ttfRenderUnicodeShaded function

Pointer<SdlSurface> ttfRenderUnicodeShaded(
  1. Pointer<TtfFont> font,
  2. Pointer<Uint16> text,
  3. SdlColor fg,
  4. SdlColor bg,
)

Render UCS-2 text at high quality to a new 8-bit surface.

This function will allocate a new 8-bit, palettized surface. The surface's 0 pixel will be the specified background color, while other pixels have varying degrees of the foreground 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_RenderUNICODE_Shaded_Wrapped() instead if you need to wrap the output to multiple lines.

This will not wrap on newline characters.

Please note that this function is named "Unicode" but currently expects UCS-2 encoding (16 bits per codepoint). This does not give you access to large Unicode values, such as emoji glyphs. These codepoints are accessible through the UTF-8 version of this function.

You can render at other quality levels with TTF_RenderUNICODE_Solid, TTF_RenderUNICODE_Blended, and TTF_RenderUNICODE_LCD.

\param font the font to render with. \param text text to render, in UCS-2 encoding. \param fg the foreground color for the text. \returns a new 8-bit, palettized surface, or NULL if there was an error.

\since This function is available since SDL_ttf 2.0.12.

\sa TTF_RenderUTF8_Shaded

extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderUNICODE_Shaded(TTF_Font *font, const Uint16 *text, SDL_Color fg, SDL_Color bg)

Implementation

Pointer<SdlSurface> ttfRenderUnicodeShaded(
    Pointer<TtfFont> font, Pointer<Uint16> text, SdlColor fg, SdlColor bg) {
  final ttfRenderUnicodeShadedLookupFunction = libSdl2Ttf.lookupFunction<
      Pointer<SdlSurface> Function(Pointer<TtfFont> font, Pointer<Uint16> text,
          SdlColor fg, SdlColor bg),
      Pointer<SdlSurface> Function(Pointer<TtfFont> font, Pointer<Uint16> text,
          SdlColor fg, SdlColor bg)>('TTF_RenderUNICODE_Shaded');
  return ttfRenderUnicodeShadedLookupFunction(font, text, fg, bg);
}