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fontawesome icons
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8 changed files with 15 additions and 72 deletions
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@ -63,8 +63,7 @@
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Resources\AboutResources.txt" />
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<None Include="Assets\AboutAssets.txt" />
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<AndroidAsset Include="Assets\FontAwesome.ttf" />
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<None Include="Properties\AndroidManifest.xml" />
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</ItemGroup>
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<ItemGroup>
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@ -1,19 +0,0 @@
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Any raw assets you want to be deployed with your application can be placed in
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this directory (and child directories) and given a Build Action of "AndroidAsset".
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These files will be deployed with you package and will be accessible using Android's
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AssetManager, like this:
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public class ReadAsset : Activity
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{
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protected override void OnCreate (Bundle bundle)
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{
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base.OnCreate (bundle);
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InputStream input = Assets.Open ("my_asset.txt");
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}
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}
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Additionally, some Android functions will automatically load asset files:
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Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf");
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src/Android/Assets/FontAwesome.ttf
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src/Android/Assets/FontAwesome.ttf
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@ -1,50 +0,0 @@
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Images, layout descriptions, binary blobs and string dictionaries can be included
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in your application as resource files. Various Android APIs are designed to
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operate on the resource IDs instead of dealing with images, strings or binary blobs
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directly.
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For example, a sample Android app that contains a user interface layout (main.xml),
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an internationalization string table (strings.xml) and some icons (drawable-XXX/icon.png)
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would keep its resources in the "Resources" directory of the application:
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Resources/
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drawable-hdpi/
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icon.png
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drawable-ldpi/
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icon.png
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drawable-mdpi/
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icon.png
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layout/
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main.xml
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values/
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strings.xml
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In order to get the build system to recognize Android resources, set the build action to
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"AndroidResource". The native Android APIs do not operate directly with filenames, but
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instead operate on resource IDs. When you compile an Android application that uses resources,
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the build system will package the resources for distribution and generate a class called
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"Resource" that contains the tokens for each one of the resources included. For example,
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for the above Resources layout, this is what the Resource class would expose:
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public class Resource {
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public class drawable {
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public const int icon = 0x123;
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}
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public class layout {
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public const int main = 0x456;
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}
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public class strings {
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public const int first_string = 0xabc;
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public const int second_string = 0xbcd;
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}
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}
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You would then use R.drawable.icon to reference the drawable/icon.png file, or Resource.layout.main
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to reference the layout/main.xml file, or Resource.strings.first_string to reference the first
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string in the dictionary file values/strings.xml.
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@ -1,7 +1,6 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<ContentPage xmlns="http://xamarin.com/schemas/2014/forms"
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xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml"
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xmlns:local="clr-namespace:App"
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x:Class="Bit.App.MainPage">
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<StackLayout>
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<Label Text="Welcome to Xamarin.Forms!"
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HorizontalOptions="Center"
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VerticalOptions="CenterAndExpand" />
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<Label Text=""
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HorizontalOptions="Center"
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VerticalOptions="CenterAndExpand">
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<Label.FontFamily>
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<OnPlatform x:TypeArguments="x:String"
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Android="FontAwesome.ttf#FontAwesome"
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iOS="FontAwesome" />
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</Label.FontFamily>
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</Label>
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</StackLayout>
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</ContentPage>
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@ -36,5 +36,9 @@
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<string>Assets.xcassets/AppIcon.appiconset</string>
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<key>CFBundleShortVersionString</key>
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<string>2.0.0</string>
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<key>UIAppFonts</key>
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<array>
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<string>FontAwesome.ttf</string>
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</array>
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</dict>
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</plist>
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BIN
src/iOS/Resources/FontAwesome.ttf
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BIN
src/iOS/Resources/FontAwesome.ttf
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<None Include="Entitlements.plist" />
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<None Include="Info.plist" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<BundleResource Include="Resources\FontAwesome.ttf" />
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</ItemGroup>
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<ItemGroup>
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<InterfaceDefinition Include="Resources\LaunchScreen.storyboard" />
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