Yes, it's possible to render text with outlines or shadows in SDL2 using SDL_ttf, although it requires a bit of extra work. SDL_ttf doesn't provide built-in functions for these effects, but we can achieve them by rendering the text multiple times and blending the results.
Let's start with creating an outline effect:
To create an outline, we'll render the text in the outline color multiple times, offset in different directions, and then render the main text on top. Here's an example:
#include <SDL.h>
#include <SDL_ttf.h>
#include <iostream>
SDL_Surface* RenderTextWithOutline(
TTF_Font* font, const char* text,
SDL_Color textColor, SDL_Color outlineColor,
int outlineWidth) {
// Render the text in the outline color
SDL_Surface* outlineSurface =
TTF_RenderText_Blended(font, text,
outlineColor);
if (!outlineSurface) {
std::cout << "Failed to render outline: " <<
TTF_GetError() << '\n';
return nullptr;
}
// Create a surface for the final result
SDL_Surface* resultSurface =
SDL_CreateRGBSurfaceWithFormat(
0, outlineSurface->w + 2 * outlineWidth,
outlineSurface->h + 2 * outlineWidth, 32,
outlineSurface->format->format);
if (!resultSurface) {
std::cout <<
"Failed to create result surface: " <<
SDL_GetError() << '\n';
SDL_FreeSurface(outlineSurface);
return nullptr;
}
// Blit the outline surface in different offsets
SDL_Rect dstRect;
for (int y = 0; y < 2 * outlineWidth + 1; ++
y) {
for (int x = 0; x < 2 * outlineWidth + 1; ++
x) {
dstRect = {
x, y, outlineSurface->w,
outlineSurface->h};
SDL_BlitSurface(outlineSurface, nullptr,
resultSurface, &dstRect);
}
}
// Render the text in the main color
SDL_Surface* textSurface =
TTF_RenderText_Blended(font, text,
textColor);
if (!textSurface) {
std::cout << "Failed to render text: " <<
TTF_GetError() << '\n';
SDL_FreeSurface(outlineSurface);
SDL_FreeSurface(resultSurface);
return nullptr;
}
// Blit the main text surface in the center
dstRect = {
outlineWidth, outlineWidth, textSurface->w,
textSurface->h};
SDL_BlitSurface(textSurface, nullptr,
resultSurface, &dstRect);
// Clean up
SDL_FreeSurface(outlineSurface);
SDL_FreeSurface(textSurface);
return resultSurface;
}
int main() {
// Initialize SDL and TTF
SDL_Init(SDL_INIT_VIDEO);
TTF_Init();
TTF_Font* font = TTF_OpenFont(
"path/to/font.ttf", 24);
if (!font) {
std::cout << "Failed to load font: " <<
TTF_GetError() << '\n';
return 1;
}
SDL_Surface* textWithOutline =
RenderTextWithOutline(
font, "Hello, Outline!",
{255, 255, 255, 255}, {0, 0, 0, 255}, 2);
// Use textWithOutline in your rendering loop
// ...
SDL_FreeSurface(textWithOutline);
TTF_CloseFont(font);
TTF_Quit();
SDL_Quit();
return 0;
}
For a shadow effect, we can use a similar approach, but render the shadow text once in a slightly offset position:
SDL_Surface* RenderTextWithShadow(
TTF_Font* font, const char* text,
SDL_Color textColor, SDL_Color shadowColor,
int offsetX, int offsetY) {
// Render the shadow
SDL_Surface* shadowSurface =
TTF_RenderText_Blended(font, text,
shadowColor);
if (!shadowSurface) {
std::cout << "Failed to render shadow: " <<
TTF_GetError() << '\n';
return nullptr;
}
// Render the main text
SDL_Surface* textSurface =
TTF_RenderText_Blended(font, text,
textColor);
if (!textSurface) {
std::cout << "Failed to render text: " <<
TTF_GetError() << '\n';
SDL_FreeSurface(shadowSurface);
return nullptr;
}
// Create the result surface
SDL_Surface* resultSurface =
SDL_CreateRGBSurfaceWithFormat(
0, textSurface->w + abs(offsetX),
textSurface->h + abs(offsetY), 32,
textSurface->format->format);
if (!resultSurface) {
std::cout <<
"Failed to create result surface: " <<
SDL_GetError() << '\n';
SDL_FreeSurface(shadowSurface);
SDL_FreeSurface(textSurface);
return nullptr;
}
// Blit the shadow
SDL_Rect shadowRect = {
offsetX < 0 ? 0 : offsetX,
offsetY < 0 ? 0 : offsetY,
shadowSurface->w, shadowSurface->h};
SDL_BlitSurface(shadowSurface, nullptr,
resultSurface, &shadowRect);
// Blit the main text
SDL_Rect textRect = {
offsetX < 0 ? -offsetX : 0,
offsetY < 0 ? -offsetY : 0,
textSurface->w, textSurface->h};
SDL_BlitSurface(textSurface, nullptr,
resultSurface, &textRect);
// Clean up
SDL_FreeSurface(shadowSurface);
SDL_FreeSurface(textSurface);
return resultSurface;
}
You can use these functions in your main rendering loop to create text with outlines or shadows. Remember to free the returned surfaces when you're done with them!
Answers to questions are automatically generated and may not have been reviewed.
SDL_ttf
Learn to render and manipulate text in SDL2 applications using the official SDL_ttf
extension