This is what I have figured out so far:

According to the Quartz 2D programming guide "Quartz 2D provides a limited, 
low-level interface for drawing text encoded in the MacRoman text encoding and 
for drawing glyphs" which probably explains my problem with using 
CGContextShowTextAtPoint().

I don't need a layout engine because I only need to put a single glyph at a 
specific location.

I can successfully print a glyph on my view using CGContextShowGlyphs() but as 
of yet I haven't figured a way to actually find the glyph for the unicode 
character U+2B06 / E2 AC 86. If I could find a font that has the character I 
need then I could put it all together. I know the font is available I just 
don't know how to find it.

I'm not sure how to use the string drawing APIs to directly put a unicode UTF8 
character onto a specific X,Y location given a CGContextRef.

Thanks

On Mar 30, 2012, at 9:44 AM, Douglas Davidson wrote:
> On Mar 30, 2012, at 9:31 AM, Jens Alfke wrote:
> 
>> On Mar 30, 2012, at 9:18 AM, Jeff Schriebman wrote:
>> 
>>> I have not found a way to use CGContextShowTextAtPoint to easily display 
>>> such a character and the examples I have found using 
>>> CGContextShowGlyphsAtPoint() seem to require me to use a font containing 
>>> the upwards arrow glyph.
>> 
>> I'm not familiar with the CG-level text APIs. But unless they're very 
>> low-level indeed, as long as they take Unicode strings you should be able to 
>> use arbitrary characters, and the renderer will substitute glyphs from 
>> appropriate fonts as needed.
> 
> They are in fact very low-level indeed, so ignore them unless you're prepared 
> to write your own Unicode layout engine on top of them.  Use the string 
> drawing APIs instead. 
> 
> Douglas Davidson

Jeff




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