How do I create a bitmap font image that contains characters from multiple regions and is correctly interpreted by XNA content pipeline?
I want to add some special characters to my bitmap font image, but I don't know how to do it correctly.
UPD: I think I'm getting closer to my answer. Sprite font texture content processor looks for non-magenta squares in the image and probably uses an xml settings file like with normal spritefonts to map each square to a corresponding symbol. I should probably edit that xml file for my custom texture, but I don't know where I can find it yet.
There is no XML file.
You have to create a custom content processor. Inherit that processor from
FontTextureProcessor
and override theGetCharacterForIndex
method.Have your method return the character for the specified index in your texture.
The default implementation simply returns
FirstCharacter + index
. Yours can use whatever logic it likes. (I guess you could even make it parse an XML file for the data.)(Note that, for a single region, you can specify what
FirstCharacter
is in the properties for the "Sprite Font Texture" content processor, in the properties window (F4) for that content file.)