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Support custom TTF fonts
Support custom TTF fonts
- Target version set to 9
FreeType is too low-level for our usage.
Maybe we should find a new way to do this.
- Subject changed from consider using freetype lib to replace skia, maybe it's our FontLabel to Support custom TTF fonts
- Category changed from 2 to 5
- Target version changed from 9 to cocos2d-1.0.1-x-0.9.2
- Assignee set to zhangxm
Discussed here http://www.cocos2d-x.org/boards/6/topics/1264
We have a chance to try if custom ttf font can be supported via SDKs, at least, iOS & android.
- Status changed from Closed to In Progress
win32 still have problem, reported by Isaac Ashdown at here http://www.cocos2d-x.org/boards/6/topics/1264?r=2841\#message-2841
- Target version changed from cocos2d-1.0.1-x-0.9.2 to cocos2d-1.0.1-x-0.9.1
- Status changed from Closed to Accepted
Reopen. Please read the post of Isaac in this thread http://www.cocos2d-x.org/boards/6/topics/1264?r=3015\#message-3015
I got the edge version yesterday and everythign was working fine. The difference is, though, that the Win32 version requires you to specify the actual font name, whereas the android version has you specify the .ttf file.
We must keep the consistency on different platforms
- Status changed from Accepted to Resolved
Isaac didn’t update his java file.
http://www.cocos2d-x.org/boards/6/topics/1264?r=3015\#message-3015
We should check the issue before openning it.
The man haven’t update his java file is Milda Genius, not Issaac.
I will check the win32 port again.
- Status changed from Resolved to Closed
- Project changed from cocos2d-x to cpp
- Category deleted (
5) - Target version deleted (
cocos2d-1.0.1-x-0.9.1)
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Status: | Closed | |
---|---|---|
Start date: | 2011-02-10 | |
Priority: | Normal | |
Due date: | ||
Assignee: | liswei | |
% Done: | 100% |
|
Category: | - | |
Target version: | - |
Maybe we can use http://www.freetype.org/
Or should we use the platform sdk api to do this?