Android.Graphics.Paint.TextLocale Property
Get the text Locale.

Syntax

[get: Android.Runtime.Register("getTextLocale", "()Ljava/util/Locale;", "GetGetTextLocaleHandler")]
[set: Android.Runtime.Register("setTextLocale", "(Ljava/util/Locale;)V", "GetSetTextLocale_Ljava_util_Locale_Handler")]
public virtual Java.Util.Locale TextLocale { get; set; }

Value

Documentation for this section has not yet been entered.

Remarks

Get method documentation [Android Documentation]

Get the text Locale.

Set method documentation [Android Documentation]

Set the text locale. The text locale affects how the text is drawn for some languages. For example, if the locale is Java.Util.Locale.Chinese or Java.Util.Locale.China, then the text renderer will prefer to draw text using a Chinese font. Likewise, if the locale is Java.Util.Locale.Japanese or Java.Util.Locale.Japan, then the text renderer will prefer to draw text using a Japanese font. This distinction is important because Chinese and Japanese text both use many of the same Unicode code points but their appearance is subtly different for each language. By default, the text locale is initialized to the system locale (as returned by Java.Util.Locale.Default). This assumes that the text to be rendered will most likely be in the user's preferred language. If the actual language of the text is known, then it can be provided to the text renderer using this method. The text renderer may attempt to guess the language script based on the contents of the text to be drawn independent of the text locale here. Specifying the text locale just helps it do a better job in certain ambiguous cases

Requirements

Namespace: Android.Graphics
Assembly: Mono.Android (in Mono.Android.dll)
Assembly Versions: 0.0.0.0
Since: Added in API level 17