Пример #1
0
// Renders UTF-8 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 RenderUTF8_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_RenderUTF8_Shaded(font.cfont, ctext, ccol, cbgcol)
	C.free(unsafe.Pointer(ctext))
	return (*sdl.Surface)(unsafe.Pointer(surface))
}
Пример #2
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// RenderUTF8_Shaded (https://www.libsdl.org/projects/SDL_ttf/docs/SDL_ttf_48.html#SEC48)
func (f *Font) RenderUTF8_Shaded(text string, fg, bg sdl.Color) (*sdl.Surface, error) {
	_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_RenderUTF8_Shaded(f.f, _text, _fg, _bg)))
	if surface == nil {
		return nil, GetError()
	}
	return surface, nil
}
Пример #3
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func (this Font) RenderTextShaded(text string, fg, bg sdl.Color) (sdl.Surface, error) {
	c_font := (*C.TTF_Font)(this.Ptr)
	c_text := C.CString(text)
	defer C.free(unsafe.Pointer(c_text))
	c_fg := *(*C.SDL_Color)(unsafe.Pointer(&fg))
	c_bg := *(*C.SDL_Color)(unsafe.Pointer(&bg))
	ret := C.TTF_RenderUTF8_Shaded(c_font, c_text, c_fg, c_bg)
	if ret == nil {
		return sdl.Surface{}, sdl.GetError()
	}
	return sdl.Surface{unsafe.Pointer(ret)}, nil
}
Пример #4
0
// Renders UTF-8 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 RenderUTF8_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_RenderUTF8_Shaded(font.cfont, ctext, ccol, cbgcol)
	C.free(unsafe.Pointer(ctext))

	font.mutex.Unlock()
	sdl.GlobalMutex.Unlock()

	return wrap(surface)
}
Пример #5
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// Create an 8-bit palettized surface and render the given text at
// high quality with the given font and colors.  The 0 pixel is background,
// while other pixels have varying degrees of the foreground color.
// This function returns the new surface, or NULL if there was an error.
func TTFRenderShaded(font *C.TTF_Font, text string,
	fg, bg C.SDL_Color) *C.SDL_Surface {
	ctext := cstr(text)
	defer ctext.free()
	return C.TTF_RenderUTF8_Shaded(font, ctext, fg, bg)
}