LocalizedFontProcessor Class (Microsoft.Xna.Framework.Content.Pipeline.Processors)

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.
System.Object
   Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<TInput,TOutput>
      Microsoft.Xna.Framework.Content.Pipeline.Processors.LocalizedFontProcessor

Namespace: Microsoft.Xna.Framework.Content.Pipeline.Processors
Assembly: MonoGame.Framework.Content.Pipeline (MonoGame.Framework.Content.Pipeline.dll 3.8.0.1082)
  • C#
  • VB
  • F#
[ContentProcessorAttribute]
public class LocalizedFontProcessor : ContentProcessor<TInput,TOutput>

Syntax for VB is not yet implemented.

Syntax for F# is not yet implemented.

The LocalizedFontProcessor type exposes the following members.

  Platforms Name Description
LocalizedFontProcessor Initializes a new instance of the ContentProcessor class. 
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  Platforms Name Description
PremultiplyAlpha  
TextureFormat  
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  Platforms Name Description
Process Converts a font description into SpriteFont format. (Overrides ContentProcessor<TInput,TOutput>.Process().)
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Supported in:

    
 Windows DirectX Desktop
    
 Linux Desktop