I want to set bold font on UILabel. I generate label by coding. when i try to set bold font on label ios set system regular font but i want to set 'Noto sans-Bold' font. In storyboard set font completely.
My code is
UILabel *lblName=[[UILabel alloc]initWithFrame:CGRectMake(0, 25, 100, 21)];
lblName.text=#"Hello World";
[lblName setFont:[UIFont fontWithName:#"Noto Sans-Bold" size:15.0]];
[self.view addSubview:lblName];
If you haven't got the formatting of your font title correct, it will automatically default back to system font.
The issue is with your font name and since Noto isn't native it's going to be difficult to know exactly what name you need to provide.
Make sure you have added that font to your project.
You can check your available fonts by running this code:
SWIFT
for familyName in UIFont.familyNames() {
print("\n-- \(familyName) \n")
for fontName in UIFont.fontNamesForFamilyName(familyName) {
print(fontName)
}
}
OBJECTIVE-C
for (NSString *familyName in [UIFont familyNames]){
NSLog(#"Family name: %#", familyName);
for (NSString *fontName in [UIFont fontNamesForFamilyName:familyName]) {
NSLog(#"--Font name: %#", fontName);
}
}
lblname.font = [UIFont fontWithName:#"Noto Sans-Bold" size:18];
and one more thing check your font correctly it is available in list or not.
Here is a list of available fonts .
List of available fonts
EDIT:-
or if you want to set font which not available in xcode then you have to first install it in XCode
please follow this tutorial.
Install custom fonts
As said by Jilouc follow this procedure.
Add the font files to your resource files
Edit your Info.plist: Add a new entry with the key Fonts provided by application.
For each of your files, add the file name to this array
On the example below, I've added the font "DejaVu Sans Mono":
In your application you can
the use [UIFont fontWithName:#"DejaVuSansMono-Bold" size:14.f].
Or if you want to use it in html/css, just use font-family:DejaVu
Sans Mono;
I want to add custom font in my application . I am adding in my project.
and then adding in .plist file.
and my code is
UIFont *CiutadellaBold = [UIFont fontWithName:#"Light up the World with accented characters" size:90.0f];
// Do any additional setup after loading the view, typically from a nib.
[label setFont:CiutadellaBold];
label.text =#"hello";
But the text does not show up in my custom font. What am I doing wrong?
The name of your font is most likely not identical to file name. You can find out names of fonts available in app like this:
for (NSString* family in [UIFont familyNames]) {
NSLog(#"%#", family);
for (NSString* name in [UIFont fontNamesForFamilyName:family])
NSLog(#" %#", name);
}
Your font name is not equals to the file name, you should get in in file info
First check your font is installed in "Font Book" application in your mac. copy the "postScript name" and use in your code.
UIFont *CiutadellaBold = [UIFont fontWithName:#"postScript name" size:90.0f];
Please refer attached screen shot.
Note:This is for iPhoneSimulator. You also check this in device. Sometime this issue not occur in device.
I've looked through almost every thread on creating a custom font for a Label. What am i doing wrong?
plist:
bundle resources:
resources:
The code:
UILabel *headLine = [[UILabel alloc] initWithFrame:CGRectMake(screenWidth/2-55, screenHeight/2-100, 110, 35)];
headLine.textColor = headlineColor;
headLine.text = #"HEADLINE";
UIFont *pacificoFont = [UIFont fontWithName:#"Pacifico" size:35.0f];
headLine.textAlignment = UITextAlignmentCenter;
[headLine setFont:pacificoFont];
[self.view addSubview: headLine];
There are a lot of errors that can be done with custom fonts (more info here).
However, I suspect that your family name is wrong. Use this to print the available family names and check if "Pacifico" is there:
for (NSString* family in [UIFont familyNames]) {
NSLog(#"%#", family);
for (NSString* name in [UIFont fontNamesForFamilyName: family]) {
NSLog(#" %#", name);
}
}
When you declare a UIFont with a custom name you have to specify the family of the font, and not the filename of the ttf file :)
follow the below steps:
1)Add your custom font files into your project using Xcode as a resource
2)Add a key to your Info.plist file called UIAppFonts.
