Last Updated 2/21/06
SDL_ttf is an extension library that allows you to generate surfaces from true type fonts.
You can get SDL_ttf from .
To install SDL_ttf just follow the . Installing SDL_ttf is done pretty much the way SDL_image is, so just replace where you see SDL_image with SDL_ttf.
This tutorial covers the basics of using SDL_ttf.
//The surfaces SDL_Surface *background = NULL; SDL_Surface *message = NULL; SDL_Surface *screen = NULL; //The event structure SDL_Event event; //The font that's going to be used TTF_Font *font; //The color of the font SDL_Color textColor = { 255, 255, 255 };
Here we have our variables. There's the background and screen surface and the event structure from before. We also have the "message" surface which will hold the surface with the text.
There's also the new data type "TTF_Font" which is the font we're going to use, and there's also the SDL_Color which is the color we are going to render the text. In this case it is set to white.
bool init() { //Initialize all SDL subsystems if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 ) { return false; } //Set up the screen screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE ); //If there was in error in setting up the screen if( screen == NULL ) { return false; } //Initialize SDL_ttf if( TTF_Init() == -1 ) { return false; } //Set the window caption SDL_WM_SetCaption( "TTF Test", NULL ); //If everything initialized fine return true; }
Here's our initialization function. It's pretty much the same as before but this time we have to initialize SDL_ttf.
SDL_ttf is initialized by calling TTF_Init(). TTF_Init() returns -1 when there is an error.
TTF_Init() has to be called before using any SDL_ttf functions.
bool load_files() { //Load the background image background = load_image( "background.png" ); //Open the font font = TTF_OpenFont( "lazy.ttf", 28 ); //If there was a problem in loading the background if( background == NULL ) { return false; } //If there was an error in loading the font if( font == NULL ) { return false; } //If everything loaded fine return true; }
Here's the file loading function. To load the *.ttf font, TTF_OpenFont() must be called.
The first argument of TTF_OpenFont() is the filename of the *.ttf font you want to open, the second argument is the size you want to set the font to when you open it.
When there's an error loading the font, TTF_OpenFont() will return NULL.
//Render the text message = TTF_RenderText_Solid( font, "The quick brown fox jumps over the lazy hound", textColor ); //If there was an error in rendering the text if( message == NULL ) { return 1; } //Apply the images to the screen apply_surface( 0, 0, background, screen ); apply_surface( 0, 200, message, screen ); //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; }
The fastest way to render text is to use TTF_RenderText_Solid().
TTF_RenderText_Solid() takes the font in the first argument, and creates a surface with the text in the second argument in the color in the third argument. TTF_RenderText_Solid() returns NULL when there's an error.
There are other ways to render text, check them out in the
SDL_ttf documentation.
void clean_up() { //Free the surfaces SDL_FreeSurface( background ); SDL_FreeSurface( message ); //Close the font that was used TTF_CloseFont( font ); //Quit SDL_ttf TTF_Quit(); //Quit SDL SDL_Quit(); }
Here we have the clean up function. First we free the background surface, then get rid of the text surface we generated.
We also close the font we opened using TTF_CloseFont(), and then quit SDL_ttf using TTF_Quit().
After that we quit SDL as usual.
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