How to draw red wavy line under words in RichTextBox c# winform

How to draw red wavy line under words in RichTextBox c# winform

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How to draw red wavy line under words in RichTextBox c# winform
Tag : chash , By : user94076
Date : November 25 2020, 07:22 PM

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Change line spacing in winform RichTextBox

Tag : chash , By : Senthil
Date : March 29 2020, 07:55 AM
To fix the issue you can do There's actually a lot that the Windows Forms RichTextBox doesn't expose. If you have the HWND (Handle property) to the control, you can use the SendMessage API to send the EM_SETPARAFORMAT message to play with the formatting.
In particular the PARAFORMAT2 structure does have some line spacing options that may be relevant. You will have to get your hands dirty with interop though.

Richtextbox draw an rtf line

Tag : chash , By : Frank Bradley
Date : March 29 2020, 07:55 AM
Hope this helps There are a few different ways to create a horizontal line in RTF. Depending on the control or program being used your mileage may vary. RTF implementations in controls and programs tend to simply ignore markup that they don't know how to deal with.
By drawing polygons:
\dobxcolumn \dobypara \dodhgt7200
\dpline \dpptx0 \dppty0 \dpptx7200
\dppty0 \dpx0 \dpy0 \dpxsize7200
\dpysize0 \dplinew15
\dplinecor0 \dplinecog0 \dplinecob0 }\par}
{\pard \brdrb \brdrs \brdrw10 \brsp20 \par}
{\pard \li2268 \ri567
\brdrb \brdrs \brdrw10 \brsp20 \par}

How to Draw a "Wavy Line" Using the Cursor / Mouse

Tag : flash , By : Sinisa Ruzin
Date : March 29 2020, 07:55 AM
will be helpful for those in need Please try the following code. It is not ideal, but it can probably give you some idea.
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Point;

    public class CurvedLineTest extends Sprite
        private static const DRAW_STEP:Number = 2;

        private var curveWidth:Number;
        private var curvePeriod:Number;
        private var smoothing:Number;

        private var prevPos:Point = new Point();
        private var curveLength:Number;
        private var smoothedN:Point = new Point();

        public function CurvedLineTest(curveWidth:Number = 10, curvePeriod:Number = 15, smoothFactor:Number = 80)
            this.curveWidth = curveWidth;
            this.curvePeriod = curvePeriod;
            this.smoothing = Math.min(Math.max(smoothFactor, 0), 100) / 100;

            if( stage )
            else addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);

            // test: simulating fast mouse movements
            moveToPoint(10, 10);
            drawToPoint(15, 15);
            drawToPoint(35, 35);
            drawToPoint(60, 90);
            drawToPoint(150, 190);
            drawToPoint(350, 300);

        private function onAddedToStage(e:Event = null):void
            removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
            stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
            stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
            addEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);

        private function onRemovedFromStage(e:Event):void
            removeEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);
            stage.removeEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
            stage.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
            addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);

        private function onMouseDown(e:MouseEvent):void
            moveToPoint(mouseX, mouseY);
            stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);

        private function onMouseMove(e:MouseEvent):void
            drawToPoint(mouseX, mouseY);

        private function moveToPoint(x:Number, y:Number):void
            prevPos.x = x;
            prevPos.y = y;
            curveLength = 0;
            graphics.moveTo(x, y);

        private function drawToPoint(x:Number, y:Number):void
            // displacement vector
            var d:Point = new Point(x - prevPos.x, y - prevPos.y);

            // length of displacement vector
            var dl:Number = Math.sqrt(d.x * d.x + d.y * d.y);

            // normalized displacement vector
            var nd:Point = new Point(d.x / dl, d.y / dl);

            // normal to the displacement vector
            var cn:Point = normal(nd);

            var currentDl:Number = DRAW_STEP;
            while( currentDl <= dl )
                // incrementing base curve length by the length of the step displacement
                curveLength += DRAW_STEP;

                // base curve coords of the current step
                var stepX:Number = prevPos.x + nd.x * DRAW_STEP;
                var stepY:Number = prevPos.y + nd.y * DRAW_STEP;

                // smoothing the normal to prevent ragged lines
                smoothedN.x = smoothing * smoothedN.x + (1 - smoothing) * cn.x;
                smoothedN.y = smoothing * smoothedN.y + (1 - smoothing) * cn.y;

                // wave form
                var wave:Number = curveWidth * Math.sin(Math.PI * curveLength / curvePeriod);

                // adding normal component to the current point of base curve
                var wavedX:Number = stepX + wave * smoothedN.x;
                var wavedY:Number = stepY + wave * smoothedN.y;

                // drawing waved curve
                graphics.lineStyle(1.5, 0);
                graphics.lineTo(wavedX, wavedY);

                // drawing base curve
                graphics.lineStyle(0, 0xBB2233, 0.5);
                graphics.moveTo(prevPos.x, prevPos.y);
                graphics.lineTo(stepX, stepY);

                // drawing normal
                graphics.lineStyle(0, 0x3322BB, 0.2);
                graphics.moveTo(prevPos.x, prevPos.y);
                graphics.lineTo(stepX + wave * smoothedN.x, stepY + wave * smoothedN.y);

                graphics.moveTo(wavedX, wavedY);

                // remembering current base curve point
                prevPos.x = stepX;
                prevPos.y = stepY;

                currentDl += DRAW_STEP;

         * Calculates normal to the given vector (in clockwise direction).
        private function normal(vec:Point):Point
            var d:Number = Math.sqrt(vec.x * vec.x + vec.y * vec.y);
            return new Point(-vec.y / d, vec.x / d);

        private function onMouseUp(e:MouseEvent):void
            stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);

How To Draw A Line In A RichTextBox Control

Tag : vb.net , By : TC.
Date : March 29 2020, 07:55 AM
help you fix your problem The RichTextBox control is not a graphical control like a canvas.
When I have to do something like what you are describing, I change the background color of the text in question.

How to draw wavy line on iOS device

Tag : iphone , By : PatrickSimonHenk
Date : March 29 2020, 07:55 AM
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