//////////////////////////////////////////////////////////////////////////////// // // Licensed to the Apache Software Foundation (ASF) under one or more // contributor license agreements. See the NOTICE file distributed with // this work for additional information regarding copyright ownership. // The ASF licenses this file to You under the Apache License, Version 2.0 // (the "License"); you may not use this file except in compliance with // the License. You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // //////////////////////////////////////////////////////////////////////////////// package mx.core { import flash.text.Font; /** * FontAsset is a subclass of the flash.text.Font class * which represents fonts that you embed in a Flex application. * *
The font that you embed can be TrueType (TTF) or OpenType (OTF). * You can also embed a system font or a font that is in a SWF file * produced by Flash. * In each of these cases, the MXML compiler autogenerates a class * that extends FontAsset to represent the embedded font.
* *You do not generally use the FontAsset class directly
* when you write a Flex application.
* For example, you can embed a font by using the font-face
CSS selector
* without having to understand that the MXML compiler has created
* a subclass of FontAsset for you.
However, it might be useful to understand what is happening
* at the ActionScript level.
* To embed a font in ActionScript, you declare a variable
* of type Class, and put [Embed]
metadata on it.
* For example, you embed a TTF file like this:
* [Embed(source="Fancy.ttf", fontName="Fancy")] * var fancyClass:Class; ** *
The MXML compiler transcodes the TTF data
* into the font format that the player uses, autogenerates
* a subclass of the FontAsset class, and sets your variable
* to be a reference to this autogenerated class.
* You can then use this class reference to create instances of the
* FontAsset by using the new
operator, and you can use
* APIs of the Font class on them; for example:
* var fancyFont:FontAsset = FontAsset(new fancyClass()); * var hasDigits:Boolean = fancyFont.hasGlyphs("0123456789"); ** *
However, you rarely need to create FontAsset instances yourself
* because you use the fontName
that you specify
* in the [Embed]
metadata to refer to the font; for example,
* you set the fontFamily
CSS style to the font name
* (in this example, "Fancy"
), and not to a FontAsset instance such as
* fancyFont
or to the fancyClass
* class reference. For example:
* <mx:Label text="Thank you for your order." fontFamily="Fancy"/> ** * @see flash.text.Font * * @langversion 3.0 * @playerversion Flash 9 * @playerversion AIR 1.1 * @productversion Flex 3 */ public class FontAsset extends Font implements IFlexAsset { include "../core/Version.as"; //-------------------------------------------------------------------------- // // Constructor // //-------------------------------------------------------------------------- /** * Constructor. * * @langversion 3.0 * @playerversion Flash 9 * @playerversion AIR 1.1 * @productversion Flex 3 */ public function FontAsset() { super(); } } }