Brushes.Black, loc);
float barcodeBottom = s.Height + 5;
Font fp = new Font("Arial", this.TextSize);
s = TextRenderer.MeasureText(barcodeValue, fp);
r = pe.ClipRectangle;
loc = new Point(0, (int)Math.Ceiling(barcodeBottom));
if (s.Width < r.Width)
{
loc.X = (int)Math.Ceiling((r.Width - s.Width) / 2);
}
if (s.Height + loc.Y > r.Height)
{
loc.Y = (int)Math.Ceiling(r.Height - (s.Height));
}
pe.Graphics.FillRectangle(Brushes.White, new Rectangle(loc, new Size((int)Math.Ceiling(s.Width), (int)Math.Ceiling(s.Height))));
pe.Graphics.DrawString(barcodeValue, fp, Brushes.Black, loc);
}
}
The fixed code now looks like the following. Many fewer GDI calls now:
protected override void OnPaint(PaintEventArgs pe)
{
base.OnPaint(pe);
if (bcf != null)
{
Rectangle r = pe.ClipRectangle;
Point loc = new Point(0, 0);
if (barcodeDimensions.Width < r.Width)
{
loc.X = (int)Math.Ceiling((r.Width - barcodeDimensions.Width) / 2);
}
pe.Graphics.DrawString(barcodeValue, barcodeFont, Brushes.Black, loc);
float barcodeBottom = barcodeDimensions.Height + 5;
r = pe.ClipRectangle;
loc = new Point(0, (int)Math.Ceiling(barcodeBottom));
if (plaintextDimensions.Width < r.Width)
{
loc.X = (int)Math.Ceiling((r.Width - plaintextDimensions.Width) / 2);
}
if (plaintextDimensions.Height + loc.Y > r.Height)
{
loc.Y = (int)Math.Ceiling(r.Height - (plaintextDimensions.Height));
}
pe.Graphics.FillRectangle(Brushes.White, new Rectangle(loc, new Size((int)Math.Ceiling(plaintextDimensions.Width), (int)Math.Ceiling(plaintextDimensions.Height))));
pe.Graphics.DrawString(barcodeValue, plaintextFont, Brushes.Black, loc);
}
}
If I was planning on making this even more optimal I'd put the rectangle measuring parts in an override of OnResize, but I think this will do for now...