SDL_CreateWindow

Create a window with the specified dimensions and flags.

flags may be any of the following OR'd together:

- SDL_WINDOW_FULLSCREEN: fullscreen window at desktop resolution - SDL_WINDOW_OPENGL: window usable with an OpenGL context - SDL_WINDOW_OCCLUDED: window partially or completely obscured by another window - SDL_WINDOW_HIDDEN: window is not visible - SDL_WINDOW_BORDERLESS: no window decoration - SDL_WINDOW_RESIZABLE: window can be resized - SDL_WINDOW_MINIMIZED: window is minimized - SDL_WINDOW_MAXIMIZED: window is maximized - SDL_WINDOW_MOUSE_GRABBED: window has grabbed mouse focus - SDL_WINDOW_INPUT_FOCUS: window has input focus - SDL_WINDOW_MOUSE_FOCUS: window has mouse focus - SDL_WINDOW_EXTERNAL: window not created by SDL - SDL_WINDOW_MODAL: window is modal - SDL_WINDOW_HIGH_PIXEL_DENSITY: window uses high pixel density back buffer if possible - SDL_WINDOW_MOUSE_CAPTURE: window has mouse captured (unrelated to MOUSE_GRABBED) - SDL_WINDOW_ALWAYS_ON_TOP: window should always be above others - SDL_WINDOW_UTILITY: window should be treated as a utility window, not showing in the task bar and window list - SDL_WINDOW_TOOLTIP: window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent window - SDL_WINDOW_POPUP_MENU: window should be treated as a popup menu, requires a parent window - SDL_WINDOW_KEYBOARD_GRABBED: window has grabbed keyboard input - SDL_WINDOW_VULKAN: window usable with a Vulkan instance - SDL_WINDOW_METAL: window usable with a Metal instance - SDL_WINDOW_TRANSPARENT: window with transparent buffer - SDL_WINDOW_NOT_FOCUSABLE: window should not be focusable

The 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 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.

extern (C) nothrow @nogc extern
SDL_CreateWindow
(
const(char)* title
,
int w
,
int h
,)

Parameters

title const(char)*

the title of the window, in UTF-8 encoding.

w int

the width of the window.

h int

the height of the window.

flags SDL_WindowFlags

0, or one or more SDL_WindowFlags OR'd together.

Return Value

Type: SDL_Window*

the window that was created or NULL on failure; call SDL_GetError() for more information.

Threadsafety: This function should only be called on the main thread.

See Also

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