FontTextureProcessor.Process Method
Note
This method is available only when developing for Windows.
Creates SpriteFontContent from a bitmap.
Syntax
'Declaration
Public Overrides Function Process ( _
input As Texture2DContent, _
context As ContentProcessorContext _
) As SpriteFontContent
public override SpriteFontContent Process (
Texture2DContent input,
ContentProcessorContext context
)
public:
SpriteFontContent Process(
Texture2DContent input,
ContentProcessorContext context
) override
Parameters
- input
Type: Texture2DContent
The bitmap data to convert to a font. - context
Type: ContentProcessorContext
Context for the specified processor.
Return Value
Type: SpriteFontContent
The font data.
Exceptions
Exception type | Condition |
---|---|
ArgumentNullException | input is null. |
InvalidOperationException | A character cannot be mapped to a glyph index: it is already mapped to a glyph index. |
Remarks
Each character should be arranged on the bitmap in a grid ordered from upper left to lower right. Monochrome characters should use white for solid areas and black for transparent areas. To include multicolored characters, add an alpha channel to the bitmap and use that to control which parts of the character are solid. Fill the spaces between each character and around the edges of the grid with a specific magenta color having the value Red:255 Green:0 Blue:255 Alpha:255. The processor packs the characters together as tightly as possible, eliminating any wasted space in the original grid.
Requirements
Namespace: Microsoft.Xna.Framework.Content.Pipeline.Processors
Assembly: Microsoft.Xna.Framework.Content.Pipeline (in microsoft.xna.framework.content.pipeline.dll)
See Also
Reference
FontTextureProcessor Class
FontTextureProcessor Members
Microsoft.Xna.Framework.Content.Pipeline.Processors Namespace
Platforms
Windows 7, Windows Vista, Windows XP