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SDL also supports resizable windows. When you have resizable windows there are additional events to handle, which is what we'll be doing here.
Here is our window class we'll be using as a wrapper for the SDL_Window. It has a constructor, an initializer that creates the window, a function to create a renderer from the window, an event handler, a deallocator, and some accessor functions to get various attributes from the window.
In terms of data members, we have the window we're wrapping, the dimensions of the window, and flags for the types of focus the windows has. We'll go into more detail further in the program.
class LWindow
{
public:
// Intializes internals
LWindow();
// Creates window
bool init();
// Creates renderer from internal window
SDL_Renderer* createRenderer();
// Handles window events
void handleEvent( SDL_Event& e );
// Deallocates internals
void free();
// Window dimensions
int getWidth();
int getHeight();
// Window focii
bool hasMouseFocus();
bool hasKeyboardFocus();
bool isMinimized();
private:
// Window data
SDL_Window* mWindow;
// Window dimensions
int mWidth;
int mHeight;
// Window focus
bool mMouseFocus;
bool mKeyboardFocus;
bool mFullScreen;
bool mMinimized;
};
We'll be using our window as a global object.
// Our custom window
LWindow gWindow;
// The window renderer
SDL_Renderer* gRenderer = NULL;
// Scene textures
LTexture gSceneTexture;
In the constructor we initialize all our variables.
LWindow::LWindow()
{
// Initialize non-existant window
mWindow = NULL;
mMouseFocus = false;
mKeyboardFocus = false;
mFullScreen = false;
mMinimized = false;
mWidth = 0;
mHeight = 0;
}
Our initialization function creates the window with the SDL_WINDOW_RESIZABLE
flag which allows for our window to be resizable. If the function succeeds we set the corresponding flags and dimensions. Then we return whether the window is null or not.
bool LWindow::init()
{
// Create window
mWindow =
SDL_CreateWindow(
"SDL Tutorial" ,
SDL_WINDOWPOS_UNDEFINED ,
SDL_WINDOWPOS_UNDEFINED ,
SCREEN_WIDTH ,
SCREEN_HEIGHT ,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE
);
if ( mWindow != NULL )
{
mMouseFocus = true;
mKeyboardFocus = true;
mWidth = SCREEN_WIDTH;
mHeight = SCREEN_HEIGHT;
}
return mWindow != NULL;
}
Here we're handling the creation of a renderer from the member window. We're returning the created renderer because rendering will be handled outside of the class.
SDL_Renderer* LWindow::createRenderer()
{
return SDL_CreateRenderer( mWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC );
}
In our window's event handler we'll be looking for events of type SDL_WINDOWEVENT
. SDL_WindowEvents are actually a family of events. Depending on the event we may have to update the caption of the window, so we have a flag that keeps track of that.
void LWindow::handleEvent( SDL_Event& e )
{
// Window event occured
if ( e.type == SDL_WINDOWEVENT )
{
// Caption update flag
bool updateCaption = false;
When we have a window event we then want to check the SDL_WindowEventID
to see what type of event it is.
An SDL_WINDOWEVENT_SIZE_CHANGED
is a resize event, so we get the new dimensions and refresh the image on the screen.
An SDL_WINDOWEVENT_EXPOSED
just means that window was obscured in some way and now is not obscured so we want to repaint the window.
switch ( e.window.event )
{
// Get new dimensions and repaint on window size change
case SDL_WINDOWEVENT_SIZE_CHANGED:
mWidth = e.window.data1;
mHeight = e.window.data2;
SDL_RenderPresent( gRenderer );
break;
// Repaint on exposure
case SDL_WINDOWEVENT_EXPOSED:
SDL_RenderPresent( gRenderer );
break;
SDL_WINDOWEVENT_ENTER
/SDL_WINDOWEVENT_LEAVE
handles when the mouse moves into and out of the window. SDL_WINDOWEVENT_FOCUS_GAINED
/SDL_WINDOWEVENT_FOCUS_LOST
have to do when the window is getting input from the keyboard. Since our caption keeps track of mouse/keyboard focus, we set the update caption flag when any of these events happen.
