O'Reilly logo

J2ME in a Nutshell by Kim Topley

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Rendering Text

The Graphics class has four methods that you can use to draw text on a Canvas:

public void drawChar(char c, int x, int y, int anchor)

Renders the single character given as the first argument. The position of the character is determined by the x, y, and anchor arguments, as described below.

public void drawChars(char[ ] chars, int offset, int length, int x, int y, int anchor)

Draws characters chars[offset] through chars[offset + length - 1] using the positioning information given by the last three arguments.

public void drawString(String str, int x, int y, int anchor)

Renders the string str at the given location. This is the method most commonly used to draw text.

public void drawSubstring(String str, int offset, int length, int x, int y, int anchor)

Draws the part of the string given by the first argument that occupies the character positions offset to (offset + length - 1).

The text is drawn in the color set by the last setColor( ) or setGrayScale( ) call. Its position and style are affected by the font property of the Graphics object and the location parameters passed to the drawing method. These parameters are described in the following sections.

Fonts

The font determines the shape and size of the text it is used to render. The font attribute can be set or read using the following Graphics methods:

public void setFont(Font font)
public Font getFont( )

In contrast to desktop systems, MIDP devices generally support only a very limited set of fonts, one of ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required