Create a window with the specified dimensions and flags.
Defined in <SDL3/SDL_video.h>
SDL_Window * SDL_CreateWindow(const char *title, int w, int h, SDL_WindowFlags flags);| const char * | title | the title of the window, in UTF-8 encoding. | 
| int | w | the width of the window. | 
| int | h | the height of the window. | 
| SDL_WindowFlags | flags | 0, or one or more SDL_WindowFlags OR'd together. | 
(SDL_Window *) Returns the window that was created or NULL on failure; call SDL_GetError() for more information.
The window size is a request and may be different than expected based on the desktop layout and window manager policies. Your application should be prepared to handle a window of any size.
flags may be any of the following OR'd together:
SDL_WINDOW_FULLSCREEN: fullscreen window at desktop resolutionSDL_WINDOW_OPENGL: window usable with an OpenGL contextSDL_WINDOW_HIDDEN: window is not visibleSDL_WINDOW_BORDERLESS: no window decorationSDL_WINDOW_RESIZABLE: window can be resizedSDL_WINDOW_MINIMIZED: window is minimizedSDL_WINDOW_MAXIMIZED: window is maximizedSDL_WINDOW_MOUSE_GRABBED: window has grabbed mouse focusSDL_WINDOW_INPUT_FOCUS: window has input focusSDL_WINDOW_MOUSE_FOCUS: window has mouse focusSDL_WINDOW_EXTERNAL: window not created by SDLSDL_WINDOW_MODAL: window is modalSDL_WINDOW_HIGH_PIXEL_DENSITY: window uses high pixel density back buffer if possibleSDL_WINDOW_MOUSE_CAPTURE: window has mouse captured (unrelated to MOUSE_GRABBED)SDL_WINDOW_ALWAYS_ON_TOP: window should always be above othersSDL_WINDOW_UTILITY: window should be treated as a utility window, not showing in the task bar and window listSDL_WINDOW_TOOLTIP: window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent windowSDL_WINDOW_POPUP_MENU: window should be treated as a popup menu, requires a parent windowSDL_WINDOW_KEYBOARD_GRABBED: window has grabbed keyboard inputSDL_WINDOW_VULKAN: window usable with a Vulkan instanceSDL_WINDOW_METAL: window usable with a Metal instanceSDL_WINDOW_TRANSPARENT: window with transparent bufferSDL_WINDOW_NOT_FOCUSABLE: window should not be focusableThe SDL_Window will be shown if SDL_WINDOW_HIDDEN is not set. If hidden at creation time, SDL_ShowWindow() can be used to show it later.
On Apple's macOS, you must set the NSHighResolutionCapable Info.plist property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
The window pixel size may differ from its window coordinate size if the window is on a high pixel density display. Use SDL_GetWindowSize() to query the client area's size in window coordinates, and SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to query the drawable size in pixels. Note that the drawable size can vary after the window is created and should be queried again if you get an SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event.
If the window is created with any of the SDL_WINDOW_OPENGL or SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the corresponding UnloadLibrary function is called by SDL_DestroyWindow().
If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, SDL_CreateWindow() will fail, because SDL_Vulkan_LoadLibrary() will fail.
If SDL_WINDOW_METAL is specified on an OS that does not support Metal, SDL_CreateWindow() will fail.
If you intend to use this window with an SDL_Renderer, you should use SDL_CreateWindowAndRenderer() instead of this function, to avoid window flicker.
On non-Apple devices, SDL requires you to either not link to the Vulkan loader or link to a dynamic library version. This limitation may be removed in a future version of SDL.
This function should only be called on the main thread.
This function is available since SDL 3.2.0.
// Example program:
// Using SDL3 to create an application window
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
int main(int argc, char* argv[]) {
    SDL_Window *window;                    // Declare a pointer
    bool done = false;
    SDL_Init(SDL_INIT_VIDEO);              // Initialize SDL3
    // Create an application window with the following settings:
    window = SDL_CreateWindow(
        "An SDL3 window",                  // window title
        640,                               // width, in pixels
        480,                               // height, in pixels
        SDL_WINDOW_OPENGL                  // flags - see below
    );
    // Check that the window was successfully created
    if (window == NULL) {
        // In the case that the window could not be made...
        SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Could not create window: %s\n", SDL_GetError());
        return 1;
    }
    while (!done) {
        SDL_Event event;
        while (SDL_PollEvent(&event)) {
            if (event.type == SDL_EVENT_QUIT) {
                done = true;
            }
        }
        // Do game logic, present a frame, etc.
    }
    // Close and destroy the window
    SDL_DestroyWindow(window);
    // Clean up
    SDL_Quit();
    return 0;
}