SFML Text and Font
Let's briefly discuss the Text
and Font
classes with some hypothetical code, before we actually go ahead and add code to our game.
The first step to drawing text on the screen is to have a font. In the first chapter we added a font file to the project folder. Now we can load the font, ready for use, into an SFML Font
object.
The code to do so looks like this:
Font font; font.loadFromFile("myfont.ttf");
In the previous code we first declare the Font
object and then load an actual font file. Note that myfont.ttf
is a hypothetical font and we could use any font that is in the project folder.
Once we have loaded a font we need an SFML Text
object:
Text myText;
Now we can configure our Text
object. This includes the size, the color, the position on screen, the string that holds the message, and, of course, associating it with our font
object:
// Assign the actual message myText.setString("Press Enter to start!"); // assign a size myText.setCharacterSize...