func (f *Font) RenderText_Shaded(text string, fg, bg sdl.Color) *sdl.Surface { _text := C.CString(text) defer C.free(unsafe.Pointer(_text)) _fg := C.SDL_Color{C.Uint8(fg.R), C.Uint8(fg.G), C.Uint8(fg.B), C.Uint8(fg.A)} _bg := C.SDL_Color{C.Uint8(bg.R), C.Uint8(bg.G), C.Uint8(bg.B), C.Uint8(bg.A)} surface := (*sdl.Surface)(unsafe.Pointer(C.TTF_RenderText_Shaded(f.f, _text, _fg, _bg))) return surface }
// Renders Latin-1 text in the specified color (and with the specified background // color) and returns an SDL surface. Shaded rendering is slower than solid // rendering and the text is in a solid box, but it's better looking. func RenderText_Shaded(font *Font, text string, color, bgcolor sdl.Color) *sdl.Surface { ctext := C.CString(text) ccol := C.SDL_Color{C.Uint8(color.R), C.Uint8(color.G), C.Uint8(color.B), C.Uint8(color.Unused)} cbgcol := C.SDL_Color{C.Uint8(bgcolor.R), C.Uint8(bgcolor.G), C.Uint8(bgcolor.B), C.Uint8(bgcolor.Unused)} surface := C.TTF_RenderText_Shaded(font.cfont, ctext, ccol, cbgcol) C.free(unsafe.Pointer(ctext)) return (*sdl.Surface)(unsafe.Pointer(surface)) }
// Renders Latin-1 text in the specified color (and with the specified background // color) and returns an SDL surface. Shaded rendering is slower than solid // rendering and the text is in a solid box, but it's better looking. func RenderText_Shaded(font *Font, text string, color, bgcolor sdl.Color) *sdl.Surface { sdl.GlobalMutex.Lock() // Because 'C.TTF_Render*' uses 'C.SDL_CreateRGBSurface' font.mutex.Lock() // Use a write lock, because 'C.TTF_Render*' may update font's internal caches ctext := C.CString(text) ccol := C.SDL_Color{C.Uint8(color.R), C.Uint8(color.G), C.Uint8(color.B), C.Uint8(color.Unused)} cbgcol := C.SDL_Color{C.Uint8(bgcolor.R), C.Uint8(bgcolor.G), C.Uint8(bgcolor.B), C.Uint8(bgcolor.Unused)} surface := C.TTF_RenderText_Shaded(font.cfont, ctext, ccol, cbgcol) C.free(unsafe.Pointer(ctext)) font.mutex.Unlock() sdl.GlobalMutex.Unlock() return wrap(surface) }