I am completely new to coding and have only been practicing for a few weeks and i have been assigned a task in which seems simple has hit a stumbling block
i have 4 sprites on screen drawn but i have to every time the game starts the sprites have to be random chosen between 1 sprite or the other as well out of the 2 sprites there must be at least one of each sprite on screen.
my tutor suggested that i use an array to store the textures and then code it so it randomly picks which one to draw each time
namespace GamesProgrammingAssement1
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
KeyboardState keys;
KeyboardState oldKeys;
GamePadState Pad1;
GamePadState oldPad1;
Texture2D gnome;
Texture2D troll;
Rectangle sprRect1;
Rectangle sprRect2;
Rectangle sprRect3;
Rectangle sprRect4;
SpriteFont Run;
SpriteFont Score;
int scoreNum = 0;
int runNum = 0;
Vector2 scorePos;
Vector2 runPos;
Texture2D[] sprite = new Texture2D[2];
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
sprRect1 = new Rectangle(375, 100, 64, 64);
sprRect2 = new Rectangle(375, 300, 64, 64);
sprRect3 = new Rectangle(225, 200, 64, 64);
sprRect4 = new Rectangle(525, 200, 64, 64);
scorePos = new Vector2(5, 400);
runPos = new Vector2(5, 425);
sprite[0] = gnome;
sprite[1] = troll;
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
gnome = Content.Load<Texture2D>("Gnome");
troll = Content.Load<Texture2D>("Troll");
Score = Content.Load<SpriteFont>("Score");
Run = Content.Load<SpriteFont>("Run");
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
KeyboardState keys = Keyboard.GetState();
KeyboardState oldkeys = keys;
if (keys.IsKeyDown(Keys.Escape)) this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(gnome,sprRect1,Color.White);
spriteBatch.Draw(troll, sprRect2,Color.White);
spriteBatch.Draw(troll, sprRect3, Color.White);
spriteBatch.Draw(troll, sprRect4, Color.White);
spriteBatch.DrawString(Score, "SCORE : "+ scoreNum, scorePos, Color.Black);
spriteBatch.DrawString(Run, "RUN OF TROLL : " + runNum, runPos, Color.Black);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
any help would be great because i dont know if im storing the arrays properly or if im doing random right
I see you are storing your Textures in an Array. I do not see any code for Random in your sample.
That being said, consider the following function:
Random rand = new Random();
private Texture2D GetRandomTexture()
{
return sprite[rand.Next(0, 2)];
}
Calling this function, will return a random texture contained in your "sprite" array. Plugging this function call in your draw could resemble something like this:
spriteBatch.Draw(GetRandomTexture(), sprRect1, Color.White);
Since you declared that you are a beginner, I tried not to go too much into details. You should, however, considering looking into creating a new class "Sprite" that would contain the Texture2D, Position, Rectangle values of each of your sprites. Then instead of storing an array of Textures, you would be able of storing an array (or list) of Sprite objects.
You want to choose four sprites, therefore you should use an array (or similar structure) which can contain four elements:
Texture2D[] sprites = new Texture2D[4];
When initializing the Array there are three possible situations regarding how many of each sprite will exist:
1-3 (one troll, three gnomes)
2-2 (two of each)
3-1 (three trolls, one gnome)
So firstly, you have to pick one of these distributions:
var rnd = new Random();
var trolls = rnd.Next(1, 3);
var gnomes = 4 - trolls;
Then, you can fill the array:
for(int i = 0; i < 4; ++i)
{
if(gnomes == 0)
{
//choose the troll
sprites[i] = troll;
--trolls;
}
else if(trolls == 0)
{
//choose the gnome
sprites[i] = gnome;
--gnomes;
}
else
{
//choose randomly
if(rnd.Next(2) < 1)
{
sprites[i] = troll;
--trolls;
}
else
{
sprites[i] = gnome;
--gnomes;
}
}
}
You draw them like
spriteBatch.Draw(sprites[0], sprRect1,Color.White);
spriteBatch.Draw(sprites[1], , sprRect2,Color.White);
spriteBatch.Draw(sprites[2], , sprRect3, Color.White);
spriteBatch.Draw(sprites[3], , sprRect4, Color.White);
Related
I have the following ChartArea Annotation settings set up:
private void chart1_PrePaint(object sender, ChartPaintEventArgs e)
{
if (e.ChartElement is ChartArea)
{
var ta = new TextAnnotation();
ta.IsMultiline = true;
ta.Text = "Results of Calculation\n%";
ta.Width = e.Position.Width;
ta.Height = e.Position.Height;
ta.X = e.Position.X;
ta.Y = e.Position.Y;
ta.Font = new Font("Candara", e.Position.Height / 10, FontStyle.Regular);
chart1.Annotations.Add(ta);
}
}
A few issues with this, and with the Legend in relation to my other posted question:
My other Pie Chart Legend/ChartArea question
With this PrePaint setup, I'm not sure if my position is correct for the TextAnnotation. I'm using the e.Position but it's coming out not "exactly" centered in the middle of the doughnut of the pie chart area. I'd like it to be centered perfectly. Not sure what other property to use here.
