I have opened a window which shows two rects on the screen then using SDL_TTF to show the mouse position on the screen.
The bit I am having hard time understanding is why after rendering text the the two rects before it do not show up.
I am using SDL_RenderFillRect to draw two rects on screen
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderFillRect(renderer, rect1);
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
SDL_RenderFillRect(renderer, rect2);
Code for rendering the text is
// define string with mouse x, y coords
sprintf(someString, "x: %d, y: %d", mouse.x, mouse.y);
SDL_Point textPos = {10, 10};
WriteText(renderer, font, someString, textPos, (SDL_Color){255, 255, 255, 255});
SDL_Surface *fontSurface = TTF_RenderText_Blended(font, someString, COLOR_BLACK); // create font surface
SDL_Texture *fontTexture = SDL_CreateTextureFromSurface(renderer, fontSurface); // create the texture
// get clip width and height from fontsurface clip rect
SDL_Rect *fontRect = &fontSurface->clip_rect;
fontRect->x = pos.x;
fontRect->y = pos.y;
SDL_RenderCopy(renderer, fontTexture, NULL, fontRect); // copy text to the renderer
// delete surface and texture
SDL_FreeSurface(fontSurface);
SDL_DestroyTexture(fontTexture);
It to shows the mouse positon top left corner of the window. However this makes the rest of the window blank.
To prevent this my work around is having to draw something on the screen after calling SDL_RendererCopy (and weirdly before calling SDL_DestroyTexture too) For example drawing single point
...
SDL_RenderCopy(renderer, fontTexture, NULL, fontRect); // copy text to the renderer
// why is this needed??
SDL_RenderDrawPoint(renderer, 0, 0);
// delete surface and texture
SDL_FreeSurface(fontSurface);
SDL_DestroyTexture(fontTexture); // have to draw a point before this
...
This then shows the two rects rendered before the text
If I set dstRect to NULL when calling SDL_RenderCopy then the text spans the whole window but I can see what was rendered before underneath the text.
Why am I having to draw a point after calling SDL_RenderCopy to stop what was rendered before from not showing up?
NOTE: Link to full source code https://pastebin.com/tRSFT0PV