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Embed font in a mac bundle
(2 answers)
Closed 7 years ago.
I know, if I want to use a font, that already exists in system, I can set it, for example, this way (1):
[[_someButton cell] setFont:[NSFont fontWithName:#"SomeAlreadyInstalledFontName" size:s]];
I also know, I can use a custom font from my project resources someway like that (2):
NSFont* someCustomFont = (NSFont*)[fontConverter fontFromBundle:#"SomeCustomFontName" withHeight:someHeight];
[[_someButton cell] setFont:someCustomFont(12)];
fontConverter is my class, that has a method with this signature:
- (CTFontRef) fontFromBundle : (NSString*) fontName withHeight : (CGFloat) height;
It works, however I want, instead of using method (2), install my custom font to system and work with it like (1).
So is it possible to do this: check, if custom font is installed in system, if no, then install it, when the application is launched/being installed?
File > Add Files to "Your Project Name"
then move your file to supporting files and be sure that you selected right target for your app and check that following paths:
Select your project from project navigator> Build Phases> Copy Bundle
Resources
if your font appears there it means you did everything correct. The last step is add your font to .plist file:
Select your info.plist add an array Fonts provided by application and
add your font in it as a string
It worked in my case and hope it will help you, too. For further information you may examine this: Adding custom fonts
Related
I want to use NSLocalizedString in my app but it always failed. What i do is:
Define 3 Localizations in Project Properties (See screenshot bellow)
Create a new file: Resource Strings File
Check in the app bundle if file.strings is there
Then I use NSLocalizedStrings as follow but it doesn't work!
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
// Insert code here to initialize your application
NSString *v1 = NSLocalizedString(#"MyWindow", nil);
//NSString *v1 = [[NSBundle mainBundle] localizedStringForKey:(#"MyWindow") value:#"" table:nil];
[label setStringValue:v1];
}
In my 3 .strings files I define the below key/value:
"MyWindow" = "Ma Fenetre";
Normally, my label should display "Ma Fenetre" and not "MyWindows"
You can download an example project here and tell me where is the issue.
Bellow the content of Resources folder in my app bundle :
DerivedData om$ find test/Build/Products/Debug/test.app/Contents/Resources/
test/Build/Products/Debug/test.app/Contents/Resources/
test/Build/Products/Debug/test.app/Contents/Resources//de.lproj
test/Build/Products/Debug/test.app/Contents/Resources//de.lproj/File.strings
test/Build/Products/Debug/test.app/Contents/Resources//en.lproj
test/Build/Products/Debug/test.app/Contents/Resources//en.lproj/File.strings
test/Build/Products/Debug/test.app/Contents/Resources//fr.lproj
test/Build/Products/Debug/test.app/Contents/Resources//fr.lproj/File.strings
test/Build/Products/Debug/test.app/Contents/Resources//MainMenu.nib
Thanks
Elfoiros
NSLocalizedString uses Localizable.strings file by default. Change your File.strings name and try again.
For every time you make changes in .Strings file you need to clean your project and remove application from device and simulator. This is the only way to develop Localised application.
Have a happy coding.!
As Adam stated, NSLocalizedString uses Localizable.strings for a lookup table. To specify a custom table, use:
NSLocalizedStringFromTable(#"MyWindow", #"File");
Documentation
Need to take care over case sensitive file names: Localizable.strings not localizable.strings. Simply rename in Finder, delete reference in Xcode project and add Localizable string back to the project. Then make sure the appropriate Localization boxes are selected in the file inspector. Don't know if there's a better slicker process.
I had a similar issue as described here but the solution was different. Somehow I managed to mangle how the Localization.strings file was being referenced in the project.
Removing the Localizable.strings file and readding it fixed the problem for me.
Why am I getting
cocos2d: CCFileUtils: Warning HD file not found: META-hd.png
If I definitely have META-hd.png file in my project?
What I am doing is running my .tmx tilemap. The map uses a tileset that searches for "META.png" (without -hd suffix since I am expecting cocos2d to automatically put it on).