A second issue is that when Legend text length changes, it "pushes" and makes the ChartArea itself smaller so the pie chart gets smaller. I'd like it to be the other way around, where the ChartArea pie chart stays the same size but the Legend gets pushes aside.
Is this possible?
The following is the position setup of the pie chart:
Thanks
I'm sorry I couldn't help more, last time. I tested the centering of the TextAnnotation and in fact it has problems when the InnerPlotPosition is set to auto. Moreover, the answer found at link creates a new instance of the TextAnnotation at every PrePaint, causing the overlapping of TextAnnotations and the blurrying of the centered text.
I couldn't find a way to avoid the resizing of the doughnut (I'm not sure it's even possible, at this point...I'll wait for some other answers) but maybe this can work out as a workaround.
First I created a dictionary to store the centered TextAnnotations references (the key is the graph name, in case you have more than one), then in the PrePaint event I get the correct reference of the TextAnnotation used in the graph and update the coordinates of that one.
Second, I set the InnerPlotPosition manually, this seems to solve the problem of the centering of the TextAnnotation. Of course, you need to specify coordinates and size for the InnerPlot like I did with the line:
chart1.ChartAreas[0].InnerPlotPosition = new ElementPosition(0, 0, 60.65f, 94.99f);
Lastly, I set the position and the size of the legend manually and, with the extension method WrapAt I set a "line break" every _maxLegendTextBeforeWrap in the legend items text. Couldn't find a way to make it dynamically change with the width of the legend area, so it has to be set manually.
Below there's a GIF of the resulting effect. Don't know if this suits you as a solution (too much tweaking and code, for my taste), but anyway. Maybe this can trigger some new ideas on how to solve.
To do so I created these global variables:
/// <summary>
/// Saves the currently doughnut centered annotations per graph.
/// </summary>
private IDictionary<string, TextAnnotation> _annotationsByGraph;
/// <summary>
/// Number of characters
/// </summary>
private int _maxLegendTextBeforeWrap = 10;
/// <summary>
/// Legend area width.
/// </summary>
private int _legendWidth = 20;
/// <summary>
/// Legend area height.
/// </summary>
private int _legendHeight = 90;
This is the handler of the Load event:
private void ChartTest_Load(object sender, EventArgs e)
{
// ** Start of test data **
chart1.Series["Series1"].Points.AddXY("A", 33);
chart1.Series["Series1"].Points[0].LegendText = "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA";
chart1.Series["Series1"].Points.AddXY("B", 33);
chart1.Series["Series1"].Points[1].LegendText = "BBBBBBBBBBBBBBBBBBBB";
chart1.Series["Series1"].Points.AddXY("C", 34);
chart1.Series["Series1"].Points[2].LegendText = "CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC";
// ** End of test data **
// Creates a new instance of the dictionary storing the references to the annotations.
_annotationsByGraph = new Dictionary<string, TextAnnotation>();
// Createa a new instance of an annotation for the chart1 graph.
