Learn C++ and SDL development by creating hands on, practical projects inspired by classic retro games
In this lesson, we'll explore how to control window titles in SDL2 dynamically. We'll cover how to set, update, and retrieve titles to provide a polished user experience.
As we've seen previously, the first argument to SDL_CreateWindow
is a string, representing what we want the title to be. Below, we create a window whose title is "Sample Window":
SDL_CreateWindow(
"Sample Window",
100, 100, 700, 300, 0
);
SDL_SetWindowTitle()
We can change the title of an existing window using the SDL_SetWindowTitle()
function. We pass the SDL_Window
pointer for the window we want to update, and the new title we want it to use:
SDL_SetWindowTitle(WindowPointer, "New Title");
SDL_GetWindowTitle()
We can get a window's current title by passing its SDL_Window*
to the SDL_GetWindowTitle()
function:
std::cout << SDL_GetWindowTitle(WindowPointer);
New Title
In this example, we'll update the window title depending on whether or not the window has input focus.
We'll initialize the window with focus, and then monitor SDL_WindowEvent
events to update the title when the window gains and loses focus through the lifecycle of our program:
#include <SDL.h>
#include "Window.h"
void HandleWindowEvent(
SDL_WindowEvent& E,
SDL_Window* Window
) {
if (
E.event == SDL_WINDOWEVENT_FOCUS_LOST
) {
SDL_SetWindowTitle(
Window, "My Program (Inactive)"
);
} else if (
E.event == SDL_WINDOWEVENT_FOCUS_GAINED
) {
SDL_SetWindowTitle(
Window, "My Program (Active)"
);
}
}
int main(int argc, char** argv) {
SDL_Init(SDL_INIT_VIDEO);
Window GameWindow;
SDL_Event E;
while (true) {
while (SDL_PollEvent(&E)) {
if (E.type == SDL_WINDOWEVENT) {
HandleWindowEvent(
E.window, GameWindow.SDLWindow
);
} else if (E.type == SDL_QUIT) {
SDL_Quit();
return 0;
}
}
GameWindow.Render();
GameWindow.Update();
}
}
In the previous example, we passed the SDL_Window*
to the event handler as an argument, but we can alternatively retrieve it from the event itself.
Most event types, including SDL_WindowEvent
, include a windowID
member that identifies the corresponding window. We can get the SDL_Window*
associated with this ID by passing it to SDL_GetWindowFromID()
:
void HandleWindowEvent(SDL_WindowEvent& E) {
SDL_Window* Window{SDL_GetWindowFromID(
E.windowID
)};
// ...
}
char*
and std::string
SDL uses the char*
data type to represent strings. Any SDL function that accepts a string argument or returns a string value is likely to be using this char*
type. This includes the functions for managing window titles:
// SDL_GetWindowTitle returns a char*
const char* CurrentTitle{SDL_GetWindowTitle(Window)};
// SDL_SetWindowTitle accepts a char*
char* NewTitle{"New Title"};
SDL_SetWindowTitle(Window, NewTitle);
A char*
is a primitive way to represent strings, originating from the early days of the C language. For this reason, they are often referred to as C-style strings.
In modern programs, we typically prefer working with friendlier types, such as the C++ standard library's std::string
. This type offers useful capabilities in the form of member functions and overloaded operators:
// Get the number of characters in a std::string
// using the length() member function
std::string SomeString{"Hello"};
std::cout << "String Length: " << SomeString.length();
// Compare two standard strings using the
// overloaded == operator
std::string Other{"Hello"};
if (MyString == OtherString) {
std::cout << "\nStrings are the same";
}
char*
and std::string
InteropabilityTo use std::string
in our code, we need to be able to switch to and from the char*
type when interacting with SDL's API. The std::string
type can help us with this.
When we have a std::string
and need to get the corresponding char*
to send to SDL, we can use the c_str()
method. Let's update our Window
class with a SetTitle()
method that accepts a std::string
, and uses its c_str()
method to update the SDL window's title:
#include <SDL.h>
#include <string>
class Window {
public:
// ...
void SetTitle(const std::string& NewTitle) {
SDL_SetWindowTitle(SDLWindow,
NewTitle.c_str());
}
// ...
private:
SDL_Window* SDLWindow{nullptr};
// ...
}
Going in the opposite direction is even easier. The std::string
type includes constructors and an =
operator that accepts a char*
.
So, when SDL returns a char*
, we can directly use it to create or update a std::string
:
#include <SDL.h>
#include <string>
class Window {
public:
// ...
std::string GetTitle() {
return SDL_GetWindowTitle(SDLWindow)
}
// ...
private:
SDL_Window* SDLWindow{nullptr};
// ...
}
Our C++ course has a full chapter on string data types and advanced techniques for working with text, starting with how individual characters are represented digitally:
This lesson covered managing window titles with SDL2. You now know how to set, retrieve, and dynamically update titles. Key Takeaways:
SDL_SetWindowTitle()
updates titles during runtime.SDL_GetWindowTitle()
retrieves the current title.std::string
and char*
improves modern C++ compatibility.Unlock the true power of C++ by mastering complex features, optimizing performance, and learning expert workflows used in professional development
View CourseLearn C++ and SDL development by creating hands on, practical projects inspired by classic retro games
Unlock the true power of C++ by mastering complex features, optimizing performance, and learning expert workflows used in professional development
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