Toggling Fullscreen Mode in SDL2
How can I toggle between windowed and fullscreen modes in my SDL2 application?
SDL2 provides functions to easily switch between windowed and fullscreen modes for your application window. Here's how you can toggle fullscreen mode:
Step 1: Create a flag to keep track of the current window state:
bool isFullscreen = false;Step 2: When you want to toggle fullscreen mode (e.g., when a specific key is pressed), use the following code:
if (isFullscreen) {
SDL_SetWindowFullscreen(window, 0);
isFullscreen = false;
} else {
SDL_SetWindowFullscreen(window,
SDL_WINDOW_FULLSCREEN_DESKTOP);
isFullscreen = true;
}Here's a complete example that demonstrates toggling fullscreen mode when the 'F' key is pressed:
#include <SDL.h>
#include <SDL_image.h>
#include <iostream>
int main(int argc, char** argv) {
// Initialize SDL2 and create a window
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow(
"Hello Window", 100, 100, 700, 300, 0);
bool isFullscreen = false;
bool quit = false;
while (!quit) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
quit = true;
} else if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_f) {
if (isFullscreen) {
SDL_SetWindowFullscreen(window, 0);
isFullscreen = false;
} else {
SDL_SetWindowFullscreen(window,
SDL_WINDOW_FULLSCREEN_DESKTOP);
isFullscreen = true;
}
}
}
}
// Render your game content
// ...
}
// Cleanup and exit
// ...
return 0;
}In this example:
- We create a flag
isFullscreento keep track of the current window state. - Inside the event loop, we check for the
SDL_KEYDOWNevent and specifically check if the 'F' key is pressed. - If the 'F' key is pressed, we toggle the fullscreen mode using
SDL_SetWindowFullscreen:- If
isFullscreenistrue, we pass0to disable fullscreen mode. - If
isFullscreenisfalse, we passSDL_WINDOW_FULLSCREEN_DESKTOPto enable fullscreen mode.
- If
- We update the
isFullscreenflag accordingly.
By using this approach, you can easily allow users to switch between windowed and fullscreen modes in your SDL2 application, providing a more immersive experience when desired.
Setting up SDL2 in macOS (Xcode or CMake)
This step-by-step guide shows you how to set up SDL2 in an Xcode or CMake project on macOS