Yes, SDL_SetWindowSize()
respects the maximum and minimum size constraints that you set using SDL_SetWindowMinimumSize()
and SDL_SetWindowMaximumSize()
.
If you try to set the window size outside these limits, SDL automatically clamps the dimensions to fit within the specified range.
Consider this code snippet:
#include <SDL.h>
#include <iostream>
int main() {
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window =
SDL_CreateWindow("Window Size Constraints",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
400, 400,
SDL_WINDOW_RESIZABLE);
SDL_SetWindowMinimumSize(window, 300, 300);
SDL_SetWindowMaximumSize(window, 500, 500);
// Try to set size below the minimum
SDL_SetWindowSize(window, 200, 200);
int width, height;
SDL_GetWindowSize(window, &width, &height);
std::cout << "Clamped size: " << width << "x"
<< height << "\n";
// Try to set size above the maximum
SDL_SetWindowSize(window, 600, 600);
SDL_GetWindowSize(window, &width, &height);
std::cout << "Clamped size: " << width << "x"
<< height << "\n";
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
Clamped size: 300x300
Clamped size: 500x500
SDL ensures that the window always adheres to the constraints for usability and consistency. This is particularly useful in applications where certain sizes are essential for proper display or functionality.
SDL_SetWindowSize()
.minWidth == maxWidth
), the window size becomes fixed, preventing any resizing.Testing these behaviors ensures that your application behaves predictably across different devices and screen resolutions.
Answers to questions are automatically generated and may not have been reviewed.
Learn how to resize, constrain, and manage SDL2 windows