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I have a drawing function that just takes an HDC. But I need to show an EXACT scaled version of what will print.

So currently, I use CreateCompatibleDC() with a printer HDC and CreateCompatibleBitmap() with the printer's HDC.

I figure this way the DC will have the printer's exact width and height. And when I select fonts into this HDC, the text will be scaled exactly as the printer would.

Unfortunately, I can't to a StretchBlt() to copy this HDC's pixels to the control's HDC since they're of different HDC types I guess.

If I create the "memory canvas" from a window HDC with same w,h as the printer's page, the fonts come out WAY teeny since they're scaled for the screen, not page...

Should I CreateCompatibleDC() from the window's DC and CreateCompatibleBitmap() from the printer's DC or something??

If somebody could explain the RIGHT way to do this. (And still have something that looks EXACTLY as it would on printer)...

Well, I'd appreciate it !!

...Steve

+2  A: 

Well it won't look the same because you have a higher resolution in the printer DC, so you'll have to write a conversion function of sorts. I'd go with the method that you got to work but the text was too small and just multiply every position/font size by the printer window width and divide by the source window width.

Blindy
that was my initial thought, too. but, looks like i got a lot more now :)
Stephen Hazel
+3  A: 

One thing that might be worth trying is to create an enhanced metafile DC, draw to it as normal and then scale this metafile using printer metrics. This is the approach used by the WTL BmpView sample - I don't know how accurate this will be but it might be worth looking at (it should be easy to port the relevant classes to Win32 but WTL is a great replacement for Win32 programming so might be worth utilizing.)

Rob
Too bad I can't pick 2 answers :/I'll definitely be trying out this approach (too).Thanks very much!
Stephen Hazel
+4  A: 

Depending on how accurate you want to be, this can get difficult.

There are many approaches. It sounds like you're trying to draw to a printer-sized bitmap and then shrink it down. The steps to do that are:

  1. Create a DC (or better yet, an IC--Information Context) for the printer.
  2. Query the printer DC to find out the resolution, page size, physical offsets, etc.
  3. Create a DC for the window/screen.
  4. Create a compatible DC (the memory DC).
  5. Create a compatible bitmap for the window/screen, but the size should be the pixel size of the printer page. (The problem with this approach is that this is a HUGE bitmap and it can fail.)
  6. Select the compatible bitmap into the memory DC.
  7. Draw to the memory DC, using the same coordinates you would use if drawing to the actual printer. (When you select fonts, make sure you scale them to the printer's logical inch, not the screen's logical inch.)
  8. StretchBlt the memory DC to the window, which will scale down the entire image. You might want to experiment with the stretch mode to see what works best for the kind of image you're going to display.
  9. Release all the resources.

But before you head in that direction, consider the alternatives. This approach involves allocating a HUGE off-screen bitmap. This can fail on resource-poor computers. Even if it doesn't, you might be starving other apps.

The metafile approach given in another answer is a good choice for many applications. I'd start with this.

Another approach is to figure out all the sizes in some fictional high-resolution unit. For example, assume everything is in 1000ths of an inch. Then your drawing routines would scale this imaginary unit to the actual dpi used by the target device.

The problem with this last approach (and possibly the metafile one) is that GDI fonts don't scale perfectly linearly. The widths of individual characters are tweaked depending on the target resolution. On a high-resolution device (like a 300+ dpi laser printer), this tweaking is minimal. But on a 96-dpi screen, the tweaks can add up to a significant error over the length of a line. So text in your preview window might appear out-of-proportion (typically larger) than it does on the actual printed page.

Thus the hardcore approach is to measure text in the printer context, and measure again in the screen context, and adjust for the discrepancy. For example (using made-up number), you might measure the width of some text in the printer context, and it comes out to 900 printer pixels. Suppose the ratio of printer pixels to screen pixels is 3:1. You'd expect the same text on the screen to be 300 screen pixels wide. But you measure in the screen context and you get a value like 325 screen pixels. When you draw to the screen, you'll have to somehow make the text 25 pixels narrower. You can ram the characters closer together, or choose a slightly smaller font and then stretch them out.

The hardcore approach involves more complexity. You might, for example, try to detect font substitutions made by the printer driver and match them as closely as you can with the available screen fonts.

I've had good luck with a hybrid of the big-bitmap and the hardcore approaches. Instead of making a giant bitmap for the whole page, I make one large enough for a line of text. Then I draw at printer size to the offscreen bitmap and StretchBlt it down to screen size. This eliminates dealing with the size discrepancy at a slight degradation of font quality. It's suitable for actual print preview, but you wouldn't want to build a WYSIWYG editor like that. The one-line bitmap is small enough to make this practical.

The good news is only text is hard. All other drawing is a simple scaling of coordinates and sizes.

I've not used GDI+ much, but I think it did away with non-linear font scaling. So if you're using GDI+, you should just have to scale your coordinates. The drawback is that I don't think the font quality on GDI+ is as good.

And finally, if you're a native app on Vista or later, make sure you've marked your process as "DPI-aware" . Otherwise, if the user is on a high-DPI screen, Window will lie to you and claim that the resolution is only 96 dpi and then to a fuzzy up-scaling of whatever you draw. This degrades the visual quality and can make debugging your print preview even more complicated. Since so many programs don't adapt well to higher DPI screens, Microsoft added "high DPI scaling" by default starting in Vista.

Adrian McCarthy
Holy guacamole. Thanks for all the detail. Pointing someone in the right direction not good enough for ya, eh? Gotta pave the ground with bricks and sand em smooth...:)Looks like I've got quite a few things to test out.Thanks very much!
Stephen Hazel