_annotationsByGraph.Add(chart1.Name, new TextAnnotation());
// Manually setting the position of the chart area prevents the imperfect positioning of the
// TextAnnotation at the center of the doughnut.
chart1.ChartAreas[0].Position.Auto = true;
// Manually set the position of the InnerPlotPosition area prevents the imperfect positioning of the
// TextAnnotation at the center of the doughnut.
chart1.ChartAreas[0].InnerPlotPosition.Auto = false;
chart1.ChartAreas[0].InnerPlotPosition = new ElementPosition(0, 0, 60.65f, 94.99f);
// Minimum size for the legend font.
chart1.Legends[0].AutoFitMinFontSize = 5;
// Set the legend style as column.
chart1.Legends[0].LegendStyle = LegendStyle.Column;
// Splits the legend texts with the space char every _maxLegendTextBeforeWrap characters.
chart1.Series["Series1"].Points.ToList().ForEach(p => p.LegendText = p.LegendText.WrapAt(_maxLegendTextBeforeWrap));
}
This is the handler of the PrePaint event:
private void chart1_PrePaint(object sender, ChartPaintEventArgs e)
{
if (e.ChartElement is ChartArea)
{
// Get the reference to the corresponding text annotation for this chart.
// We need this, otherwise we are creating and painting a new instance of a TextAnnotation
// at every PrePaint, with the resulting blurrying effect caused by the overlapping of the text.
var ta = _annotationsByGraph[e.Chart.Name];
// Check if the annotation has already been added to the chart.
if (!e.Chart.Annotations.Contains(ta))
e.Chart.Annotations.Add(ta);
// Set the properties of the centered TextAnnotation.
ta.IsMultiline = true;
ta.Text = "Results of Calculation\nx%";
ta.Font = new Font("Candara", e.Position.Height / 10, FontStyle.Regular);
ta.Width = e.Position.Width;
ta.Height = e.Position.Height;
ta.X = e.Position.X;
ta.Y = e.Position.Y;
// Move the legend manually to the right of the doughnut.
e.Chart.Legends[0].Position = new ElementPosition(e.Position.X + e.Position.Width, e.Position.Y, _legendWidth, _legendHeight);
}
}
This is what the button does:
private void BtnChangeLegendItemLength_Click(object sender, EventArgs e)
{
if (chart1.Series["Series1"].Points[1].LegendText.StartsWith("DD"))
chart1.Series["Series1"].Points[1].LegendText = "BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB".WrapAt(_maxLegendTextBeforeWrap);
else
chart1.Series["Series1"].Points[1].LegendText = "DDDDDD".WrapAt(_maxLegendTextBeforeWrap);
}
This is the extension method definition:
internal static class ExtensionMethods
{
public static string WrapAt(this string legendText, int maxLengthBeforeWrap)
{
if (legendText.Length <= maxLengthBeforeWrap)
return legendText;
// Integer division to get how many times we have to insert a space.
var times = legendText.Length / maxLengthBeforeWrap;
// Counter of added spaces.
var spacesAdded = 0;
// Iterate for each space char needed.
for (var i = 1; i <= times; i++)
{
// Insert a space char every maxLengthBeforeWrap positions.
legendText = legendText.Insert(maxLengthBeforeWrap * i + spacesAdded, new string(' ', 1));
spacesAdded++;
}
return legendText;
}
}
I get a ContentLoadException "File not found", when the debugger hits my LoadContent method in my DrawableGameComponent. I created a test string that outputs the Content Root Directory and it is as follows : \GameName\bin\x86\Debug\Content minus my personal folders preceding it of course.
