Custom font does not render correctly when using ShowText - xamarin.ios

I have a custom view in which I am trying to draw text using a Windows font (calibri.ttf). However, I am getting different behaviour between using the DrawString & ShowText functions.
I have embedded the font as part of the app (added it to the UIAppFonts list & set it's build action to Content) and I all works fine when I use the DrawString method from my custom UIView e.g.
Code
public override void Draw (System.Drawing.RectangleF rect)
{
base.Draw (rect);
DrawString("Calibri font via DrawString", new RectangleF(10, 10, 100, 100), UIFont.FromName("Calibri", 16f));
}
Result
However, if I attempt to draw the same text this time using ShowText it appears as if the font isn't encoding the text correctly, or the character mapping is wrong.
Code
public override void Draw (System.Drawing.RectangleF rect)
{
base.Draw (rect);
var ctx = UIGraphics.GetCurrentContext();
ctx.SelectFont("Calibri", 16f, MonoTouch.CoreGraphics.CGTextEncoding.FontSpecific);
ctx.ShowTextAtPoint(10, 10, "Calibri font via ShowText using SelectFont");
}
Result
UPDATE - Here is what I get if I use MacRoman encoding instead of FontSpecific:
I have also tried loading in the font manually and using that but then I get nothing at all, it's like it doesn't recognise the font e.g.
var fontPath = NSBundle.MainBundle.PathForResource("calibri", "ttf");
var provider = new CGDataProvider(fontPath);
var font = CGFont.CreateFromProvider(provider);
var ctx = UIGraphics.GetCurrentContext();
ctx.SetFont(font);
ctx.ShowTextAtPoint(10, 20, "Calibri font via ShowText using SetFont");
I know that DrawString is UIKit & ShowText is CG (Quartz) so I understand that there may be differences. However, from what I gathered the only difference with DrawString was it corrected the issue with the difference in Offset (CG being at the bottom left/UIKit being at the top left).
NOTE - The underlying problem I have is I need to use this font to draw text onto a layer via a custom CALayerDelegate. I don't have access to the DrawString function from in there, therefore, the only way I can see to draw the text is via ShowText. Alternative solutions are welcome!

This really looks like an encoding issue. Try using CGTextEncoding.MacRoman instead of CGTextEncoding.FontSpecific (even Arial wouldn't render, as expected, with FontSpecific).
UPDATE Oct 12th
a) your last code sample won't work because Apple doc specifically states not to use SetFont and ShowText together. Quote follow:
Quartz uses font data provided by the system to map each byte of the array through the encoding vector of the current font to obtain the glyph to display. Note that the font must have been set using CGContextSelectFont. Don’t use CGContextShowText in conjunction with CGContextSetFont.
b) the CGTextEncoding.MacRoman code works with several other iPhone-supplied fonts. I'm beginning to suspect it's something about the Calibri.ttf font itself that is not supported by iOS.

Related

tk.Text: Tag Font

Is there a way to get a proper Font instance out of a tag, so I can change just the size? I know I can dump it in tk.font.Font but that seems really inefficient.
for tag in self.tag_names():
#I need `f` to be a Font instance, not just a string
f = self.tag_cget(tag, 'font')
If you used font objects to create the tags, then you can get the font name from the tag and then use nametofont to convert it to an instance of tkinter.font.Font. However, this only works if the tag has a font associated with it, and if the font is a font object rather than shorthand notation (eg: ("Helvetica", 24, "bold")).
from tkinter.font import nametofont
...
for tag_name in self.tag_names():
font_name = self.tag_cget(tag_name, "font")
if font_name:
font = nametofont(font_name)
size = int(font.cget("size"))
font.configure(size = size + delta)
One method is to premake all of the Font instances and assign the instances to the applicable tag's font option. When you want to change the sizes, loop over the stored Font instances, and change their sizes directly. Every tag that uses your Font instances will change accordingly.

Display number in rectangle

Note that I am using Python3 and Phoenix.
I would like to display a number (double, but that does not matter now) formatted in some way (again, no matter what that way is) within a rectangle: almost a wx.StaticText but not editable by the user. This is to display some data coming from some hardware, such as a temperature.
Is there such a widget?
I tried with using the default wx.StaticText with a style but I must have done something wrong:
hbox = wx.BoxSizer(wx.HORIZONTAL)
title = wx.StaticText(parent, label=label)
title.SetLabelMarkup("<b>{}</b>".format(label))
hbox.Add(title, border=5)
value = wx.StaticText(parent, label="3.141592", style=wx.BORDER_RAISED)
value.SetWindowStyle(wx.BORDER_SIMPLE)
hbox.Add(value, border=5)
title = wx.StaticText(parent, label="\u2103")
hbox.Add(title, border=5)
Shows this on Linux (Fedora 24, GTK):
Wouldn't using a wx.TextCtrl set to read only do the job?
Temp = wx.TextCtrl(panel1, value="3.141592", style=wx.TE_READONLY)
Temp.SetBackgroundColour('green')
The simplest solution is to just use wxStaticText with a border style (e.g. wxBORDER_SIMPLE, ...). If you don't like the appearance this results in, it's pretty simple to make your own widget drawing whatever border you desire: just create a window, define its wxEVT_PAINT handler and draw the (presumably centered) text in it and a border outside of it.

