本文整理匯總了Golang中C.TTF_RenderText_Blended函數的典型用法代碼示例。如果您正苦於以下問題:Golang TTF_RenderText_Blended函數的具體用法?Golang TTF_RenderText_Blended怎麽用?Golang TTF_RenderText_Blended使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了TTF_RenderText_Blended函數的6個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。
示例1: RenderText_Blended
func (f *Font) RenderText_Blended(_text string, color Color) *Surface {
ccolor := (*C.SDL_Color)(cast(&color))
ctext := C.CString(_text)
defer C.free(unsafe.Pointer(ctext))
sf := C.TTF_RenderText_Blended(f.Get(), ctext, *ccolor)
return (*Surface)(cast(sf))
}
示例2: RenderText_Blended
func (f *Font) RenderText_Blended(text string, color sdl.Color) *sdl.Surface {
_text := C.CString(text)
defer C.free(unsafe.Pointer(_text))
_c := C.SDL_Color{C.Uint8(color.R), C.Uint8(color.G), C.Uint8(color.B), C.Uint8(color.A)}
surface := (*sdl.Surface)(unsafe.Pointer(C.TTF_RenderText_Blended(f.f, _text, _c)))
return surface
}
示例3: RenderText_Blended
// Renders Latin-1 text in the specified color and returns an SDL surface.
// Blended rendering is the slowest of the three methods, although it produces
// the best results, especially when blitted over another image.
func RenderText_Blended(font *Font, text string, color 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)}
surface := C.TTF_RenderText_Blended(font.cfont, ctext, ccol)
C.free(unsafe.Pointer(ctext))
return (*sdl.Surface)(unsafe.Pointer(surface))
}
示例4: WriteTo
func (me *Font) WriteTo(text string, t *Image, c Color) bool {
sur := C.TTF_RenderText_Blended(me.font, C.CString(text), c.toSDL_Color())
runMainOp(func() {
t.surface = C.SDL_CreateTextureFromSurface(renderer, sur)
})
var w, h C.int
C.SDL_QueryTexture(t.surface, nil, nil, &w, &h)
t.Width = int(w)
t.Height = int(h)
return t.surface != nil
}
示例5: RenderText_Blended
// Renders Latin-1 text in the specified color and returns an SDL surface.
// Blended rendering is the slowest of the three methods, although it produces
// the best results, especially when blitted over another image.
func RenderText_Blended(font *Font, text string, color 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)}
surface := C.TTF_RenderText_Blended(font.cfont, ctext, ccol)
C.free(unsafe.Pointer(ctext))
font.mutex.Unlock()
sdl.GlobalMutex.Unlock()
return wrap(surface)
}
示例6: Write
//Loads text into the Text object passed in.
//Returns true if successful, false otherwise.
func (me *Font) Write(text string, t *Text) bool {
t.color = me.color
t.text = C.TTF_RenderText_Blended(me.font, C.CString(text), me.color.toSDL_Color())
return t.text != nil
}