Render a single 16-bit glyph at high quality to a new 8-bit surface.
Defined in <SDL_ttf.h>
SDL_Surface * TTF_RenderGlyph_Shaded(TTF_Font *font, Uint16 ch, SDL_Color fg, SDL_Color bg);
TTF_Font * | font | the font to render with. |
Uint16 | ch | the character to render. |
SDL_Color | fg | the foreground color for the text. |
SDL_Color | bg | the background color for the text. |
(SDL_Surface *) Returns a new 8-bit, palettized surface, or NULL if there was an error.
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.
The glyph is rendered without any padding or centering in the X direction, and aligned normally in the Y direction.
Note that this version of the function takes a 16-bit character code, which covers the Basic Multilingual Plane, but is insufficient to cover the entire set of possible Unicode values, including emoji glyphs. You should use TTF_RenderGlyph32_Shaded() instead, which offers the same functionality but takes a 32-bit codepoint instead.
The only reason to use this function is that it was available since the beginning of time, more or less.
You can render at other quality levels with TTF_RenderGlyph_Solid, TTF_RenderGlyph_Blended, and TTF_RenderGlyph_LCD.
This function is available since SDL_ttf 2.0.12.