How can i add different custom font to different target in iOS - swift

I am trying to add 3 different custom font to 3 different target how can i add that font. one storyboard have 3 labels which has bold, semi-bold, regular font weight with different size. i have added ttf font file in each target info.plist but how can i set font to each lable ???

1.check the font file is added to the projectworkspace
2.click the attributes inspector and you will find text click dropdown and choose attributed and you've to choose the font you added in your project and Finally again change text to plain

Related

SpriteKit - font not found

I am developing for macOS and I would like to use a custom TTF font with SKLabelNode in my SpriteKit project.
I did search the web how to do it and every place I can find describe the following steps:
Add the font to your app bundle
Add the "Application fonts resource path" key to Info.plist with
"Fonts" as the value
Add the "Fonts provided by application" key to Info.plist and add name of the font file
Create a Copy build phase with "Resources" as the Destination and
"Fonts" as the Subpath
Drag/Drop the font to the Copy build phase
In Finder right-click on the font file and select the "Get Info" menu option.
From the "Full Name" field, copy the font's name
I have done everything from the list above and I try to set the font inside the didMove() method programatically like so:
titleLabel = self.childNode(withName: "TitleLabel") as! SKLabelNode
titleLabel.fontName = "Lobster Regular"
However, when I run it, I get the error "Lobster Regular" font is not found. I double checked and this is the name of the font. I also tried to use the file name but that also did not worked.
I did also follow the official documentation.
The problem is however, the documentation suggest that after adding the font to the Xcode project and include the keys in info.plist, I should be able to assign the font to labels using interface builder. But in my case, the font does not show up inside interface builder.
If I add the font to Font Book, it works, I can use it both programatically and inside interface builder but I would like to include the font with my app/game instead.
What am I missing? Is there any other properties in Xcode I should check?
Thank you.
It seems in my case the solution was to set the "Application fonts resource path" key to an empty string, just leave it blank the value field to automatically pick up all fonts I have included with the project. Entering a . as value also seems to work and able to set the font programatically this way.

Fonts added to the TinyMCE are not apply style

I want to add new fonts to tinymce . I put my fonts in tiff format in the following path:
tinymce/themes/advanced/fonts/
In the two files editor_template.js and editor_template_src.js, in the theme_advanced_fonts section, I added the fonts name as follows:
theme_advanced_fonts : "B Nazanin=BNazanin,B Titr=BTitrBd;Andale Mono=andale mono,times;Arial=arial...
It is now displayed in the font dropdown editor, but when I select that font for an example: B Titr, the font of that expression will not be change to B Titr.
Can anyone help?
Are you passing CSS to the editor that includes these fonts? The editor itself is an iFrame so you need to pass CSS to the editor that includes these fonts so that when you try to use them the browser knows how to render them.
https://www.tiny.cloud/docs/configure/content-appearance/#content_css

Custom font doesn't have a line wrap

When I use custom font, it will cover other text instead of auto linefeed.
How to make it auto linefeed?
solution
I think you'll find this tutorial useful:
[Tutorial][Unity] Generate and import a bitmap font with a free tool -
http://www.benoitfreslon.com/unity-generate-and-import-a-bitmap-font-with-a-free-tool
In addition, follow the help for line spacing:
You can change the spacing or the kerning if you create a editable
copy of the font, you just have to click in the font (in the Assets
panel), go to the gear icon of the Inspector panel and click "Create
Editable Copy". The new copy on the Assets panel has a parameter
called "Line Spacing" that you can modify at will.
http://answers.unity3d.com/questions/22732/how-can-i-adjust-line-spacing-for-a-font.html
So, for those of you who created your custom font in much smaller pixels (e.g., 7x7), try changing the Line Spacing to one number above the width/height. If each letter is about 8x8, change the Line Spacing to 9 and adjust from there.

How to install Ubuntu font in .xib or can we change system default font for Xcode 4.5.1 (not through Code it should be through the .xib)

Need to add Ubuntu Font through .xib , i Mean it should be like in the list for Example Font:Custom Family:Helvetica Style:Regular , Family Should be 'Ubuntu'
OR
Can We Change the system Default Font To Ubuntu.
This behavior is not possible via XIB
If you want to add your custom font through xib --> font property means, it is not possible. But, if you want a label or textfield or etc., with your custom font means we achieve this by sub-classing the respective control i.e, overriding the awakeFromNib. And you need to add your custom font in the .plist file of your project under the key "Fonts provided by application". Like this..

Install and use new font in iPhone Interface Builder?

I need to install a new font and use it iPhone.I did the following steps:
Install a Font in Fonts Folder.
Add Font in iPhone project file. test.otf.
Added font name "Fonts provided by application" in Plist file.
I check this font TextEdit. It is working fine, it is not affect in Interface Builder.
If i double click the Label to edit text, font is assigned and displaying with font but it is not displaying in normal mode.
It will not displayed in interface builder. You need to assign that font by code. Something like below.
[UIFont fontWithName:#"Your Font Name" size:20];
Hope this help.