ttfRenderTextBlended function
Render UTF-8 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 can render at other quality levels with TTF_RenderText_Solid, TTF_RenderText_Shaded, and TTF_RenderText_LCD.
\param font the font to render with. \param text text to render, in UTF-8 encoding. \param length the length of the text, in bytes, or 0 for null terminated text. \param fg the foreground color for the text. \returns a new 32-bit, ARGB surface, or NULL if there was an error.
\threadsafety This function should be called on the thread that created the font.
\since This function is available since SDL_ttf 3.0.0.
\sa TTF_RenderText_Blended_Wrapped \sa TTF_RenderText_LCD \sa TTF_RenderText_Shaded \sa TTF_RenderText_Solid
extern SDL_DECLSPEC SDL_Surface * SDLCALL TTF_RenderText_Blended(TTF_Font *font, const char *text, size_t length, SDL_Color fg)
Implementation
Pointer<SdlSurface> ttfRenderTextBlended(
Pointer<TtfFont> font, String? text, int length, SdlColor fg) {
final ttfRenderTextBlendedLookupFunction = libSdl3Ttf.lookupFunction<
Pointer<SdlSurface> Function(Pointer<TtfFont> font, Pointer<Utf8> text,
Uint32 length, SdlColor fg),
Pointer<SdlSurface> Function(Pointer<TtfFont> font, Pointer<Utf8> text,
int length, SdlColor fg)>('TTF_RenderText_Blended');
final textPointer = text != null ? text.toNativeUtf8() : nullptr;
final result =
ttfRenderTextBlendedLookupFunction(font, textPointer, length, fg);
calloc.free(textPointer);
return result;
}