Drawing strings with slick2d and TTF

I've been experimenting with String printing in LWJGL using slickutils. Generally when browsing the web I found two approaches to this. First being bitmaps where you have an entire alphabet and print each letter as a Texture, the other being using TrueTypeFonts and the truetypefont.drawString(20f,20f,"LWJGL String Test", Color.green) method.
However, most of the literature I found was a few years old. What is the right way to do this at the current time?
At the moment I'm using the TrueTypeFont method, however my result confuses me.
//It doesn't matter which Font I try to load, I get the same green bar.
//I think it has something to do with not finding the Fonts?
Font awtFont = new Font("Times New Roman", Font.BOLD, 24);
TrueTypeFont font = new TrueTypeFont(awtFont, true);
font.drawString(20f, 20f, "LWJGL TEST STRING",Color.green);
I've also copied an example from the internet and get the same result(just a bar).
Tried googling but couldn't find any fixes.
TrueTypeFont is deprecated. Use UnicodeFont instead.
Check this:
// Create a font with the size of 20, and not bold or italic.
Unicode font = new UnicodeFont("res/font.ttf", 20, false, false);
font.addAsciiGlyphs();
font.getEffects().add(new ColorEffect());
font.loadGlyphs();
g.setFont(font);
g.drawString("Shit example", 100, 100);

HowTo: Visio SDK page Re-Layout FlowChart Top to Bottom

I'm creating a dynamic VSD from a hierarchical set of data that represents a flowchart. I don't want/need to fuddle with absolute positioning of these elements - the automatic layout options will work just fine.
The problem is I can't figure out how to perform this command via code. In the UI (Visio 2010), the commands are on the ribbon here: Design (tab) -> Layout (group) -> Re-Layout (SplitButton).
Any of these will do. Looking through the Visio SDK documentation and Googling for a couple days have turned up nothing of very much use.
Any ideas? (using C#, but VB/VBA would do)
The Page.Layout() method itself is not enough.
In the WBSTreeView.sln sample project (VB.Net) I found how to accomplish this, but couldn't post my answer until 8 hours later :-x
The other layout types are possible by looking through the enums used below.
Compact -> DownRight just ended up being better for most of the flows we're creating.
Translated to C#:
// auto-layout, Compact Tree -> Down then Right
var layoutCell = this._page.PageSheet.get_CellsSRC(
(short)VisSectionIndices.visSectionObject,
(short)VisRowIndices.visRowPageLayout,
(short)VisCellIndices.visPLOPlaceStyle);
layoutCell.set_Result(
VisUnitCodes.visPageUnits,
(short)VisCellVals.visPLOPlaceCompactDownRight);
layoutCell = this._page.PageSheet.get_CellsSRC(
(short)VisSectionIndices.visSectionObject,
(short)VisRowIndices.visRowPageLayout,
(short)VisCellIndices.visPLORouteStyle);
layoutCell.set_Result(
VisUnitCodes.visPageUnits,
(short)VisCellVals.visLORouteFlowchartNS);
//// to change page orientation
//layoutCell = this._page.PageSheet.get_CellsSRC(
// (short)VisSectionIndices.visSectionObject,
// (short)VisRowIndices.visRowPrintProperties,
// (short)VisCellIndices.visPrintPropertiesPageOrientation);
//layoutCell.set_Result(
// VisUnitCodes.visPageUnits,
// (short)VisCellVals.visPPOLandscape);
// curved connector lines
layoutCell = this._page.PageSheet.get_CellsSRC(
(short)VisSectionIndices.visSectionObject,
(short)VisRowIndices.visRowPageLayout,
(short)VisCellIndices.visPLOLineRouteExt);
layoutCell.set_Result(
VisUnitCodes.visPageUnits,
(short)VisCellVals.visLORouteExtNURBS);
// perform the layout
this._page.Layout();
// optionally resize the page to fit the space taken by its shapes
this._page.ResizeToFitContents();
//
Changing Connector Line Colors
If you're unfamiliar with how formulas for colors work, this might also be very frustrating. By default you can give an int as a string to get pre-defined colors, but this isn't very helpful because there isn't an easy way to figure out what each of those colors are. (There is a Page.Colors collection, but you have to inspect each of their RGB values and figure out the color from them.)
Instead, you can use your own RGB values for the formula.
private void SetConnectorLineColor(Shape connector, string colorFormula)
{
var cell = connector.get_Cells("LineColor");
cell.Formula = colorFormula;
}
internal static class AnswerColorFormula
{
public static string Green = "RGB(0,200,0)";
public static string Orange = "RGB(255,100,0)";
public static string Yellow = "RGB(255,200,0)";
public static string Red = "RGB(255,5,5)";
}
Call the Layout method on the Page object. If there are shapes selected on this page then this method will only operate on the current selection. You may want to call DeselectAll on the ActiveWindow first.

Setting the navigation bar color in monotouch

I am attempting to write an application with MonoTouch. I need to set the background color of the navigation bar. I'd like to set it to orange. This seems like an easy task, but I can't seem to get it to work. Currently, I'm doing the following in the AppDelegate.cs file:
this.window = new UIWindow (UIScreen.MainScreen.Bounds);
this.rootNavigationController = new UINavigationController();
UIColor backgroundColor = new UIColor(74, 151, 223, 255);
this.rootNavigationController.NavigationBar.BackgroundColor = UIColor.Orange;
However, the navigation bar color is still the default color. How do I set the background color of the navigation bar?
You can do this on an ad-hoc basis as Rob described using the TintColor property:
this.rootNavigationController.NavigationBar.TintColor = UIColor.Orange;
Alternatively, you can also set the TintColor for all UINavigationBars at once using the UIAppearance proxy in iOS 5. This is usually done somewhere near DidFinishLaunchingWithOptions method in the AppDelegate:
UINavigationBar.Appearance.TintColor = UIColor.Orange;
You can check out the Apple doc for more detailed information and implementation restrictions:
http://developer.apple.com/library/ios/#documentation/uikit/reference/UIAppearance_Protocol/Reference/Reference.html
Try changing the TintColor and Translucent properties.

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