CCLabelBMFont cannot seem to find the font file? - iphone

I'm using cocos-builder to create my view which contains a CCLabelBMFont, the font is set correctly in cocos-builder. But each time I run the app it crashes in the setFntFlie: because it isn't able to find the font file.
I've checked my simulator and it contains the .fnt and .png files.
Any ideas?
Ok so I figured out that the problem is with cocos-builder. For some weird reason it isn't able to find the font files in the bundle, but if I use CCLabelBMFont directly it works fine. Any ideas on why cocos-builder behaves weirdly ?

Please check whether the membership of these files are included in the target.
1. Select file on right side pane.
2. Select the target.

Related

Adding a custom font to macOS app using Swift

I followed a bunch of tutorials but it doesn’t work: I simply want to add a custom font to a macOS app.
What I tried essentially:
Added the .ttf font-files to my project: Target Membership is set and I also made sure that the files are copied using Copy Files within Bundle Phases. After compiling I can see that all files are within the Bundle. So that seems to work perfectly fine.
Info.plist: I added Fonts provided by application and created an item for every font-file I want to add (values like myFont.tff).
I made sure that I use the correct font name. I installed the fonts on my system and configured a Label with Interface Builder so that it uses the desired font. I printed it’s value print(myLabel.font.fontName).
Confusing: If the exactly same font-file I want to add to the app is installed in the systems Fontbook and activated, everything works well. When I deactivate it, it doesn’t work. For me that indicates that I am using the correct font name.
I found ATSApplicationFontsPath and tried to add it to the Info.plist, but neither using a path (recommended by the docs) or values like . (which seemed to work for some people out there) worked out.
Appreciate any help!
I had a hard time getting this to work based on the previous answers, so I decided to write up an answer myself. This is based on previous answers by #ixany and #rob-keniger.
Create a folder named Fonts
Add fonts to the Fonts folder. Uncheck Add to targets and check Copy items if needed.
Add Application fonts resource path to Info.plist and enter Fonts.
Go to Build Phases and create a New Copy Files Phase.
Set the Destinations to Resources and Subpath to Fonts. Then add your font files to the list.
I solved my problem by accident.
I noticed that within the Bundle files, my fonts were included twice: They were copied to the "Resources" directory as well as to the subpath I declared in the "Copy Files" Build Phases.
I removed the fonts from my project, added them again (without checking the "Target Membership") and added them in the Build Phases so they were copied just to the subpath. After that it worked.
Additional notes:
Turned out that Fonts provided by application is a iOS only property so it is not needed for an macOS implementation.
Also, ATSApplicationFontsPath does not need any slashes. For example: Fonts should work just fine.
I had a difficult time finding the correct names for .ttf font files and sometimes discovered some strange behaviour: NSFont picked randomly fonts (regular, medium, bold...) from a font family without any code changes. By using .otf files instead I could solve that too.
None of the above worked for me in Xcode 12 beta 1 running BigSur but these steps did.
Create a Fonts folder for organization.
Add your fonts to the project. Be sure to check the macOS target!
Set Application fonts resource path to "." (no quotes).
No need to edit build phases or anything else.
THe value ATSApplicationFontsPath (i.e. Application fonts resource path) is relative to the Resources folder of your app bundle.
To see where your fonts are copied to:
In Xcode, expand the Products section under Project Navigator and click Show in Finder
In Finder, Ctrl-click on your app and click Show Resource Contents. Browse to the Resources folder and find your fonts there.
Xcode 12 to add custom fonts you have to exclude extension name from the string provided.
i.e.
.font(.custom("your font name", size:xx)) // works every time
.font(.custom("your font name.extension",size:xx)) // always fails
same is not true with Xcode 11.xx there fontname.extension is working.