Here is the code in the Game child class :
GraphicsDeviceManager graphics;
global_vars variables;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content"; //Folder for the Content Manager to place pipelined files as they are loaded
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
variables = new global_vars(graphics);
Character c = new Character(null, null, variables, this);
this.Components.Add(c);
base.Initialize();
}
And the DrawableGameComponent implementation :
public Character(Ability[] starting_abilities, Player owner, global_vars vars, Game game) : base(game)
{
this.variables = vars;
this.abilities = starting_abilities;
this.character_owner = owner;
this.experience = 0;
this.position = new Rectangle(variables.CHARACTER_START_POSITION_X, variables.CHARACTER_START_POSITION_Y, variables.CHARACTER_WIDTH + variables.CHARACTER_START_POSITION_X, variables.CHARACTER_HEIGHT + variables.CHARACTER_START_POSITION_Y);
}
public override void Initialize()
{
base.UpdateOrder = variables.CHARACTER_UPDATE_PRIORITY;
base.DrawOrder = variables.CHARACTER_UPDATE_PRIORITY;
base.Enabled = true; //Enables Game to call Update on this component
base.Visible = true; //Enables Game to call Draw on this component
this.move_speed = 3;
this.position.X = variables.CHARACTER_START_POSITION_X;
this.position.Y = variables.CHARACTER_START_POSITION_Y;
this.move_state = variables.CHARACTER_DEFAULT_MOVESTATE;
this.charsprite = new SpriteBatch(variables.manager.GraphicsDevice);
base.Initialize(); //Super class calls LoadContent
}
protected override void LoadContent()
{
String test = Game.Content.RootDirectory;
character_default = Game.Content.Load<Texture2D>("Character_Grey_Eyes_Center");
character_right = Game.Content.Load<Texture2D>("Character_Grey_Eyes_Right");
character_left = Game.Content.Load<Texture2D>("Character_Grey_Eyes_Left");
character_down = Game.Content.Load<Texture2D>("Character_Grey_Eyes_Down");
character_up = Game.Content.Load<Texture2D>("Character_Grey_Eyes_Up");
base.LoadContent();
}
I've checked and double checked the Folders, Filenames, etc and they all look normal. I'm absolutely stumped.
Solved it. My Character was being added to the Component list in the Games Initialize() before it's super class call to base.Initialize(). This made my game begin calling the Character's Load and Init functions. Since the Game's Init was not called, the super class Microsoft.Xna.Framework.Game Content variable was either a null pointer or not set up properly.
The solution was to add the Character to the Component list in the game's LoadContent()
I'm currently working on a webshop. For that i need to make a two dimensional array to store the items moved to the cart.
Cart:
Cart = Session("Cart")
Items = Session("Items")
And when an item is moved to the cart:
Items = Items + 1
Cart(1,Items) = Items
Cart(2,Items) = rs("id")
Cart(3,Items) = Request("attr")
Cart(4,Items) = rs("name")
Cart(5,Items) = rs("price")
Cart(6,Items) = 1
And finally:
Session("Cart") = Cart
Session("Items") = Items
But i'm having issues with the asp lack of proper support of dynamic sized two-dimensional arrays. Or am i just taking it the wrong way? Can you help me?
You might want to create some objects instead of using arrays. Or even a structure, if it's got no methods.
Here's an expamle of a struct
/// <summary>
/// Custom struct type, representing a rectangular shape
/// </summary>
struct Rectangle
{
/// <summary>
/// Backing Store for Width
/// </summary>
private int m_width;
/// <summary>
/// Width of rectangle
/// </summary>
public int Width
{
get
{
return m_width;
}
set
{
m_width = value;
}
}
/// <summary>
/// Backing store for Height
/// </summary>
private int m_height;
/// <summary>
/// Height of rectangle
/// </summary>
public int Height
{
get
{
return m_height;
}
set
{
m_height = value;
}
}
}
so now you can:
Cart[0] = new Rectangle{Width = 1,Height = 3};
or
Rectangle myRec = new Rectangle();
myRec.Height = 3;
myRec.Width = 1;
Cart[0] = myRec;
Swap the Rectangle example with Item, and you should be on your way.
That way, a single instance of each Cart multiple Items that each have their own set of properties.
Would it not be simpler to store a ShoppingSessionID for the user that's related to a table that stores a list of items in the cart? that way all you have to store is Session("ShoppingSessionID").
It seems to me that your problem could be solved with a dynamically sized list of item objects. In that case you would want to create an Item class and then add to the Cart list a new Item object for each new item.
I'm trying to display basic syntax highlighting in a WPF RichTextBox. It mostly works, but the rendering performance is awful.
First I naively tried:
/// <summary>
/// Main event handler for syntax highlighting.
