Video Displays

SDL_WINDOWPOS_UNDEFINED Explained

What does the SDL_WINDOWPOS_UNDEFINED macro do, and why would I use it?

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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.

Answers to questions are automatically generated and may not have been reviewed.

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