Managed Extensions: Using GDI+ to Draw 3D Text

Welcome to this week's installment of .NET Tips & Techniques! Each week, award-winning Architect and Lead Programmer Tom Archer demonstrates how to perform a practical .NET programming task using either C# or Managed C++ Extensions.

In a previous article, "Managed Extensions: Using GDI+ Brushes to Draw Text," I presented step-by-step instructions as well as a demo application that illustrated how to draw 2D text using GDI+ objects. This week, I take it a step further and show you how to render 3D text to accomplish the following effects:

  • Shadowed text
  • Blocked text
  • Embossed text
  • Engraved text

The shadowed, blocked, embossed, or engraved text effects are typically realized by drawing the text multiple times, starting with the text furthest in the background ( the shadow) and proceeding until the top-most, or foreground, text. In other words, drawing 3D text is basically just drawing 2D text multiple times. Therefore, I won't describe each step of setting up the various GDI+ objects as I've already done that in the article, "Managed Extensions: Using GDI+ Brushes to Draw Text." Instead, I'll focus on the code necessary to accomplish each of the aforementioned 3D effects.

Note: To test these code snippets, first simply drag a PictureBox from the Toolbox onto a Form in a Managed Extensions Windows Forms application and name the PictureBox variable picText. Then, copy and paste the desired snippet into your application to have the text rendered onto the PictureBox.

Steps to Rendering Shadowed Text

To achieve a shadowed appearance, you simply draw the shadowed text twice: first at the desired depth and then the foreground text. For example, the following code draws sample text on a window (represented by the Graphics object, g) where the text has a shadow version of itself drawn five pixels in the background:

// Assumes a PictureBox on the form named picText with this code
// being the picText object'sPaint method

private:
System::Void picText_Paint(
   System::Object *  sender,
   System::Windows::Forms::PaintEventArgs *  e)
{
   // Test string
   String* textToDisplay = S"Test string";

   // Obtain Graphics object
   Graphics* g = e->Graphics;

   // Create a Font object, Times New Roman, 25pt
   System::Drawing::Font* font = 
     new System::Drawing::Font("Times New Roman",
                               Convert::ToSingle(25),
                               FontStyle::Regular);

   // Obtain the size of the text to be rendered
   SizeF textSize = g->MeasureString(textToDisplay, font);

   // Text will be centered on PictureBox control
   Single x = (picText->Width  - textSize.Width)  / 2;
   Single y = (picText->Height - textSize.Height) / 2;

   // Clear background
   g->Clear(Color::White);
   // Draw the shadow text
   g->DrawString(textToDisplay,
                 font,
                 SystemBrushes::ControlLight,
                 x + 5, y + 5);

   // Draw the foreground text
   g->DrawString(textToDisplay, font, SystemBrushes::ControlText,
                 x, y);
}

Steps to Rendering Blocked Text

To get the blocked-text effect, repeatedly draw the text starting at the desired depth and moving one pixel at a time up to the foreground text. Obviously, you have to decide in which direction this repeated drawing occurs. I personally draw blocked text with the light source from the upper right. This means using a for loop and subtracting the offset depth from the X dimension. To move the light source to the upper left, simply increment the offset:

// Assumes a PictureBox on the form named picText with this code
// being the picText object's Paint method

private:
System::Void picText_Paint(
   System::Object *  sender, 
   System::Windows::Forms::PaintEventArgs *  e)
{
   // Test string
   String* textToDisplay = S"Test string";

   // Get drawing surface for PictureBox and clear background
   Graphics* g = e->Graphics;

   // Create a Font object
   System::Drawing::Font* font = new System::Drawing::
                          Font("Times New Roman",
                          Convert::ToSingle(25),
                          FontStyle::Regular);

   // Obtain the size of the text to be rendered
   SizeF textSize = g->MeasureString(textToDisplay, font);

   // Text will be centered on Picture Box control
   Single x = (picText->Width  - textSize.Width)  / 2;
   Single y = (picText->Height - textSize.Height) / 2;

   // Clear background
   g->Clear(Color::White);
   // Print the background text multiple times starting  at the
   // furthest point in the background up to the foreground text
   for (int i = Convert::ToInt32(5); i >= 0; i--)
   {
      g->DrawString(textToDisplay,
                    font,
                    SystemBrushes::ControlLight,
                    x - i, y + i);
   }

   // Draw the foreground text
   g->DrawString(textToDisplay, font, SystemBrushes::ControlText,
                 x, y);
}

Managed Extensions: Using GDI+ to Draw 3D Text

Steps for Rendering Embossed and Engraved Text

I explain both of these in the same section because engraved text is merely the inverse of embossed text. The embossed-text effect is usually accomplished by simply using the shadow-text technique with the depth set at one pixel and the foreground text color set to the same color as the background on which the text is being rendered. The shadow text is then some darker color, such as grey or black. The engraved effect is done in reverse; the offset for the shadow color is one pixel up and left from the foreground text:

[GDIPlus3DText3.jpg]  [GDIPlus3DText4.jpg]

// Assumes a PictureBox on the form named picText with this code
// being the picText object's Paint method

private:
System::Void picText_Paint(
   System::Object *  sender, 
   System::Windows::Forms::PaintEventArgs *  e)
{
   // Test string
   String* textToDisplay = S"Test string";

   // Get drawing surface for PictureBox and clear background
   Graphics* g = e->Graphics;

   // Create a Font object
   System::Drawing::Font* font = new System::Drawing::
                    Font("Times New Roman", Convert::ToSingle(25),
                         FontStyle::Regular);

   // Obtain the size of the text to be rendered
   SizeF textSize = g->MeasureString(textToDisplay, font);

   // Text will be centered on Picture Box control
   Single x = (picText->Width  - textSize.Width)  / 2;
   Single y = (picText->Height - textSize.Height) / 2;

   // Clear background
   g->Clear(Color::White);
   // Change the isEmossed value to switch between
   // embossed and engraved
   bool isEmbossed = false;
   g->DrawString(textToDisplay,
                 font,
                 SystemBrushes::ControlText,
                 x + Convert::ToSingle( (isEmbossed? 1 : -1)),
                 y + Convert::ToSingle( (isEmbossed ? 1 : -1)));

   // Draw the foreground text
   g->DrawString(textToDisplay, font, new SolidBrush(Color::White),
                 x, y);
}

Sample Application

I've attached a demo application that allows you to play around with the various effects you can accomplish with GDI+ and 3D text. The following image is a screen capture of that demo application:

[GDIPlus3DText.jpg]



About the Author

Tom Archer - MSFT

I am a Program Manager and Content Strategist for the Microsoft MSDN Online team managing the Windows Vista and Visual C++ developer centers. Before being employed at Microsoft, I was awarded MVP status for the Visual C++ product. A 20+ year veteran of programming with various languages - C++, C, Assembler, RPG III/400, PL/I, etc. - I've also written many technical books (Inside C#, Extending MFC Applications with the .NET Framework, Visual C++.NET Bible, etc.) and 100+ online articles.

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