/// </summary>
private void XmlChanged(object sender, TextChangedEventArgs e)
{
VM.Dirty = true;
if (VM.Pretty)
{
var range = new TextRange(XmlView.Document.ContentStart, XmlView.Document.ContentEnd);
Render(range.Text);
}
}
/// <summary>
/// Entry point for programmatically resetting the textbox contents
/// </summary>
private void Render(string text)
{
XmlView.TextChanged -= this.XmlChanged;
if (VM.Pretty)
{
var tokens = tokenizer.Tokenize(text);
Format(XmlView.Document, tokens);
}
XmlView.TextChanged += this.XmlChanged;
}
private void Format(FlowDocument doc, List<Token> tokens)
{
var start = doc.ContentStart;
foreach (var token in tokens)
{
TextRange range = new TextRange(start.GetPositionAtOffset(token.StartPosition, LogicalDirection.Forward),
start.GetPositionAtOffset(token.EndPosition, LogicalDirection.Forward));
range.ApplyPropertyValue(TextElement.ForegroundProperty, m_syntaxColors[token.Type]);
}
}
Testing on a 2KB document with just over 100 tokens, it took 1-2 seconds to redraw after every keystroke; clearly not acceptable. Profiling showed that my tokenizer was orders of magnitude faster than the Format() function. So I tried some double-buffering:
private void Render(string text)
{
XmlView.TextChanged -= this.XmlChanged;
// create new doc offscreen
var doc = new FlowDocument();
var range = new TextRange(doc.ContentStart, doc.ContentEnd);
range.Text = text;
if (VM.Pretty)
{
var tokens = tokenizer.Tokenize(text);
Format(doc, tokens);
}
// copy to active buffer
var stream = new MemoryStream(65536);
range.Save(stream, DataFormats.XamlPackage);
var activeRange = new TextRange(XmlView.Document.ContentStart, XmlView.Document.ContentEnd);
activeRange.Load(stream, DataFormats.XamlPackage);
XmlView.TextChanged += this.XmlChanged;
}
Benchmarks show that Format() runs slightly faster rendering offscreen, but the perceived performance is even worse now!
What's the right way to go about this?
I'd try taking as much object instantiation out of the method/loop as possible and pass in references instead. You're calling new quite a few times per loop per keystroke.
Is it possible to format certain text in a WinForm Label instead of breaking the text into multiple labels? Please disregard the HTML tags within the label's text; it's only used to get my point out.
For example:
Dim myLabel As New Label
myLabel.Text = "This is <b>bold</b> text. This is <i>italicized</i> text."
Which would produce the text in the label as:
This is bold text. This is
italicized text.
That's not possible with a WinForms label as it is. The label has to have exactly one font, with exactly one size and one face. You have a couple of options:
Use separate labels
Create a new Control-derived class that does its own drawing via GDI+ and use that instead of Label; this is probably your best option, as it gives you complete control over how to instruct the control to format its text
Use a third-party label control that will let you insert HTML snippets (there are a bunch - check CodeProject); this would be someone else's implementation of #2.
Not really, but you could fake it with a read-only RichTextBox without borders. RichTextBox supports Rich Text Format (rtf).
Another workaround, late to the party: if you don't want to use a third party control, and you're just looking to call attention to some of the text in your label, and you're ok with underlines, you can use a LinkLabel.
Note that many consider this a 'usability crime', but if you're not designing something for end user consumption then it may be something you're prepared to have on your conscience.
The trick is to add disabled links to the parts of your text that you want underlined, and then globally set the link colors to match the rest of the label. You can set almost all the necessary properties at design-time apart from the Links.Add() piece, but here they are in code:
linkLabel1.Text = "You are accessing a government system, and all activity " +
"will be logged. If you do not wish to continue, log out now.";
linkLabel1.AutoSize = false;
linkLabel1.Size = new Size(365, 50);
linkLabel1.TextAlign = ContentAlignment.MiddleCenter;
linkLabel1.Links.Clear();
linkLabel1.Links.Add(20, 17).Enabled = false; // "government system"
linkLabel1.Links.Add(105, 11).Enabled = false; // "log out now"
linkLabel1.LinkColor = linkLabel1.ForeColor;
linkLabel1.DisabledLinkColor = linkLabel1.ForeColor;
Result:
Worked solution for me - using custom RichEditBox. With right properties it will be looked as simple label with bold support.
