This content originally appeared on DEV Community 👩‍💻👨‍💻 and was authored by Patrick O'Dacre
To render the text to the screen we still require our game loop. I've tried to move as much of that boilerplate / secondary code outside of the main
function so you can focus on what is necessary for rendering text.
Initializing the SDL TrueType Font Library
As with all SDL libraries, we need to initialize the TTF library before we can use it, and this includes chosing the font we want to use for the text textures we want to render. For our example we'll use the Terminal font.
init_font := SDL_TTF.Init()
assert(init_font == 0, SDL.GetErrorString())
game.font = SDL_TTF.OpenFont("Terminal.ttf", game.font_size)
assert(game.font != nil, SDL.GetErrorString())
Creating Textures from Our Chosen Text
Next we'll create a helper function for creating our text textures:
// create textures for the given str
// optional scale param allows us to easily size the texture generated
create_text :: proc(str: cstring, scale: i32 = 1) -> Text
{
// create surface
surface := SDL_TTF.RenderText_Solid(game.font, str, COLOR_WHITE)
defer SDL.FreeSurface(surface)
// create texture to render
texture := SDL.CreateTextureFromSurface(game.renderer, surface)
// destination SDL.Rect
dest_rect := SDL.Rect{}
SDL_TTF.SizeText(game.font, str, &dest_rect.w, &dest_rect.h)
// scale the size of the text
dest_rect.w *= scale
dest_rect.h *= scale
return Text{tex = texture, dest = dest_rect}
}
With the exception of the text itself and the sizing, the code is the same for creating each texture. Using this helper function allows us to avoid typing the same code again and again.
The Text Struct
Notice the create_text
function returns a new object -- Text
Text :: struct
{
tex: ^SDL.Texture,
dest: SDL.Rect,
}
This struct holds a reference to our texture
and the SDL.Rect
used to render the texture to the window.
What is a texture? It is the object we render to the window in the rectangular space designated by the SDL.Rect
created. It is created from the cstring
text we want to display in our chosen font.
We're creating these textures before our loop. We only need to create our texture once for a given size; there's no need to recreate these textures on each game loop iteration.
game.texts[TextId.Title] = create_text("Testing", 3)
game.texts[TextId.SubTitle] = create_text("One, Two, Three")
TextId Enum
To help keep track of our Text objects we're storing each in an enumerated array with easy-to-read lookup keys that are enum variants.
Enums, or Enumeration Types, define a new type with the values we choose. In our case we have a type of TypeId
with possible values Title
and SubTitle
.
When we want to render one of our text textures, we just have to get it from our array and tell SDL where to render it:
title := game.texts[TextId.Title]
// render roughly at the center of the window
title.dest.x = (WINDOW_WIDTH / 2) - (title.dest.w / 2)
title.dest.y = (WINDOW_HEIGHT / 2) - (title.dest.h)
SDL.RenderCopy(game.renderer, title.tex, nil, &title.dest)
Changing Font Size
There are two ways we change the font size after we set it with SDL_TTF.OpenFont()
:
- Re-setting the font_size using
SDL_TTF.SetFontSize()
and recreating any textures. - Scaling our destination SDL.Rect to which we render our texture.
This content originally appeared on DEV Community 👩‍💻👨‍💻 and was authored by Patrick O'Dacre
Patrick O'Dacre | Sciencx (2022-12-29T20:44:45+00:00) How to Render Static Text with SDL2. Retrieved from https://www.scien.cx/2022/12/29/how-to-render-static-text-with-sdl2/
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