

Icon font scaling is done simply by setting the the FontSize property. This makes the characters directly scalable (up and down) with no degrataion in the quality of the rendered image. Instead, the outlines of the characters (or glyphs) in TrueType fonts are made of straight line segments and quadratic Bézier curves. Vector based fonts such as TTF do not contain pixel definitions. At worst, your users could be present with a higly pixelated images.

The result is at best, a fuzzy image with soft edges. When you scale them up to larger sizes, the individual pixels stored in the files scale up as well. Essentially, they are just bitmaps or pixel by pixel representations. Here are a few reason why you want to do this: You can use them in any control that can display text, including Buttons, Labels, Pickers controls that can display text through ItemTemplates. Instead of using individually rendered and scaled bitmap images in the form of. There is a better way and it is surprisingly simple. If you’ve done this before, you know how time-consuming and error-prone it is. Then if your designer (assuming that you have one on the project) changes a couple of icons, you will have dozens of assets to individually remove and replace.

Assuming that you get all of the source images right the first time in a moderately complex application, you could end up with hundreds of assets to wrangle. It’s not just the effort of finding or creating the right images, or as in the case of multiplatform applications such as Xamarin, using the right visual metaphor for each target platform it’s a matter of scaling all of the assets to create properly sized images that fit hdpi, xhdpi, xxhdi, and so on. One of the most time-consuming is the task of adding icons to your toolbars, buttons, menus, headers, footers and so on.
#Xamarin.ios font picker software#
There are so many little details that a software developer must take care of before publishing an application.