// Mouse entered window
case SDL_WINDOWEVENT_ENTER:
mMouseFocus = true;
updateCaption = true;
break;
// Mouse left window
case SDL_WINDOWEVENT_LEAVE:
mMouseFocus = false;
updateCaption = true;
break;
// Window has keyboard focus
case SDL_WINDOWEVENT_FOCUS_GAINED:
mKeyboardFocus = true;
updateCaption = true;
break;
// Window lost keyboard focus
case SDL_WINDOWEVENT_FOCUS_LOST:
mKeyboardFocus = false;
updateCaption = true;
break;
Finally here we handle when the window was minimized, maximized, or restored from being minimized.
// Window minimized
case SDL_WINDOWEVENT_MINIMIZED:
mMinimized = true;
break;
// Window maxized
case SDL_WINDOWEVENT_MAXIMIZED:
mMinimized = false;
break;
// Window restored
case SDL_WINDOWEVENT_RESTORED:
mMinimized = false;
break;
}
If the caption needs to be updated, we load a string stream with the updated data and update the caption with SDL_SetWindowTitle
.
// Update window caption with new data
if ( updateCaption )
{
std::stringstream caption;
caption <<
"SDL Tutorial - MouseFocus:" <<
( ( mMouseFocus ) ? "On" : "Off" ) <<
" KeyboardFocus:" <<
( ( mKeyboardFocus ) ? "On" : "Off" );
SDL_SetWindowTitle( mWindow, caption.str().c_str() );
}
}
If the caption needs to be updated, we load a string stream with the updated data and update the caption with SDL_SetWindowTitle
.
// Update window caption with new data
if ( updateCaption )
{
std::stringstream caption;
caption <<
"SDL Tutorial - MouseFocus:" <<
( ( mMouseFocus ) ? "On" : "Off" ) <<
" KeyboardFocus:" <<
( ( mKeyboardFocus ) ? "On" : "Off" );
SDL_SetWindowTitle( mWindow, caption.str().c_str() );
}
}
For this demo we'll be toggling fullscreen with the return key. We can set fullscreen mode using SDL_SetWindowFullscreen
.
// Enter exit full screen on return key
else if ( e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_RETURN )
{
if ( mFullScreen )
{
SDL_SetWindowFullscreen( mWindow, SDL_FALSE );
mFullScreen = false;
}
else
{
SDL_SetWindowFullscreen( mWindow, SDL_TRUE );
mFullScreen = true;
mMinimized = false;
}
}
}
Here is a quick rundown of the accessors we use.
int LWindow::getWidth()
{
return mWidth;
}
int LWindow::getHeight()
{
return mHeight;
}
bool LWindow::hasMouseFocus()
{
return mMouseFocus;
}
bool LWindow::hasKeyboardFocus()
{
return mKeyboardFocus;
}
bool LWindow::isMinimized()
{
return mMinimized;
}
In our initialization function we create our window and renderer only this time with our window wrapper.
// Create window
if ( !gWindow.init() )
{
printf( "Window could not be created! SDL Error: %s\n", SDL_GetError() );
success = false;
}
else
{
// Create renderer for window
gRenderer = gWindow.createRenderer();
if ( gRenderer == NULL )
{
printf( "Renderer could not be created! SDL Error: %s\n", SDL_GetError() );
success = false;
}
In our clean up function we still deallocate our window and renderer.
void close()
{
// Free loaded images
gSceneTexture.free();
// Destroy window
SDL_DestroyRenderer( gRenderer );
gWindow.free();
// Quit SDL subsystems
IMG_Quit();
SDL_Quit();
}
In the main loop we make sure to pass events to the window wrapper to handle resize events and in the rendering part of our code we make sure to only render when the window is not minimized because this can cause some bugs when we try to render to a minimized window.
// While application is running
while ( !quit )
{
// Handle events on queue
while ( SDL_PollEvent( &e ) != 0 )
{
// User requests quit
if ( e.type == SDL_QUIT )
{
quit = true;
}
// Handle window events
gWindow.handleEvent( e );
}
// Only draw when not minimized
if ( !gWindow.isMinimized() )
{
// Clear screen
SDL_SetRenderDrawColor ( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear ( gRenderer );
// Render text textures
gSceneTexture.render(
( gWindow. getWidth() - gSceneTexture. getWidth() ) / 2 ,
( gWindow.getHeight() - gSceneTexture.getHeight() ) / 2
);
// Update screen
SDL_RenderPresent( gRenderer );
}
}
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