예제 #1
0
        private static void OnLanguageChange(LocalizedContentManager.LanguageCode code)
        {
            if (SpriteText._characterMap != null)
            {
                SpriteText._characterMap.Clear();
            }
            else
            {
                SpriteText._characterMap = new Dictionary <char, FontChar>();
            }
            if (SpriteText.fontPages != null)
            {
                SpriteText.fontPages.Clear();
            }
            else
            {
                SpriteText.fontPages = new List <Texture2D>();
            }
            switch (code)
            {
            case LocalizedContentManager.LanguageCode.ja:
                SpriteText.FontFile      = SpriteText.loadFont("Fonts\\Japanese");
                SpriteText.fontPixelZoom = 1.75f;
                break;

            case LocalizedContentManager.LanguageCode.ru:
                SpriteText.FontFile      = SpriteText.loadFont("Fonts\\Russian");
                SpriteText.fontPixelZoom = 3f;
                break;

            case LocalizedContentManager.LanguageCode.zh:
                SpriteText.FontFile      = SpriteText.loadFont("Fonts\\Chinese");
                SpriteText.fontPixelZoom = 1.5f;
                break;

            case LocalizedContentManager.LanguageCode.th:
                SpriteText.FontFile      = SpriteText.loadFont("Fonts\\Thai");
                SpriteText.fontPixelZoom = 1.5f;
                break;
            }
            foreach (FontChar current in SpriteText.FontFile.Chars)
            {
                char key = (char)current.ID;
                SpriteText._characterMap.Add(key, current);
            }
            foreach (FontPage current2 in SpriteText.FontFile.Pages)
            {
                SpriteText.fontPages.Add(Game1.content.Load <Texture2D>("Fonts\\" + current2.File));
            }
        }
예제 #2
0
        private static void setUpCharacterMap()
        {
            if (!LocalizedContentManager.CurrentLanguageLatin && SpriteText._characterMap == null)
            {
                SpriteText._characterMap = new Dictionary <char, FontChar>();
                SpriteText.fontPages     = new List <Texture2D>();
                switch (LocalizedContentManager.CurrentLanguageCode)
                {
                case LocalizedContentManager.LanguageCode.ja:
                    SpriteText.FontFile      = SpriteText.loadFont("Fonts\\Japanese");
                    SpriteText.fontPixelZoom = 1.75f;
                    break;

                case LocalizedContentManager.LanguageCode.ru:
                    SpriteText.FontFile      = SpriteText.loadFont("Fonts\\Russian");
                    SpriteText.fontPixelZoom = 3f;
                    break;

                case LocalizedContentManager.LanguageCode.zh:
                    SpriteText.FontFile      = SpriteText.loadFont("Fonts\\Chinese");
                    SpriteText.fontPixelZoom = 1.5f;
                    break;

                case LocalizedContentManager.LanguageCode.th:
                    SpriteText.FontFile      = SpriteText.loadFont("Fonts\\Thai");
                    SpriteText.fontPixelZoom = 1.5f;
                    break;
                }
                foreach (FontChar fontChar in SpriteText.FontFile.Chars)
                {
                    char id = (char)fontChar.ID;
                    SpriteText._characterMap.Add(id, fontChar);
                }
                foreach (FontPage page in SpriteText.FontFile.Pages)
                {
                    SpriteText.fontPages.Add(Game1.content.Load <Texture2D>("Fonts\\" + page.File));
                }
                LocalizedContentManager.OnLanguageChange += new LocalizedContentManager.LanguageChangedHandler(SpriteText.OnLanguageChange);
            }
            else
            {
                if (!LocalizedContentManager.CurrentLanguageLatin || (double)SpriteText.fontPixelZoom >= 3.0)
                {
                    return;
                }
                SpriteText.fontPixelZoom = 3f;
            }
        }