I've found the problem. I only do have -hd versions of my files. But I don't have "non-hd" versions. And for some reason, CCFileUtils will throw me errors when I don't have both types in my project.
Verify that the image is part of the app's target. If it was included as part of a group, and say there was a duplicate on file 10 of 25, the copy stops and files 1-9 are NOT tagged as part of the target. You have to go back and sweep the floor by hand.
In Xcode 4 show the assistant editor, and click the resource in the navigator. The target membership will be shown. If your app is not checked, click on that and voilà, the file will now be found.
In rare cases, i have had to clean the target and recompile to make this effective.
If I understand correctly you will have to have a -hd version of the tilemap as well: meta.tmx and meta-hd.tmx.
Also be sure that your image file is named META-hd.png and not META-HD.png and both images use the same case: META.png and META-hd.png. The iPhone file system is case sensitive (not the iOS Simulator though).
I am trying to install a custom font into my iPhone application. When I add the 'Fonts provided by application’ key into my info.plist file I get the following error ': FT_Open_Face failed: error 85.’
I am not sure what the problem is as I have successfully been able to use custom fonts in the past.
Any help will be appreciated.
If you leave the first element in your font array in the plist (index 0) blank, you will get this error.
PostScript fonts cannot be used with UIFont directly. You can use them only with CoreText or CATextLayer.
This can occur if the font in question is a Font Suitcase format. Open your application package, and if the font .ttf file shows a size of "Zero bytes", it's probably a font suitcase.
Files of this type can be converted using Fondu.
When running Fondu, I had to specify not just the suitcase file, but the resource fork inside it:
fondu mysuitcasefont.ttf/..namedfork/rsrc
This will extract any fonts in the suitcase to the current directory. It is these extracted files you will want to include in your iOS project and reference from the .plist.
I received this error when using a .ttf font. I was able to correct it by removing the file extension from the filename in (a) the resource in xcode and (b) the "Fonts provided by application" array in the .plist file.
Hopefully this will help.
I was trying to use Google Signika font on my App, and got the exact issue.
I solve the issue by using the .otf version of the font
Accepted answer is totally wrong and unnecessary. Probably you made a mistake when writing your font name.
Thats rules for that.
First Step : Write font name before .ttf extension. Example: For FFFTusj.ttf => FFFTusj
Second Step : Write - and after font style. Example: Bold or Medium etc. Example: #"FFFTusj-Bold"
And also dont forget add your font file to your project.
Check this link:
http://www.bycoder.com/post/2013/03/28/XCode-Custom-font-doesnt-work
If your font is REGULAR dont write -Regular at end of font name.
Encountering a weird problem here. I'm developing a game for my school project (non-commercial), and I'm using a custom font Black Chancery (free under GNU GPL). I followed the instructions from multiple sources, which includes:
Add the font to the project (TTF).
Modify app-Info.plist to add the font to it ("Fonts provided by application").
Using [UIFont fontWithName:#"BlackChancery" size:30] when the font is needed.
I could get the font displayed in the Simulator, however when I load it into my iPad, the default system font is used. I'm pretty sure there isn't a problem with the font itself as it displays in the simulator, and I've used FontForge to open the font without any warnings (following from This Question).
Any help is greatly appreciated. Thanks! :)
I can only guess as you haven't posted the contents of your plist or a directory listing of the bundle, but many cases of "resource works on the simulator but not on the device" are caused by the fact that the OS X filesystem is normally configured to be case-insensitive while the filesystem on the device is case sensitive. For example, if your file is named "BlackChancery.TTF" and your plist refers to it as "BlackChancery.ttf", it will be found on the simulator but not on the device.
I was having problem with font not recognizing, I fixed it by checking the correct name of the font by checking info of the font file by Get Info option. In my case the file name was written xyzfont.ttf but actually it was XyzFont.TTF in the info, i replaced and it worked.
Hope, it helps someone.
Another Way
I have come across one more way of finding the correct name, is by installing the font in the FontBook..
