SDL_WINDOWPOS_UNDEFINED
Explained
What does the SDL_WINDOWPOS_UNDEFINED
macro do, and why would I use it?
The SDL_WINDOWPOS_UNDEFINED
macro is used to let SDL determine the position of a new window automatically. When creating a window using SDL_CreateWindow()
, you can pass this macro for the x
and y
parameters to leave the window's placement up to SDL.
How It Works
When you specify SDL_WINDOWPOS_UNDEFINED
, SDL doesn't assign a fixed position to the window. Instead, the operating system decides where the window appears, usually defaulting to the top-left corner of the primary monitor or an arbitrary position chosen by the window manager.
Here's an example:
#include <SDL2/SDL.h>
#include <iostream>
int main() {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
std::cerr << "SDL_Init failed: "
<< SDL_GetError() << '\n';
return 1;
}
SDL_Window* window = SDL_CreateWindow(
"My Window",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
800, 600, 0);
if (!window) {
std::cerr << "Failed to create window: "
<< SDL_GetError() << '\n';
SDL_Quit();
return 1;
}
// Keep the window open for 2 seconds
SDL_Delay(2000);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
When to Use It
- Quick Prototyping: When you don't care about the window's position during development.
- Cross-Platform Simplicity: It lets the OS decide the best default placement, avoiding platform-specific logic.
- Minimizing Visual Disruption: Ensures users' existing window arrangements are not overridden by fixed positioning.
Alternatives
For specific placement, consider SDL_WINDOWPOS_CENTERED
or display-specific macros like SDL_WINDOWPOS_CENTERED_DISPLAY(n)
. These provide more control over where your window appears.
Video Displays
Learn how to handle multiple monitors in SDL, including creating windows on specific displays.