renderTextShadedWrapped method

Pointer<SdlSurface> renderTextShadedWrapped(
  1. String? text,
  2. SdlColor fg,
  3. SdlColor bg,
  4. int wrapLength,
)

Render UTF-8 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_RenderText_Shaded_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_Blended, 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. \param bg the background color for the text. \returns a new 8-bit, palettized 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 \sa TTF_RenderText_LCD \sa TTF_RenderText_Shaded_Wrapped \sa TTF_RenderText_Solid

extern SDL_DECLSPEC SDL_Surface * SDLCALL TTF_RenderText_Shaded(TTF_Font *font, const char *text, size_t length, SDL_Color fg, SDL_Color bg)

Implementation

Pointer<SdlSurface> renderTextShadedWrapped(
    String? text, SdlColor fg, SdlColor bg, int wrapLength) {
  var length = 0;
  if (text != null) {
    var pointer = text.toNativeUtf8();
    length = pointer.length;
    calloc.free(pointer);
  }
  return ttfRenderTextShadedWrapped(this, text, length, fg, bg, wrapLength);
}