You’ll need a different approach installing fonts.
- Use an installer (create a setup project) to install the fonts
- Another (more easy) approach using a native method.
Declare the dll import:
[DllImport("gdi32.dll", EntryPoint="AddFontResourceW", SetLastError=true)]
public static extern int AddFontResource(
[In][MarshalAs(UnmanagedType.LPWStr)]
string lpFileName);
In your code:
// Try install the font.
result = AddFontResource(@"C:\MY_FONT_LOCATION\MY_NEW_FONT.TTF");
error = Marshal.GetLastWin32Error();
The source:
http://www.brutaldev.com/post/2009/03/26/Installing-and-removing-fonts-using-C
I put it together in a unit test, I hope that helps:
[TestFixture]
public class Tests
{
// Declaring a dll import is nothing more than copy/pasting the next method declaration in your code.
// You can call the method from your own code, that way you can call native
// methods, in this case, install a font into windows.
[DllImport("gdi32.dll", EntryPoint = "AddFontResourceW", SetLastError = true)]
public static extern int AddFontResource([In][MarshalAs(UnmanagedType.LPWStr)]
string lpFileName);
// This is a unit test sample, which just executes the native method and shows
// you how to handle the result and get a potential error.
[Test]
public void InstallFont()
{
// Try install the font.
var result = AddFontResource(@"C:\MY_FONT_LOCATION\MY_NEW_FONT.TTF");
var error = Marshal.GetLastWin32Error();
if (error != 0)
{
Console.WriteLine(new Win32Exception(error).Message);
}
}
}
That should help you on your way 🙂