Using a custom font in Xcode

I'm trying to use a custom font (Sassoon Infant) in Xcode. Despite looking at the numerous posts here on this issue, i haven't been able to resolve the problem.
These are the steps i have taken so far.
Added font to resources
Added font to Font Book
Added SassoonInfantCom-Regular.ttf to Fonts Provided by Application
Tried using fontWithName:#"Sassoon Infant Com", the name in Font Book
Also tried just #"Sassoon"
The font name is not showing up in IB either under the dropdown font menu. The above seems to work for most people but i can't get it working. Anyone have any ideas?
Remove the extension .otf / .ttf from the file and the plist.
Also make sure you are editing the correct plist file for the "Fonts provided by application property"! I spent two days trying everything to make some custom fonts work. Then I realised I was editing the APPTest-info.plist (which is in the resources folder of the Tests folder in XCODE) instead of editing the APP-info.plist file!
In my defence, both files are really close to each other in the files navigator in Xcode... ;-)
I just added it into the bundle and did this
myLabel.font = [UIFont fontWithName:#"MyCustomFont" size:19];
MyCustomFont being a .ttf file.
Hope this helps.
Make sure that the font is added to your target. Select the font and check the target membership in the left Xcode sidebar.
Make sure that you got the correct font name. Open the font in "Font Book" and see its name.

Add Custom Fonts In Xcode 4.1

i want to use custom fonts in y application.
i have declared the "Fonts provided by the application" in the info.Plist file
and set the label.font to the font with name with / without the .TTF extension
draged the TTF file in to the project and copied the file to the project
created an outlet to the label but still, nothing works.
if someone knows what is going on over there i would like to get some help.
recently i have noticed the this problem are known # the 4.1 (xcode version).
TNX :)
The font name isn't the name of the file. What you want to do is double click on the font in Finder.
This should open it in Font Book like this image
The font name you want is the one in the title which I've highlighted so attractively in red.
I just spent a big chunk of my day trying to figure my problem out... what I missed was, when I dragged the .ttf file into xcode, I did not select my app's name under "Add to target:" section.
Even though it seemed as if the file was in the correct directory and what not, it wasn't recognising it under the family names, using this code:
NSLog(#"FONT FAMILIES\n%#",[UIFont familyNames]);
So hopefully this can help someone if they're stuck.
The above advice did not work for me, so I wanted to share what did:
Opening the font in Finder gave a long name that did not work (TypeWrong Smudged - DGL), but when I looked for the same font in the Photoshop font list it showed the name as just TypeWrong, which did work. So if Finder shows a long name with spaces in it, you might want to try just using the first space-free chunk.
You have to check what is the font name it is at times different from font file name...
check this link

Could not load "my-icon.png" image referenced from a nib (iPhone)

I am receiving the following error message:
2011-02-11 14:47:13.815 myProject[13177:207] Could not load the "icon-troubleshoot.png" image referenced from a nib in the bundle with identifier "com.myCompany.myProject"
This file is an old file that was being used before, but has now been deleted. As far as I know icon-troubleshoot.png is not used anywhere in my project. I tried cleaning and rebuilding, emptying caches but it didn't work. Searching for the string troubleshoot as a textual reference and "contains" selected returned nothing. Does anyone know how I can find what is causing this error?
The warning message suggests there is a reference to this png file in your .xib or .nib file(s).
Now the question is how to find it. Xcode is poor at doing this. Opening every nib file in a text editor like textedit and manual searching is time consuming.
The best solution I have for such searching tasks is to fire up terminal and use grep command. Go to source folder of your project in terminal then you can run the following in your case:
grep -i -r --include=*.xib "my-icon.png" ./
This will return all *.xib files where my-icon.png is referenced.
Later when you will see those *.xib files in xcode you'll find a '?' sign in place of my-icon.png showing that image is indeed missing as you deleted it. Now you deleted it to replace it with another image. So select '?' mark symbol, open Utilities area (to the right) and choose the correct file name. That is all.
as far as I know the search tool of x-code do not search inside the xib files that's why your search returns nothing. Anyway It's really probable there's still a reference in a xib file somewhere. Because xib files are just xml, if you don't want to check all them manually, try to open all your xib with a text editor like TextMate and perform a global text search over the content for the .png filename.
Hope this helps.
Ciao!
Clean the whole project and recompile.
There must be a reference to this file in one of the nibs. If you can't find it, try deleting the nib file where the image was used, and create a new one.
Also, check your bundle for a reference to the image file.
I had this exact same issue and I found that when I included this file in the project I didn't specify both my Development and Distribution targets, only Development, so as soon as I tried building Distribution target, it wasn't found. You have to delete reference to this image, then re-add it and make sure you checkmark all of the targets that it should be found in.
This could happen if you only have an imageName#2x.png image and have run a low resolution non-retina display build.
Cut the height and width in half in your favorite image editor and then save it in the same folder as the #2x as imageName.png
Select your storyboard object in solution explorer, right click on storyboard->"Open As"->"Source Code", now you will see xml code from storyboard. Search your image name with Cmd+F and replace or remove it.