1) First, add your custom RichTextLabel class with disabled caret :
public class RichTextLabel : RichTextBox
{
public RichTextLabel()
{
base.ReadOnly = true;
base.BorderStyle = BorderStyle.None;
base.TabStop = false;
base.SetStyle(ControlStyles.Selectable, false);
base.SetStyle(ControlStyles.UserMouse, true);
base.SetStyle(ControlStyles.SupportsTransparentBackColor, true);
base.MouseEnter += delegate(object sender, EventArgs e)
{
this.Cursor = Cursors.Default;
};
}
protected override void WndProc(ref Message m)
{
if (m.Msg == 0x204) return; // WM_RBUTTONDOWN
if (m.Msg == 0x205) return; // WM_RBUTTONUP
base.WndProc(ref m);
}
}
2) Split you sentence to words with IsSelected flag, that determine if that word should be bold or no :
private void AutocompleteItemControl_Load(object sender, EventArgs e)
{
RichTextLabel rtl = new RichTextLabel();
rtl.Font = new Font("MS Reference Sans Serif", 15.57F);
StringBuilder sb = new StringBuilder();
sb.Append(#"{\rtf1\ansi ");
foreach (var wordPart in wordParts)
{
if (wordPart.IsSelected)
{
sb.Append(#"\b ");
}
sb.Append(ConvertString2RTF(wordPart.WordPart));
if (wordPart.IsSelected)
{
sb.Append(#"\b0 ");
}
}
sb.Append(#"}");
rtl.Rtf = sb.ToString();
rtl.Width = this.Width;
this.Controls.Add(rtl);
}
3) Add function for convert you text to valid rtf (with unicode support!) :
private string ConvertString2RTF(string input)
{
//first take care of special RTF chars
StringBuilder backslashed = new StringBuilder(input);
backslashed.Replace(#"\", #"\\");
backslashed.Replace(#"{", #"\{");
backslashed.Replace(#"}", #"\}");
//then convert the string char by char
StringBuilder sb = new StringBuilder();
foreach (char character in backslashed.ToString())
{
if (character <= 0x7f)
sb.Append(character);
else
sb.Append("\\u" + Convert.ToUInt32(character) + "?");
}
return sb.ToString();
}
Works like a charm for me!
Solutions compiled from :
How to convert a string to RTF in C#?
Format text in Rich Text Box
How to hide the caret in a RichTextBox?
Create the text as a RTF file in wordpad
Create Rich text control with no borders and editable = false
Add the RTF file to the project as a resource
In the Form1_load do
myRtfControl.Rtf = Resource1.MyRtfControlText
AutoRichLabel
I was solving this problem by building an UserControl that contains a TransparentRichTextBox that is readonly. The TransparentRichTextBox is a RichTextBox that allows to be transparent:
TransparentRichTextBox.cs:
public class TransparentRichTextBox : RichTextBox
{
[DllImport("kernel32.dll", CharSet = CharSet.Auto)]
static extern IntPtr LoadLibrary(string lpFileName);
protected override CreateParams CreateParams
{
get
{
CreateParams prams = base.CreateParams;
if (TransparentRichTextBox.LoadLibrary("msftedit.dll") != IntPtr.Zero)
{
prams.ExStyle |= 0x020; // transparent
prams.ClassName = "RICHEDIT50W";
}
return prams;
}
}
}
The final UserControl acts as wrapper of the TransparentRichTextBox. Unfortunately, I had to limit it to AutoSize on my own way, because the AutoSize of the RichTextBox became broken.
