SDL2 provides functions to easily switch between windowed and fullscreen modes for your application window. Here's how you can toggle fullscreen mode:
Step 1: Create a flag to keep track of the current window state:
bool isFullscreen = false;
Step 2: When you want to toggle fullscreen mode (e.g., when a specific key is pressed), use the following code:
if (isFullscreen) {
SDL_SetWindowFullscreen(window, 0);
isFullscreen = false;
} else {
SDL_SetWindowFullscreen(window,
SDL_WINDOW_FULLSCREEN_DESKTOP);
isFullscreen = true;
}
Here's a complete example that demonstrates toggling fullscreen mode when the 'F' key is pressed:
#include <SDL.h>
#include <SDL_image.h>
#include <iostream>
int main(int argc, char** argv) {
// Initialize SDL2 and create a window
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow(
"Hello Window", 100, 100, 700, 300, 0);
bool isFullscreen = false;
bool quit = false;
while (!quit) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
quit = true;
} else if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_f) {
if (isFullscreen) {
SDL_SetWindowFullscreen(window, 0);
isFullscreen = false;
} else {
SDL_SetWindowFullscreen(window,
SDL_WINDOW_FULLSCREEN_DESKTOP);
isFullscreen = true;
}
}
}
}
// Render your game content
// ...
}
// Cleanup and exit
// ...
return 0;
}
In this example:
isFullscreen
 to keep track of the current window state.SDL_KEYDOWN
 event and specifically check if the 'F' key is pressed.SDL_SetWindowFullscreen
:
isFullscreen
 is true
, we pass 0
 to disable fullscreen mode.isFullscreen
 is false
, we pass SDL_WINDOW_FULLSCREEN_DESKTOP
 to enable fullscreen mode.isFullscreen
 flag accordingly.By using this approach, you can easily allow users to switch between windowed and fullscreen modes in your SDL2 application, providing a more immersive experience when desired.
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This step-by-step guide shows you how to set up SDL2 in an Xcode or CMake project on macOS