Create a window with the specified position, dimensions, and flags.
const char *title,
SDL_Window * SDL_CreateWindow(int x, int y, int w,
int h, Uint32 flags);
title |
the title of the window, in UTF-8 encoding |
x |
the x position of the window, |
y |
the y position of the window, |
w |
the width of the window, in screen coordinates |
h |
the height of the window, in screen coordinates |
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 windowSDL_WINDOW_FULLSCREEN_DESKTOP
: 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_INPUT_GRABBED
: window has grabbed input focusSDL_WINDOW_ALLOW_HIGHDPI
: window should be created in high-DPI mode if supported (>= SDL 2.0.1)SDL_WINDOW_SHOWN
is ignored by SDL_CreateWindow(). The SDL_Window is implicitly shown if SDL_WINDOW_HIDDEN is not set. SDL_WINDOW_SHOWN
may be queried later using SDL_GetWindowFlags().
On Apple's macOS, you must set the NSHighResolutionCapable Info.plist property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
If the window is created with the SDL_WINDOW_ALLOW_HIGHDPI
flag, its size in pixels may differ from its size in screen coordinates on platforms with high-DPI support (e.g. iOS and macOS). Use SDL_GetWindowSize() to query the client area's size in screen coordinates, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() to query the drawable size in pixels.
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 2.0.0.
// Example program:
// Using SDL2 to create an application window
#include "SDL.h"
#include <stdio.h>
int main(int argc, char* argv[]) {
// Declare a pointer
SDL_Window *window;
// Initialize SDL2
SDL_Init(SDL_INIT_VIDEO);
// Create an application window with the following settings:
window = SDL_CreateWindow("An SDL2 window", // window title
// initial x position
SDL_WINDOWPOS_UNDEFINED, // initial y position
SDL_WINDOWPOS_UNDEFINED, 640, // width, in pixels
480, // height, in pixels
// flags - see below
SDL_WINDOW_OPENGL
);
// Check that the window was successfully created
if (window == NULL) {
// In the case that the window could not be made...
"Could not create window: %s\n", SDL_GetError());
printf(return 1;
}
// The window is open: could enter program loop here (see SDL_PollEvent())
3000); // Pause execution for 3000 milliseconds, for example
SDL_Delay(
// Close and destroy the window
SDL_DestroyWindow(window);
// Clean up
SDL_Quit();return 0;
}