Could not load the image referenced from a nib in the bundle running on device

SplitView[1290:307] Could not load the "canary04.png" image referenced from a nib in the bundle with identifier "xx.co.mycompany.ipad.SplitView"
I only get the error when running on the device. There are no problems running in simulator.
I am using the image directly in interface builder with an UIImageView.
EDIT: I have added a different new image to a different nib and that works no problems.
Anyone have any ideas?
It might not be added to your Target and in XCode 4 you can do it like this:
In your Project View, click your project name
Select your target and select "Build Phases" tab
Drag your image file into your "Copy Bundle Resources" section
That fixed it for me.
The filesystem on iOS devices is case sensitive, so it's quite possibly a case issue. (Mac OS X is generally case in-sensitive, hence you've not seen this issue in the simulator.)
As such, check that you're using the same case in the code as the filename itself.
Do you have the image in a referenced folder in XCode (blue folder)? If so you have to include the folder name in the image path, something like "Images/canary04.png"
The easy way
1 Simply do a grep in command shell to find the string of the referenced image:
grep -R 'canary04.png' YourMainDirectoryFolder/*
2 It will give you (for example) an output like this:
YourProject/en.lproj/YourViewController.xib:
<textField borderStyle="roundedRect" background="canary04.png" id="19">
3 You now know which nib file and which element it is. Just go in the file and remove the reference.
Delete the blue folder where the image is.
Import again and select "Copy items if needed".
Select "Create Groups" NOT folders
Save image as PNG-24. It works for me
You can do this to check it from your storyboard, or nib. Open it as Source Code:
Then "Find" the image name in it, see if it exists but already invalid in your project, probably you have deleted or changed its name, and now it doesn't seem valid.
Have you included the file in the target? Right-click on your Target in Xcode, select Get Info and choose the "Targets" group along the top. Make sure your intended target(s) are checked.
Good Luck.
EDIT:
The text above should have read Right-click the file (canary04.png) in Xcocde and select Get Info...
Sorry for the typo.
I had this problem when I upgraded to Xcode 4.4.1. I found that although I had deleted the images (and corresponding buttons, etc.) in the storyboards, there was still mention of them in my storyboard files (in a tabBarItems field). I manually commented them out (), Product -> Clean, and I didn't get the errors any more.
I knew there must be bogus references in the storyboard as I had previously deleted my TabBar and the current App worked without problems, just with annoying messages in the console.
I had the same issue. try to
clean
build and run
it worked with me
In my case, it was because Photoshop wasn't saving my files correctly. In the file save dialog I was clicking on myfile.png in an attempt to overwrite that file, and it was saving the file with a png extension, but in photoshop format.
I had to make sure to actually change the file format to PNG before clicking on the file I wanted to overwrite, thus saving in actual png file, thus being readable by iOS. Interestingly, interface builder showed my psd-as-png files just fine.
More generically, make sure your file is, in fact, in the format you think it is and that iOS is therefore expecting.
Solution 1 :
In my case I had copied folder containing images and even checked "Destination : copy items if needed". However it has not been added to "Copy Bundle Resources" of "Build Phases".
You can add images as follows :
Select Targets
Select "Build Phases" tab
Select "Copy Bundle Resources"
Click on "+" (Plus) button just beneath it
Locate images and add it
Solution 2 :
Delete images by selecting "Move to thrash". Again add images in your project with "Destination : copy items if needed" checked.
Note : Make sure that you add images in Assets.xcassets folder and not outside it.
I was getting this error too. I will describe my scenario:
I have a subdirectory "img" which has some png's in it.
One of these png is "ic_timeprogress_000.png"
In the storyboard (visual designer) I had an imageView and the image was set to "ic_timeprogress_000.png" (not programatically). The designer showed the imageView correctly:
Although when running the app, the error was thrown.
