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- <?xml version="1.0" encoding="utf-8"?>
- <XnaContent>
- <Asset Type="LocalizationPipeline.LocalizedFontDescription">
- <!--
- Define which font we want to build.
- -->
- <FontName>Segoe UI Mono</FontName>
- <Size>12</Size>
- <Spacing>0</Spacing>
- <UseKerning>true</UseKerning>
- <Style>Regular</Style>
-
- <!--
- This default character is substituted if the game tries to draw
- characters that were not included in the font. If you do not set
- a default, trying to draw such text will throw an exception instead.
- -->
- <DefaultCharacter>?</DefaultCharacter>
-
- <!--
- Specify which characters should be included in the font. This version just
- requests the standard ASCII character range (also known as Unicode Basic
- Latin), but you can add any other regions or even individual characters
- in here. See http://unicode.org/charts/ for a complete list.
- -->
- <CharacterRegions>
- <CharacterRegion>
- <Start> </Start>
- <End>~</End>
- </CharacterRegion>
- </CharacterRegions>
-
- <!--
- This information is not part of a normal .spritefont file, but was added by our
- custom LocalizedFontDescription class, and used by the LocalizedFontProcessor.
- Rather than having to manually specify hundreds of different character regions,
- we can simply tell the processor what .resx files our game is going to load text
- from. The processor will scan these resources, see what characters they use, and
- automatically add the necessary characters to the font. 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.
- -->
- <ResourceFiles>
- <Resx>..\Strings.resx</Resx>
- <Resx>..\Strings.da.resx</Resx>
- <Resx>..\Strings.fr.resx</Resx>
- <Resx>..\Strings.ja.resx</Resx>
- <Resx>..\Strings.ko.resx</Resx>
- </ResourceFiles>
-
- </Asset>
- </XnaContent>
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