AutoRichLabel.designer.cs:
partial class AutoRichLabel
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Component Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.rtb = new TransparentRichTextBox();
this.SuspendLayout();
//
// rtb
//
this.rtb.BorderStyle = System.Windows.Forms.BorderStyle.None;
this.rtb.Dock = System.Windows.Forms.DockStyle.Fill;
this.rtb.Location = new System.Drawing.Point(0, 0);
this.rtb.Margin = new System.Windows.Forms.Padding(0);
this.rtb.Name = "rtb";
this.rtb.ReadOnly = true;
this.rtb.ScrollBars = System.Windows.Forms.RichTextBoxScrollBars.None;
this.rtb.Size = new System.Drawing.Size(46, 30);
this.rtb.TabIndex = 0;
this.rtb.Text = "";
this.rtb.WordWrap = false;
this.rtb.ContentsResized += new System.Windows.Forms.ContentsResizedEventHandler(this.rtb_ContentsResized);
//
// AutoRichLabel
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.BackColor = System.Drawing.Color.Transparent;
this.Controls.Add(this.rtb);
this.Name = "AutoRichLabel";
this.Size = new System.Drawing.Size(46, 30);
this.ResumeLayout(false);
}
#endregion
private TransparentRichTextBox rtb;
}
AutoRichLabel.cs:
/// <summary>
/// <para>An auto sized label with the ability to display text with formattings by using the Rich Text Format.</para>
/// <para></para>
/// <para>Short RTF syntax examples: </para>
/// <para></para>
/// <para>Paragraph: </para>
/// <para>{\pard This is a paragraph!\par}</para>
/// <para></para>
/// <para>Bold / Italic / Underline: </para>
/// <para>\b bold text\b0</para>
/// <para>\i italic text\i0</para>
/// <para>\ul underline text\ul0</para>
/// <para></para>
/// <para>Alternate color using color table: </para>
/// <para>{\colortbl ;\red0\green77\blue187;}{\pard The word \cf1 fish\cf0 is blue.\par</para>
/// <para></para>
/// <para>Additional information: </para>
/// <para>Always wrap every text in a paragraph. </para>
/// <para>Different tags can be stacked (i.e. \pard\b\i Bold and Italic\i0\b0\par)</para>
/// <para>The space behind a tag is ignored. So if you need a space behind it, insert two spaces (i.e. \pard The word \bBOLD\0 is bold.\par)</para>
/// <para>Full specification: http://www.biblioscape.com/rtf15_spec.htm </para>
/// </summary>
public partial class AutoRichLabel : UserControl
{
/// <summary>
/// The rich text content.
/// <para></para>
/// <para>Short RTF syntax examples: </para>
/// <para></para>
/// <para>Paragraph: </para>
/// <para>{\pard This is a paragraph!\par}</para>
/// <para></para>
/// <para>Bold / Italic / Underline: </para>
/// <para>\b bold text\b0</para>
/// <para>\i italic text\i0</para>
/// <para>\ul underline text\ul0</para>
/// <para></para>
/// <para>Alternate color using color table: </para>
/// <para>{\colortbl ;\red0\green77\blue187;}{\pard The word \cf1 fish\cf0 is blue.\par</para>
/// <para></para>
/// <para>Additional information: </para>
/// <para>Always wrap every text in a paragraph. </para>
/// <para>Different tags can be stacked (i.e. \pard\b\i Bold and Italic\i0\b0\par)</para>
/// <para>The space behind a tag is ignored. So if you need a space behind it, insert two spaces (i.e. \pard The word \bBOLD\0 is bold.\par)</para>
/// <para>Full specification: http://www.biblioscape.com/rtf15_spec.htm </para>
/// </summary>
[Browsable(true)]
public string RtfContent
{
get
{
return this.rtb.Rtf;
}
set
{
this.rtb.WordWrap = false; // to prevent any display bugs, word wrap must be off while changing the rich text content.
this.rtb.Rtf = value.StartsWith(#"{\rtf1") ? value : #"{\rtf1" + value + "}"; // Setting the rich text content will trigger the ContentsResized event.
this.Fit(); // Override width and height.
this.rtb.WordWrap = this.WordWrap; // Set the word wrap back.
}
}
/// <summary>
/// Dynamic width of the control.
/// </summary>
[Browsable(false)]
public new int Width
{
get
{
return base.Width;
}
}
/// <summary>
/// Dynamic height of the control.
