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7<title>MaskProfanityWordsInText</title>
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10<h1><CODE><a href="../../../../nn/Overview.html">nn</a>::<a href="../../../../nn/ngc/Overview.html">ngc</a>::<a href="../../../../nn/ngc/CTR/Overview.html">CTR</a>::<a href="../../../../nn/ngc/CTR/ProfanityFilterBase/Overview.html">ProfanityFilterBase</a>::MaskProfanityWordsInText</CODE> Member Function</h1>
11<h2>Syntax</h2>
12    <div class="section">
13      <pre class="definition">
14virtual <a href="../../../../nn/Result/Overview.html">nn::Result</a> MaskProfanityWordsInText(
15     int * pProfanityWordCount,
16     wchar_t * pText
17) = 0;
18
19virtual <a href="../../../../nn/Result/Overview.html">nn::Result</a> MaskProfanityWordsInText(
20     int * pProfanityWordCount,
21     <a href="../../../../nn/ngc/CTR/ProfanityFilterPatternList.html">ProfanityFilterPatternList</a> nPatternCode,
22     wchar_t * pText
23) = 0;
24
25virtual <a href="../../../../nn/Result/Overview.html">nn::Result</a> MaskProfanityWordsInText(
26     int * pProfanityWordCount,
27     bool bCommunicateWithOtherRegions,
28     wchar_t * pText
29) = 0;
30</pre>
31    </div>
32<h2>List of Overloaded Member Functions</h2>
33    <div class="section">
34      <table class="members">
35        <tr>
36          <td>
37<a href="./MaskProfanityWordsInText(0).html"><CODE>MaskProfanityWordsInText ( int *, wchar_t * )</CODE> </a>
38          </td>
39<td>Checks the specified text against all pattern lists to determine if strings contain profanity and should not be displayed.</td>
40        </tr>
41        <tr>
42          <td>
43<a href="./MaskProfanityWordsInText(1).html"><CODE>MaskProfanityWordsInText ( int *, ProfanityFilterPatternList, wchar_t * )</CODE> </a>
44          </td>
45<td>Checks the specified text against the specified pattern list to determine if strings contain profanity and should not be displayed.</td>
46        </tr>
47        <tr>
48          <td>
49<a href="./MaskProfanityWordsInText(2).html"><CODE>MaskProfanityWordsInText ( int *, bool, wchar_t * )</CODE> </a>
50          </td>
51<td>Checks the specified text to determine if strings contain profanity and should not be displayed. It does this by first getting the system region and language settings, then checking against the pattern list specified for that region and language in the UGC Guidelines.</td>
52        </tr> </table>
53    </div>
54<h2>Description of <CODE>MaskProfanityWordsInText ( int *, wchar_t * )</CODE></h2>
55<div class="section"><p>This function processes text strings that are at least of a certain length. The maximum number of characters (including the null terminator) for the text is <CODE><a href="../../../../nn/ngc/MAX_TEXT_LENGTH.html">nn::ngc::MAX_TEXT_LENGTH</a></CODE>. It cannot process short single words, like screen names. To check words, use the <CODE><a href="../../../../nn/ngc/CTR/ProfanityFilterBase/CheckProfanityWords.html">ProfanityFilterBase::CheckProfanityWords</a></CODE> function instead.</p><p>When you call this function, the specified string is checked for the presence of profanity, and places where profanity appears are masked by asterisk symbols.</p><p>This operation occasionally takes a long time. (It blocks while in progress.) The duration of processing depends on such factors as the system version and the length of the given text. Nintendo recommends running this function in a separate thread, as running it in the main thread can cause the frame rate to decrease.</p><p>See the most recent UGC guidelines for details on the pattern lists that text must be checked against.</p></div>
56<h2>Description of <CODE>MaskProfanityWordsInText ( int *, ProfanityFilterPatternList, wchar_t * )</CODE></h2>
57<div class="section"><p>This function processes text strings that are at least of a certain length. The maximum number of characters (including the null terminator) for the text is <CODE><a href="../../../../nn/ngc/MAX_TEXT_LENGTH.html">nn::ngc::MAX_TEXT_LENGTH</a></CODE>. It cannot process short single words, like screen names. To check words, use the <CODE><a href="../../../../nn/ngc/CTR/ProfanityFilterBase/CheckProfanityWords.html">ProfanityFilterBase::CheckProfanityWords</a></CODE> function instead.</p><p>When you call this function, the specified string is checked for the presence of profanity, and places where profanity appears are masked by asterisk symbols.</p><p>This operation occasionally takes a long time. (It blocks while in progress.) The duration of processing depends on such factors as the system version and the length of the given text. Nintendo recommends running this function in a separate thread, as running it in the main thread can cause the frame rate to decrease.</p><p>See the most recent UGC guidelines for details on the pattern lists that text must be checked against.</p></div>
58<h2>Description of <CODE>MaskProfanityWordsInText ( int *, bool, wchar_t * )</CODE></h2>
59<div class="section"><p>This function processes text strings that are at least of a certain length. The maximum number of characters (including the null terminator) for the text is <CODE><a href="../../../../nn/ngc/MAX_TEXT_LENGTH.html">nn::ngc::MAX_TEXT_LENGTH</a></CODE>. It cannot process short single words, like screen names. To check words, use the <CODE><a href="../../../../nn/ngc/CTR/ProfanityFilterBase/CheckProfanityWords.html">ProfanityFilterBase::CheckProfanityWords</a></CODE> function instead.</p><p>When you call this function, the specified string is checked for the presence of profanity, and places where profanity appears are masked by asterisk symbols.</p><p>This operation occasionally takes a long time. (It blocks while in progress.) Processing time may differ depending on the version of the system installed. Nintendo recommends running this function in a separate thread, as running it in the main thread can cause the frame rate to decrease.</p></div>
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