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#define C_ALIGN -1
#define R_ALIGN -2
#define L_ALIGN -3
#define B_ALIGN -2
#define T_ALIGN -3
void DrawText(char *text, int x, int y, Uint8 r, Uint8 g, Uint8 b) {
SDL_Color color;
color.r = r;
color.g = g;
color.b = b;
SDL_Surface *g_pTextSurface = TTF_RenderText_Blended(g_Font, text, color);
//rectangles
SDL_Rect rcSrc;
SDL_Rect rcDst;
//source rectangle
rcSrc.x = 0;
rcSrc.y = 0;
rcSrc.w = g_pTextSurface->w;
rcSrc.h = g_pTextSurface->h;
//destination rectangle
rcDst = rcSrc;
if(x == C_ALIGN) rcDst.x = (SCREEN_WIDTH-rcDst.w)/2;
else if(x == R_ALIGN) rcDst.x = SCREEN_WIDTH - rcDst.w;
else if(x == L_ALIGN) rcDst.x = 0;
else rcDst.x = x;
if(y == C_ALIGN) rcDst.y = (SCREEN_HEIGHT - rcDst.h)/2;
else if(y == B_ALIGN) rcDst.y = SCREEN_HEIGHT - rcDst.h;
else if(y == T_ALIGN) rcDst.y = 0;
else rcDst.y = y;
//blit the surface
SDL_BlitSurface(g_pTextSurface, &rcSrc, g_pMainSurface, &rcDst);
}
Parameter one is just a string with whatever you want it to print to the screen.
Then the x and y coordinates of where you want it (pass one of the #defined constants for auto-alignage).
Then you have your R, G, B.
The function takes care of the rest. Here is an example of a sample function call:
Code: Select all
DrawText("Null Level Editor: Beta Versionz0rz", C_ALIGN, 10, 0, 50, 255);