I tested the methods above, and whenever I load the saved Bitmap into an ImageViewer(Like Paint), it would have the SaveFileDialog-UI faded into the background of the text. Luckily, I found an easy fix:
SaveFileDialog bfsd = new SaveFileDialog();
var rtb = richTextBox1;
bfsd.Filter = "Bitmap (*.bmp)|*.bmp|All Files (*.*)|*.*";
bfsd.Title = "Save your text as a Bitmap File";
rtb.Update(); // Ensure RTB fully painted
Bitmap bmp = new Bitmap(rtb.Width, rtb.Height);
using (Graphics gr = Graphics.FromImage(bmp))
{
gr.CopyFromScreen(rtb.PointToScreen(Point.Empty), Point.Empty, rtb.Size);
}
if (bfsd.ShowDialog()==DialogResult.OK)
{
Draw:
try
{
bmp.Save(bfsd.FileName);
bmp.Dispose();
}
catch (Exception)
{
DialogResult dr = MessageBox.Show("An error ocurred while attempting to save your Image...", "Error! Error!", MessageBoxButtons.RetryCancel, MessageBoxIcon.Error);
if (dr == DialogResult.Retry)
{
goto Draw;
}
else if (dr == DialogResult.Cancel)
{
return;
}
}
- That way, it paints the picture before you even press
Save(Don't worry, it won't actually save the image until you press Save)
Pressing Cancel doesn't effect the process, because when you press the Button or MenuStripItem to save it, it will update & re-paint it :)
I implemented a try-catch method, so that it will catch an error if one occurs, rather than the app just (Not Responding)
The catch method is a Retry Button
It will catch the error, and give you the choice to either Cancel the whole Operation, or Retry
I used a goto to be able to just rewind, and make another attempt to save the file, rather than having the SaveFileDialog appear again.
I hope this helps you :)