ttfRenderTextBlended function

Pointer<SdlSurface> ttfRenderTextBlended(
  1. Pointer<TtfFont> font,
  2. String? text,
  3. SdlColor fg
)

Render Latin1 text at high quality to a new ARGB surface.

This function will allocate a new 32-bit, ARGB surface, using alpha blending to dither the font with the given color. This function returns the new surface, or NULL if there was an error.

This will not word-wrap the string; you'll get a surface with a single line of text, as long as the string requires. You can use TTF_RenderText_Blended_Wrapped() instead if you need to wrap the output to multiple lines.

This will not wrap on newline characters.

You almost certainly want TTF_RenderUTF8_Blended() unless you're sure you have a 1-byte Latin1 encoding. US ASCII characters will work with either function, but most other Unicode characters packed into a const char * will need UTF-8.

You can render at other quality levels with TTF_RenderText_Solid, TTF_RenderText_Blended, and TTF_RenderText_LCD.

\param font the font to render with. \param text text to render, in Latin1 encoding. \param fg the foreground color for the text. \returns a new 32-bit, ARGB surface, or NULL if there was an error.

\since This function is available since SDL_ttf 2.0.12.

\sa TTF_RenderUTF8_Shaded \sa TTF_RenderUNICODE_Shaded

extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderText_Blended(TTF_Font *font, const char *text, SDL_Color fg)

Implementation

Pointer<SdlSurface> ttfRenderTextBlended(
    Pointer<TtfFont> font, String? text, SdlColor fg) {
  final ttfRenderTextBlendedLookupFunction = libSdl2Ttf.lookupFunction<
      Pointer<SdlSurface> Function(
          Pointer<TtfFont> font, Pointer<Utf8> text, SdlColor fg),
      Pointer<SdlSurface> Function(Pointer<TtfFont> font, Pointer<Utf8> text,
          SdlColor fg)>('TTF_RenderText_Blended');
  final textPointer = text != null ? text.toNativeUtf8() : nullptr;
  final result = ttfRenderTextBlendedLookupFunction(font, textPointer, fg);
  calloc.free(textPointer);
  return result;
}