3)Make this key an array
4)For each font you have, enter the full name of your font file (including the extension) as items to the UIAppFonts array
5)Save Info.plist
6)Now in your application you can simply call [UIFont fontWithName:#"CustomFontName" size:12] to get the custom font to use with your UILabels and UITextViews, etc…
note: Make sure the fonts are in your Copy Bundle Resources.
So I am trying to use this font http://fortawesome.github.com/Font-Awesome/. I've added the font as a resource and put it in the plist file. Here's how I am using it:
[homeFeedButton.titleLabel setFont:[UIFont fontWithName:#"fontawesome" size:8]];
NSString *str = [NSString stringWithFormat:#"%C", #"\f030"];
However this doesn't work. Does anyone know how to use this font in an Xcode project?
In Swift:
Font Awesome Cheatsheet.
Tutorial on how to integrate the font called "Font Awesome" in your Xcode project.
Common Mistakes With Adding Custom Fonts to Your iOS App
let label = UILabel(frame: CGRectMake(0, 0, 100, 100))
label.font = UIFont(name: "FontAwesome", size: 40)
let myChar: UniChar = 0xF180
label.text = String(format: "%C", myChar)
self.view.addSubview(label)
BEST solution for FA with XCode:
Copy the icon you want from http://fontawesome.io/cheatsheet/ (I mean mark and copy the icon itself):
Then add a label to your storyboard, and on its properties:
RED - Choose FontAwesome as family
GREEN - Set the size you want
BLUE - Paste here what you copied in the 1st step. (dont worry about the question mark - in the view you should see it properly).
That's it.
If you need to change the icon in the code - you can paste 1st step inside your code too:
Not sure you ever got this working properly, but there's now a couple of nice projects on github:
https://github.com/alexdrone/ios-fontawesome - which gives you a category for NSString which offers basic help using FontAwesome.
and https://github.com/leberwurstsaft/FontAwesome-for-iOS which gives you a NSString category with fontAwesomeIconStringForIconIdentifier and also an UIImageView subclass: FAImageView
It is because your +[NSString stringWithFormat:] method contains the literal for a unichar, not an NSString, which is an object that uses %#, which is beside the point because literal'ing a literal is redundant.
You can just use the literal code string by affixing it with \u.
e.g. You can use \f030 in your iOS app using the following snippet.
[[[UILabel alloc] initWithFrame:CGRectZero] setText:#"\uf030"];
So, I can answer it for Swift & Objective C both. (using Swift 3.0 here)
Adding & configuring font-awesome file & Editing Storyboard
Just download font-awesome from here: fontawesome.io
and add .ttf to your project
Check the image below for more details...
Now the coding part
Swift 3.0
let iconUniChar: UniChar = 0xf113
textLabel.text = String(format: "%C", iconUniChar)
Objective C
_textLabel.text = [NSString stringWithFormat:#"%C", 0xf113];
And, if you are still facing the trouble here's the
entire source code
You can also use the library FontAwesome+iOS for iOS
Then you only need to use this code:
label.text = [NSString fontAwesomeIconStringForIconIdentifier:#"icon-github"];
// or:
label.text = [NSString fontAwesomeIconStringForEnum:FAIconGithub];
Below is the code to set image to a UIButton using FontAwesome
UIButton *btnMenu = [UIButton buttonWithType:UIButtonTypeCustom];
btnMenu.frame = CGRectMake(0, 0, 40, 32);
[btnMenu setTitle:#"\uf0c9" forState:UIControlStateNormal];
[btnMenu setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
[btnMenu.titleLabel setFont:[UIFont fontWithName:#"FontAwesome" size:16]];
NSLog your all font using following code and provide exact name.