So in the storyboard I changed (I insist: not programatically) from "ic_timeprogress_000.png" to "img/ic_timeprogress_000.png", which lead to not showing correctly the image in the designer but showing correctly when running (no error)
Although I alter imageView.image programatically, so this "initial image" isn't ever used.
Check to make sure that canary04.png exists in your project, and that it was not deleted.
My problem was that I saved the image as .jpg and changed the name to .png (was still in jpg format). It worked with simulator
Check your image name. If it contains some spaces then image will show while running in simulator but not in the device. While running it checks Case sensitive name etc.
I had a different problem in iOS 8. In my case the problem was that I selected Device Specific for the image set, and then selected iPad. Changing this back to Universal fixed the problem.
This setting can be found in the images.xcassets file, in the third column show the attributes inspector for the image set.
In this case the images wont be displayed in the storyboard or NIB file even if you have added them to images.xcassets. They also wont show in the simulator or device.
I've encountered this issue when I was trying to set image of an imageView on Interface Builder (.xib) file.
(I was using Image Assets)
I've had 2 images with theImage.jpeg and theImage#2x.jpg
Interface Builder could be able to display true images at compile time with these jpg / jpeg formats. But I've got this error in the runtime:
Could not load the "theImage" image referenced from a nib in the bundle with identifier "org.etc.etc"
Then I changed my image files formats to .png and it worked!
Try this solution too if you have different formats for images you try to set.
I also met the problem that jpeg files cannot be loaded successfully, however I solved it without changing them to png format: for example, if you have an image named "bg.jpg", don't use "bg" in storyboard (this name is listed in the dropdown selection list), instead you should explicitly write "bg.jpg" in the name field.
For programming based image view, I guess using .jpg extension like [UIImage imageNamed:#"xx.jpg"] should also work (I did't test though).
Try cleaning the project and make sure the info.plist matches the xx.co.mycompany.ipad.SplitView
Check the image name. Then check to see if you can open the image itself in paint or photoshop. If the image was created in photoshop and there were layers sometimes there is some conflict with the .png
I had the same issue, if your images are inside sub-folders, you need to choose "Create groups for subfolders" Option when you copy the resources.
I have this problem with Xcode 5, and it seems "Combine high resolution artwork" is the culprit. I opened the app bundle, and all the images were *.tiff, which caused the image to "not be found" :S
FIX:
Open project settings, and search in the top for "combine". Change that setting to NO.
For some reason, everyone is missing this essential fix.
In my case all images where displaying fine on devices with >iOS 7 but not with iOS 6.1.
The solution was that iOS7 is case sensitive but iOS 6.1 wasn't for me. I had images named like "myImageName" and also named "myimagename" witch leads my old iPhone 3 to be unable to display these images.
So renaming them solved it.
Tried each and every answer here and nothing, so here's another glitch, your icon name cannot have dots (.) because if it does (and Xcode allows you to do that!) while the icons show well in storyboard, they won't load either in the simulator or the device.
Maybe after you set the button's image, you changed the image's name.
2015 - Still having this problem. I was referencing an image that no longer existed in one of tabbed buttons.
Solution:
Simply inspect all your buttons, UIImage etc. and make sure that the image that you are referencing actually exists within your project.
I got this problem when I accidentally added another Image set to Asset Catalog file. I renamed it after I realised the mistake, but it doesn't seem to work.
Removing the file and adding it again solves the problem.
what worked for me is making sure the file's owner in interface builder has a "view" outlet.
From IB, select file's owner from "Placeholders", then in "Connections Inspector" make sure the view outlet in connected to the main view of current XIB.
This happened because i removed the main view at some point and forgot to reconnect my new view.
Hope it helps somebody else.
In my case, the issue was the image format. They were 'jpg' files, while Xcode was expecting 'png' files. Changing the file format fixed the issue.