Yeah I updated the draw function:
int draw() {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
//Paddle 1
paddle1.w = 15;
paddle1.h = paddle1h;
paddle1.x = 30 - paddle1.w / 2;
paddle1.y = paddle1y;
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderFillRect(renderer, &paddle1);
//Paddle 2
paddle2.w = 15;
paddle2.h = paddle1h;
paddle2.x = 1250 - paddle2.w / 2;
paddle2.y = paddle2y;
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderFillRect(renderer, &paddle2);
//Ball
destR.h = 16;
destR.w = 16;
destR.x = Width/2 - destR.w / 2;
destR.y = Height/2;
SDL_RenderCopy(renderer, ballTexture, NULL, &destR);
//Text
getTextRect(renderer, Width / 4, 50, "00", font, &fontScore1Texture, &fontScore1Rect);
getTextRect(renderer, 960, 50, "00", font, &fontScore2Texture, &fontScore2Rect);
SDL_RenderCopy(renderer, fontScore1Texture, NULL, &fontScore1Rect);
SDL_RenderCopy(renderer, fontScore2Texture, NULL, &fontScore2Rect);
SDL_RenderPresent(renderer);
With an init function
font = TTF_OpenFont("assets/font.ttf", 48);
if(font == NULL) printf("Couldn't find font!\n");
ballSurface = IMG_Load("assets/ball.png");
ballTexture = SDL_CreateTextureFromSurface(renderer, ballSurface);
SDL_FreeSurface(ballSurface);
And here’s getTextRect:
int textWidth;
int textHeight;
SDL_Color textColor = {255, 255, 255, 255};
SDL_Surface* surface = TTF_RenderText_Solid(font, text, textColor);
*texture = SDL_CreateTextureFromSurface(renderer, surface);
textWidth = surface->w;
textHeight = surface->h;
SDL_FreeSurface(surface);
rect->x = x;
rect->y = y;
rect->w = textWidth;
rect->h = textHeight;