NSArray *familyNames = [[NSArray alloc] initWithArray:[UIFont familyNames]];
NSArray *fontNames;
NSInteger indFamily, indFont;
for (indFamily=0; indFamily<[familyNames count]; ++indFamily)
{
NSLog(#"Family name: %#", [familyNames objectAtIndex:indFamily]);
fontNames = [[NSArray alloc] initWithArray:
[UIFont fontNamesForFamilyName:
[familyNames objectAtIndex:indFamily]]];
for (indFont=0; indFont<[fontNames count]; ++indFont)
{
NSLog(#" Font name: %#", [fontNames objectAtIndex:indFont]);
}
}
I was looking for the helper library for Swift3 and found this to be very simple and working solution https://github.com/Syndicode/FontAwesomeKitSwift3. It has animations that explain for novices like me how to include it and use quickly.
Here is an example for a cell's label text:
cell.textLabel.font = [UIFont fontWithName:#"FontAwesome" size:12];
cell.textLabel.text = #"\uf000";
Make sure you get the font name correct as suggested above.
not sure if this answer will be useful looking at the date you posted your question.... but to help someone maybe who is doing it at the moment,
[self.homefeedbutton setTitle:#"o" forState:UIControlStateNormal];
[self.homefeedbutton.titleLabel setFont:[UIFont fontWithName:#"fontawesome" size:30]];
setTitle:#"o" o is a name of the font, don't use the unichar, instead rename your font to something else preferable a letter, e.g if you check fontello.com , select icon, then click customize code tab, on top of you icon there is a small box, change it to any letter....
shout if its not clear enough , I will try to explain in a different way.
I have made a library in swift language with easy integration for UILabel, UIButton and UIBarButtonItem. Also supports Pods. Font Awesome Swift
This may help someone else... I had about 90% of Font Awesome icons working in my project, except a handful of them I couldn't get them to display correctly. They'd instead display a "..." icon instead.
After several hours of investigating unicode characters in Objective-C, I realised I was barking up the wrong tree! "..." isn't a FontAwesome icon, it's UIKit telling me that the frame of the UILabel is too small/font too large to display the text string! D'oh.
In case anyone is wondering, import the following in the .m file.
import "NSString+FontAwesome.h"
For using custom fonts make sure that the name of font which you have given in your plist and here,have the same real name.I mean the name of the font should be the same which in generally it have.Dont try to modify for the name.Check if the name of the font you are using is really the name of this font.
Thanks
Sanjay
FontAwesome font name comes in like so: FontAwesome
Try [UIFont fontWithName:#"FontAwesome" size:8]].
Watching this video tutorial might help: http://youtu.be/J1EHAS0icv0.
I'm trying to use a custom font in my iPhone app.
I created a key for it in my info.plist as follows:
<key>UIAppFonts</key>
<array>
<string>CloisterBlack.ttf</string>
</array>
and I'm accessing the font like this:
[UIFont fontWithName:#"CloisterBlack" size:64.0]
but the font is not displaying. What could be the reason?
Make sure you give the real font name in above code. The font file name and its “real font name” can be different, so just open the font in FontBook app and there you can see the real name of the font.
The "Real Font Name" is not always the one you see in Fontbook. The best way is to ask your device which fonts it sees and what the exact names are.
I use the uifont-name-grabber posted at:
http://forgecode.net/2010/08/uifont-name-grabber/
Just drop the fonts you want into the xcode project, add the file name to its plist, and run it on the device you are building for, it will email you a complete font list using the names that UIFont fontWithName: expects.
Add Font info in info.plist
Find name of font, by printing names of available fonts. You can do that with piece of code:
NSArray *fontFamiliesTemp = [UIFont familyNames];
for (int i = 0; i < [fontFamiliesTemp count]; i++)
{
NSString *fontFamily = [fontFamiliesTemp objectAtIndex:i];
NSArray *fontNames = [UIFont fontNamesForFamilyName:[fontFamilies objectAtIndex:i]];
NSLog (#"%#: %#", fontFamily, fontNames);
}
Search for your font in printed results. After that you only need to use that font name.