I want bitmap font for Form from LWUIT component. I create rs file with bitmap font(that is theme file create by Resource Editor.jar). Then I load that file from my MIDlet with following code...
Then I get Font by, get method("Font 1"); // Font 1 is font name create with LWUIT Editor.
But when i want font from Font object(that from Resource Object) from following code..
Then i get character set from font is ="ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789.,;:!/*()[]{}|#$%^&<>?'"+- "
What's the problem is that? I change many font type but all are return that String.
The string you are listing above is the charset string which indicates the characters supported by the font it is not the font itself. To apply the font use the setFont method of the Graphics or Style classes.
Related
I was working on a Hello World scene of Godot.
Instead of using "Hello World" as demonstrated in the tutorial, I tried something like "你好世界", but I found that it didn't work. Anything non-ASCII that I typed in the label text input got ignored.
How can I use non-ASCII characters in Godot labels? Or is it supported at all?
The default Label font in Godot doesn't support non-ASCII characters.
You can try to change the font in your Label node to one that supports non-ASCII symbols by picking a font from your computer, or if it doesn't exist on your device, uploading it from some site like Google Fonts.
After choosing the font for your Label node, open the Custom Fonts property in the editor of the node, and create a DynamicFont, and in Font => Font Data press Load and choose your font in the opened window in the file system (.ttf or any another font extension).
In the current project a custom equivalent for Font Awesome is used for all required icons in the web application.
Is it possible to use Font Awesome, or some other font based symbol instead of PNG graphics as a KML icon?
I want to change font size dynamically. Unfortunately, layout depends on font size. The font size is setting for root styleclass. So how can I determine what is font size for some nodes?
Every class that extends Labeled has a font property. You can bind this font property to another font property and change it as you like.
You can get the node from your group and then get its font property to do what you want.
Yes the layout is dependent on size of font. Maybe calling sizeToScene() of stage repeatedly may help.
Read this: http://docs.oracle.com/javafx/2/api/javafx/scene/control/Labeled.html
I use that code
Font bmpfont=Font.createBitmapFont(icon, new int[0], new int[12], "S");
First param is image, second is offset, third is length and fourth is charset. And I get Font object from that code. But I set that font to TextArea...
TextArea ta=new TextArea();
ta.getStlye().setFont(bmpfont);
ta.setText("S");
Text Area display only "S". Then I want to know how to create my own bitmap font and how to add that font to use. I want to make many bitmap fonts.
Generally we expect you to use the bitmap font creation tools within LWUIT and not invoke this method which is intended for internal use.
Regardless its plainly obvious you used the method incorrectly since the cut offsets don't contain the locations within the font.
Just use the resource editor or Ant task to create a font and then set that font either via the theme or by manually extracting it from the resource file.
Is there any way to set the size(means font size,i want to make my text larger contaning font size of 17-20) of the text in the label in LWUIT for J2ME.
You can set the large text by two ways.
Use ResourceEdit and Create the new Large Font in Font tab. Then change the Label#Unselected font to that new Large Font.
Use following code,
new Label("Sample").getStyle().setFont(Font.createSystemFont(Font.FACE_SYSTEM, Font.STYLE_PLAIN, Font.SIZE_LARGE));
For more info see this article, Using Font with LWUIT