/// </summary>
[Browsable(false)]
public new int Height
{
get
{
return base.Height;
}
}
/// <summary>
/// The measured width based on the content.
/// </summary>
public int DesiredWidth { get; private set; }
/// <summary>
/// The measured height based on the content.
/// </summary>
public int DesiredHeight { get; private set; }
/// <summary>
/// Determines the text will be word wrapped. This is true, when the maximum size has been set.
/// </summary>
public bool WordWrap { get; private set; }
/// <summary>
/// Constructor.
/// </summary>
public AutoRichLabel()
{
InitializeComponent();
}
/// <summary>
/// Overrides the width and height with the measured width and height
/// </summary>
public void Fit()
{
base.Width = this.DesiredWidth;
base.Height = this.DesiredHeight;
}
/// <summary>
/// Will be called when the rich text content of the control changes.
/// </summary>
private void rtb_ContentsResized(object sender, ContentsResizedEventArgs e)
{
this.AutoSize = false; // Disable auto size, else it will break everything
this.WordWrap = this.MaximumSize.Width > 0; // Enable word wrap when the maximum width has been set.
this.DesiredWidth = this.rtb.WordWrap ? this.MaximumSize.Width : e.NewRectangle.Width; // Measure width.
this.DesiredHeight = this.MaximumSize.Height > 0 && this.MaximumSize.Height < e.NewRectangle.Height ? this.MaximumSize.Height : e.NewRectangle.Height; // Measure height.
this.Fit(); // Override width and height.
}
}
The syntax of the rich text format is quite simple:
Paragraph:
{\pard This is a paragraph!\par}
Bold / Italic / Underline text:
\b bold text\b0
\i italic text\i0
\ul underline text\ul0
Alternate color using color table:
{\colortbl ;\red0\green77\blue187;}
{\pard The word \cf1 fish\cf0 is blue.\par
But please note: Always wrap every text in a paragraph. Also, different tags can be stacked (i.e. \pard\b\i Bold and Italic\i0\b0\par) and the space character behind a tag is ignored. So if you need a space behind it, insert two spaces (i.e. \pard The word \bBOLD\0 is bold.\par). To escape \ or { or }, please use a leading \.
For more information there is a full specification of the rich text format online.
Using this quite simple syntax you can produce something like you can see in the first image. The rich text content that was attached to the RtfContent property of my AutoRichLabel in the first image was:
{\colortbl ;\red0\green77\blue187;}
{\pard\b BOLD\b0 \i ITALIC\i0 \ul UNDERLINE\ul0 \\\{\}\par}
{\pard\cf1\b BOLD\b0 \i ITALIC\i0 \ul UNDERLINE\ul0\cf0 \\\{\}\par}
If you want to enable word wrap, please set the maximum width to a desired size. However, this will fix the width to the maximum width, even when the text is shorter.
Have fun!
There is an excellent article from 2009 on Code Project named "A Professional HTML Renderer You Will Use" which implements something similar to what the original poster wants.
I use it successfully within several projects of us.
Very simple solution:
Add 2 labels on the form, LabelA and LabelB
Go to properties for LabelA and dock it to left.
Go to properties for LabelB and dock it to left as well.
Set Font to bold for LabelA .
Now the LabelB will shift depending on length of text of LabelA.
That's all.
I Would also be interested in finding out if it is possible.
When we couldn't find a solution we resorted to Component Ones 'SuperLabel' control which allows HTML markup in a label.
Realising this is an old question, my answer is more for those, like me, who still may be looking for such solutions and stumble upon this question.
Apart from what was already mentioned, DevExpress's LabelControl is a label that supports this behaviour - demo here. Alas, it is part of a paid library.
If you're looking for free solutions, I believe HTML Renderer is the next best thing.
A FlowLayoutPanel works well for your problem. If you add labels to the flow panel and format each label's font and margin properties, then you can have different font styles. Pretty quick and easy solution to get working.
Yeah.
You can implements, using HTML Render.
For you see, click on the link: https://htmlrenderer.codeplex.com/
I hope this is useful.