When the platform gets an input string, EmojiCompat.process needs to transform it to have an EmojiSpan which basically tells Android to not render a portion of the string. When new emojis are added by Unicode, a new emoji requires a new glyph, or printable character, be added to the emoji font - and updating tables so the font knows which codepoint(s) display this glyph. Normally you might think of fonts as containing the character ‘e’, which is defined with strokes, but fonts are actually pretty powerful and can contain bitmaps, pngs, svgs, or even full programs - someone even made a game entirely in a font □. The picture is really just a png in a font file (you can find the emoji font we make for Android here). It is represented by a unicode codepoint(s), just like the letter ‘e’, but unicode specified that when these codepoint(s) display they should show an emoji-image instead of an ‘e’. In simple terms, a graphical emoji is really just a □️ that displays inside text. Let’s take a look at how these emojis render in AppCompat 1.3 vs AppCompat 1.4. If needed, you can disable it for a specific text view in XML or code. The emoji2 library is integrated into AppCompat 1.4 meaning all you have to do is update to AppCompat1.4 and you can display modern emojis on API 19 and higher! All TextViews in AppCompat work by default because we added automatic configuration, so it can configure itself to load the correct emoji font. New emojis are added by Unicode yearly as part of the new Android release, but unfortunately, there’s no way to ship new emoji fonts to old versions of Android prior to S. If you try to type the flexing arm and it displays an arm and a color box it is not only an issue about confusion but also misrepresentation around various skin tones which contributes to a poor experience in your app.Īs language changes, so do emojis. For example, □□ is a combination of □ and □. To make emoji more interesting, in many cases, an emoji will be a combination of other emojis.
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