Use the System Font
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The proper way to draw text using the same font as the dialog box is:
  NONCLIENTMETRICS ncm;
  ncm.cbSize=sizeof(NONCLIENTMETRICS);
  SystemParametersInfo(SPI_GETNONCLIENTMETRICS,0,&ncm,0);

This provides a LOGFONT structure at ncm.lfStatusFont which you can modify (say by adding underline: ncm.lfStatusFont.lfUnderline=TRUE;) Then just use CreateFontIndirect(&ncm.lfStatusFont); to have the font ready for selecting into the device context. If you don't need to alter the font in any ways your code will be simpler using one of the following methods...

If you are drawing text on a control, the font to use is the dialog's font, which can be accessed like this: CGdiObject* OldFont=dc.SelectObject(GetParent()->GetFont()); then use dc.DrawText(...);and finish with dc.SelectObject(OldFont);

If you're just wanting to use the font unchanged use: CGdiObject* OldFont=dc.SelectStockObject(ANSI_VAR_FONT); then use: dc.DrawText(...); and finish with: dc.SelectObject(&OldFont); It is best to use a class to encapsulate the clean-up:

class CUseDialogFont {
  CGdiObject* OldFont;
  CDC* pDC;
public:
  CUseDialogFont(CDC* _pDC) {pDC=_pDC; OldFont=pDC->SelectStockObject(ANSI_VAR_FONT);}
 ~CUseDialogFont()          {try{pDC->SelectObject(&OldFont);}catch(...){}}
};

Then in your code just use: CUseDialogFont Font(&dc); That way you can 'return' at any time safe in the knowledge that the original font will be selected.


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