fontawesome icons

This commit is contained in:
Kyle Spearrin 2019-03-27 21:26:57 -04:00
parent 0f2d2ac7a9
commit afd5d55b5f
8 changed files with 15 additions and 72 deletions

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@ -63,8 +63,7 @@
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\AboutResources.txt" />
<None Include="Assets\AboutAssets.txt" />
<AndroidAsset Include="Assets\FontAwesome.ttf" />
<None Include="Properties\AndroidManifest.xml" />
</ItemGroup>
<ItemGroup>

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@ -1,19 +0,0 @@
Any raw assets you want to be deployed with your application can be placed in
this directory (and child directories) and given a Build Action of "AndroidAsset".
These files will be deployed with you package and will be accessible using Android's
AssetManager, like this:
public class ReadAsset : Activity
{
protected override void OnCreate (Bundle bundle)
{
base.OnCreate (bundle);
InputStream input = Assets.Open ("my_asset.txt");
}
}
Additionally, some Android functions will automatically load asset files:
Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf");

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@ -1,50 +0,0 @@
Images, layout descriptions, binary blobs and string dictionaries can be included
in your application as resource files. Various Android APIs are designed to
operate on the resource IDs instead of dealing with images, strings or binary blobs
directly.
For example, a sample Android app that contains a user interface layout (main.xml),
an internationalization string table (strings.xml) and some icons (drawable-XXX/icon.png)
would keep its resources in the "Resources" directory of the application:
Resources/
drawable-hdpi/
icon.png
drawable-ldpi/
icon.png
drawable-mdpi/
icon.png
layout/
main.xml
values/
strings.xml
In order to get the build system to recognize Android resources, set the build action to
"AndroidResource". The native Android APIs do not operate directly with filenames, but
instead operate on resource IDs. When you compile an Android application that uses resources,
the build system will package the resources for distribution and generate a class called
"Resource" that contains the tokens for each one of the resources included. For example,
for the above Resources layout, this is what the Resource class would expose:
public class Resource {
public class drawable {
public const int icon = 0x123;
}
public class layout {
public const int main = 0x456;
}
public class strings {
public const int first_string = 0xabc;
public const int second_string = 0xbcd;
}
}
You would then use R.drawable.icon to reference the drawable/icon.png file, or Resource.layout.main
to reference the layout/main.xml file, or Resource.strings.first_string to reference the first
string in the dictionary file values/strings.xml.

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@ -1,7 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<ContentPage xmlns="http://xamarin.com/schemas/2014/forms"
xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml"
xmlns:local="clr-namespace:App"
x:Class="Bit.App.MainPage">
<StackLayout>
@ -9,6 +8,15 @@
<Label Text="Welcome to Xamarin.Forms!"
HorizontalOptions="Center"
VerticalOptions="CenterAndExpand" />
<Label Text="&#xf2b9;"
HorizontalOptions="Center"
VerticalOptions="CenterAndExpand">
<Label.FontFamily>
<OnPlatform x:TypeArguments="x:String"
Android="FontAwesome.ttf#FontAwesome"
iOS="FontAwesome" />
</Label.FontFamily>
</Label>
</StackLayout>
</ContentPage>

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@ -36,5 +36,9 @@
<string>Assets.xcassets/AppIcon.appiconset</string>
<key>CFBundleShortVersionString</key>
<string>2.0.0</string>
<key>UIAppFonts</key>
<array>
<string>FontAwesome.ttf</string>
</array>
</dict>
</plist>

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@ -95,6 +95,7 @@
<None Include="Entitlements.plist" />
<None Include="Info.plist" />
<Compile Include="Properties\AssemblyInfo.cs" />
<BundleResource Include="Resources\FontAwesome.ttf" />
</ItemGroup>
<ItemGroup>
<InterfaceDefinition Include="Resources\LaunchScreen.storyboard" />