Just open FontBook from Finder and select User now from File->Add Fonts select the font you want to add into your application, after little processing the FontBook will show the Font listed in with the Correct name, use the name in the FontBook ignoring the actual ttf file name you have imported or, added to plist.. It should work..
I had the same problem which was resolved with a slight variation on iphonc's solution. The case sensitivity was directly related to the file extension. The problem was associated with my font file named: Choc.TTF
I had to remove the reference to the file in xCode 4.1
Rename the file to Choc.ttf (note lower case file extension)
Add the reference back into xCode
Perform a clean and re-build for the device
Conclusion (in my particular case):
Case sensitivity applies not JUST to the file name, but to the file extension as well (i.e. iOS device appears to tolerate only lower case).
My answer is different from all the rest. I had a problem because the font was all one word and lowercase "compassnormal.ttf" and the name in the file was Compass. So, my code was:
[UIFont fontWithName:#"Compass" size:24]]
Bundle Resource said:
compassnormal.ttf
~info.plist said:
compassnormal.ttf
None of this worked until I changed the actual filename to match it's official name in fontbook.
deleted all references from Bundle Resources and ~info.plist;
added font with updated name to Bundle Resources;
updated plist with new name;
tested in simulator and on device, Voila!
I have also experienced a problem with fonts containing the dash (-) character. Remove that character from your font names and try with that.
So your font named Gotham-Black.ttf should be named GothamBlack.ttf
Also check that your fonts are not zero bytes. I had this same issue and it turned out that my font files had emptied themselves at some stage. Probably when rearranging them in XCode and AppCode.
You have to use the real font name in the [UIFont fontWithName:#"... method! Not the ttf filename!!!
This real name is mostly far away from the filename. Just open the rtf in the Mac font utility. In the header you see the font family!!! Only the family!!! if you now use
NSArray *fontNames = [UIFont fontNamesForFamilyName:#"MyFontNameFamily"];
NSLog(#"%#", fontNames);
in your code, you get the real real real name in the console ;-)
But in the plist entry you still need the (case sensitive) filename!!!
I have the same issue on Xcode 6. My file name was My Font.ttf, it doesn't work. I manage to make it works when I rename it to My Font.TTF, just change the file extension to uppercase.
I used a special font in my photoshop design,
is it possible to use these fonts natively in the iphone app? or
do I need to convert them into an image first?
If this is the only way to do it, what do you do with dynamic text?
Copy your font file into Resources
In your application .plist create (if it's exist just create a row) a row called "Fonts provided by application" and then in "item 0" copy your font name for example "Ciutadella-Bold.otf" (if there are some spaces in font name, rename it and for example replace all spaces to minus '-')
Then you can define this font in your application:
UIFont *CiutadellaBold = [UIFont fontWithName:#"Ciutadella-Bold" size:17.0f];
And use in for instance in uiLabel:
[uiLabel setFont:CiutadellaBold];
UIFont *font = [UIFont fontWithName:#"MyFont" size:20];
[label setFont:font];
Where "MyFont" would be a TrueType or OpenType file in your project (sans the file extension), and label would be an instance of UILabel.
Yes it is possible with iOS 3.2 and later. You need to have the fonts file, I forget what formats exactly. Add the font file as a resource to your project then add the names of the fonts in the applications info.plist in an array under the raw key 'UIAppFonts' or under the friendly key 'Fonts provided by application'.
Here's a sample application that you can look at - https://files.me.com/tobiasoleary/ey08n1. It prints out the all the fonts accessible to the application. Two fonts have been added Flames and Firestarter.
This is by far the easiest way to add custom fonts to application. If you need to support custom fonts for iOS before 4.0 see http://github.com/zynga/FontLabel/tree/master
This question has been asked before here: Can I embed a custom font in an iPhone application?.
Note :
The parameter of “fontWithName” must be the real name of the font, not the name of the file. If you open your ttf file with the Mac Font Book, you will directly see its name on top of the window.