Type Default Value Read Only Static Description
String Latin No No The text font language.
Notes

If drawing non Latin text, set this to one of the values specified in Canvas.Language.

See Also

Language

Example

Here we use Language and TextFont to mix standard text and symbol fonts.

[C#]Canvas canvas = new Canvas(300, 200, new XColor(Color.Yellow));
DrawOptions drawOpts = new DrawOptions(canvas);
drawOpts.TextFont = "Times";
drawOpts.TextSize = 24;
canvas.DrawText("Some Text...", new XPoint(0, 0), drawOpts);
drawOpts.Language = "Unicode";
drawOpts.TextFont = "Wingdings";
canvas.DrawText("Symbols.", new XPoint(0, 60), drawOpts);
drawOpts.TextFont = "Times";
canvas.DrawText("Some more text...", new XPoint(0, 120), drawOpts);
canvas.SaveAs(Server.MapPath("DrawOptions_Language_96.gif"));


[Visual Basic]Dim canvas As New Canvas(300, 200, New XColor(Color.Yellow))
Dim drawOpts As New DrawOptions(canvas)
drawOpts.TextFont = "Times"
drawOpts.TextSize = 24
canvas.DrawText("Some Text...", New XPoint(0, 0), drawOpts)
drawOpts.Language = "Unicode"
drawOpts.TextFont = "Wingdings"
canvas.DrawText("Symbols.", New XPoint(0, 60), drawOpts)
drawOpts.TextFont = "Times"
canvas.DrawText("Some more text...", New XPoint(0, 120), drawOpts)
canvas.SaveAs(Server.MapPath("DrawOptions_Language_96.gif"))


It produces the following output image:


DrawOptions_Language_96.gif