Class LocalizedFontProcessor
- Assembly
- MonoGame.Framework.Content.Pipeline.dll
Custom processor extends the SpriteFont build process to scan over the resource strings used by the game, automatically adding whatever characters it finds in them to the font. This makes sure the game will always have all the characters it needs, no matter what languages it is localized into, while still producing an efficient font that does not waste space on unnecessary characters. This is especially useful for languages such as Japanese and Korean, which have potentially thousands of different characters, although games typically only use a small fraction of these. Building only the characters we need is far more efficient than if we tried to include the entire CJK character region.
[ContentProcessor]
public class LocalizedFontProcessor : ContentProcessor<LocalizedFontDescription, SpriteFontContent>, IContentProcessor
- Inheritance
-
LocalizedFontProcessor
- Implements
- Inherited Members
Constructors
LocalizedFontProcessor()
public LocalizedFontProcessor()
Properties
PremultiplyAlpha
public virtual bool PremultiplyAlpha { get; set; }
Property Value
TextureFormat
public virtual TextureProcessorOutputFormat TextureFormat { get; set; }
Property Value
Methods
Process(LocalizedFontDescription, ContentProcessorContext)
Converts a font description into SpriteFont format.
public override SpriteFontContent Process(LocalizedFontDescription input, ContentProcessorContext context)
Parameters
input
LocalizedFontDescriptioncontext
ContentProcessorContext