SDL windows are created as pointers because they represent complex system resources that SDL manages internally. There are several important reasons for this design:
Windows require significant system resources including memory for the window buffer, associated graphics contexts, and OS-specific data structures. By returning a pointer, SDLÂ can:
SDL_DestroyWindow()
The SDL_Window
structure contains platform-specific implementation details that we shouldn't access directly. By providing a pointer rather than the actual window object, SDLÂ can:
Here's an example showing why direct access could be problematic:
#include <SDL.h>
int main() {
SDL_Init(SDL_INIT_VIDEO);
// This works - SDL manages the
// window internally
SDL_Window* Window{SDL_CreateWindow(
"Good Example",
100, 200, 600, 300,
SDL_WINDOW_RESIZABLE
)};
// This would be problematic if SDL_Window
// wasn't a pointer:
SDL_Window DirectWindow;
SDL_Quit();
return 0;
}
error C2079: 'DirectWindow' uses undefined struct 'SDL_Window'
The error occurs because the actual implementation of SDL_Window
is hidden - we can only work with it through pointers and SDL's functions.
By using pointers, SDLÂ can:
This pointer-based approach is common in many C and C++ libraries that manage system resources, as it provides a clean separation between the interface we use and the internal implementation details.
Answers to questions are automatically generated and may not have been reviewed.
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