Create a window with the specified position, dimensions, and flags.
const char *title, int x, int y, int w, int h, Uint32 flags); SDL_Window* SDL_CreateWindowWithPosition(
title | the title of the window, in UTF-8 encoding |
x | the x position of the window, or SDL_WINDOWPOS_CENTERED |
y | the y position of the window, or SDL_WINDOWPOS_CENTERED |
w | the width of the window |
h | the height of the window |
flags | 0, or one or more SDL_WindowFlags OR'd together |
Returns the window that was created or NULL on failure; call SDL_GetError() for more information.
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_VULKAN
: window usable with a Vulkan instanceSDL_WINDOW_METAL
: window usable with a Metal instanceSDL_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 focusThe SDL_Window is implicitly shown if SDL_WINDOW_HIDDEN is not set.
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 set fullscreen, the width and height parameters w
and h
will not be used. However, invalid size parameters (e.g. too large) may still fail. Window size is actually limited to 16384 x 16384 for all platforms at window creation.
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.
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 is available since SDL 3.0.0.