I remember doing this in C# for a directx app.

Depending on how picky you are, the numbers for time signatures, and the
clefs, can be a pain.

Good luck.
On May 9, 2012 11:00 AM, "JackN" <[email protected]> wrote:

> I mean just develop the graphics using primative methods to produce the
> output you want. Like sprites (jpg, png), but procedural based.
>
> eg..
>
> void drawWholeNote(canvas, centerx,centery, scale)
> {
>      canvas.drawCircle(etc.....);
> }
>
>
>  void drawHalfNote(canvas, centerx,centery, scale)
> {
>      canvas.drawCircle(etc.....)
>      canvas.drawLine(etc....)
> }
>
>
>
> On Tuesday, May 8, 2012 8:43:52 AM UTC-7, Simon Giddings wrote:
>
>> Thank you for taking the time to reply.
>> Can you point me in the direction for what this "procedure based
>> rendering" is about ?
>>
>> On Tuesday, 8 May 2012 17:38:30 UTC+2, JackN wrote:
>>>
>>> you might want to consider procedure based rendering. Should scale well
>>> (and easy).
>>>
>>> I wish you luck and I would get you app when it is done.
>>>
>>>
>>> On Tuesday, May 8, 2012 6:43:08 AM UTC-7, Simon Giddings wrote:
>>>
>>>> I am researching the writing of a "simple" music notation program which
>>>> will permit simple actions such as
>>>>
>>>>    - Display
>>>>    - Transposition
>>>>    - Annotation
>>>>    - etc
>>>>
>>>> My first hurdle is how to display the music.
>>>>
>>>> The majority of desktop apps use music fonts, which makes zooming and
>>>> resizing quite "simple". However, it would appear that I would need to be
>>>> able to access the individual glyphs to do this - which is not possible in
>>>> android as far as I understand.
>>>>
>>>> Should I stick with a music font and try to find a way to get the
>>>> information needed ?
>>>>
>>>> Should I abandon this and be looking at using svg files or transparent
>>>> PNGs ?
>>>>
>>>> Can anyone advise here, please ?
>>>>
>>>  --
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