Indeed, SpriteFont and LocalizedSpriteFont won’t work in this scenario, so I suspect I’ll be replacing SpriteFont with FontStashSharp.
The more I look into this the more it looks like I will probably need to dump the resx files and redo the whoooole localization process… [thousand yard stare]…
I do want to keep the localization library strongly typed, though. Intellisense and compile time errors are just too good to pass up.
Someone in my PM’s reminded me that XMLSerializers exist, so maybe that’s the way to go. Write a Localization class with all the same strings, use “serialize” to create the ‘template’ language pack file, and then load other language packs at runtime with a simple “deserialize”.
Except… that won’t work with a static class. Okay, might need to do something a bit hacky here. Or pinch some code off of stack overflow.