# SDL_CreateWindowAndRenderer

Create a window and default renderer.

## Header File

Defined in [<SDL3/SDL_render.h>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_render.h)

## Syntax

```c
bool SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer);
```

## Function Parameters

|                                    |                  |                                                                                   |
| ---------------------------------- | ---------------- | --------------------------------------------------------------------------------- |
| const char *                       | **title**        | the title of the window, in UTF-8 encoding.                                       |
| int                                | **width**        | the width of the window.                                                          |
| int                                | **height**       | the height of the window.                                                         |
| [SDL_WindowFlags](SDL_WindowFlags) | **window_flags** | the flags used to create the window (see [SDL_CreateWindow](SDL_CreateWindow)()). |
| [SDL_Window](SDL_Window) **        | **window**       | a pointer filled with the window, or NULL on error.                               |
| [SDL_Renderer](SDL_Renderer) **    | **renderer**     | a pointer filled with the renderer, or NULL on error.                             |

## Return Value

(bool) Returns true on success or false on failure; call
[SDL_GetError](SDL_GetError)() for more information.

## Thread Safety

This function should only be called on the main thread.

## Version

This function is available since SDL 3.2.0.

## Code Examples

```c
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>

int main(int argc, char *argv[])
{
    SDL_Window *window;
    SDL_Renderer *renderer;
    SDL_Surface *surface;
    SDL_Texture *texture;
    SDL_Event event;

    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
        return 3;
    }

    if (!SDL_CreateWindowAndRenderer("Hello SDL", 320, 240, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window and renderer: %s", SDL_GetError());
        return 3;
    }

    surface = SDL_LoadBMP("sample.bmp");
    if (!surface) {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create surface from image: %s", SDL_GetError());
        return 3;
    }
    texture = SDL_CreateTextureFromSurface(renderer, surface);
    if (!texture) {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture from surface: %s", SDL_GetError());
        return 3;
    }
    SDL_DestroySurface(surface);

    while (1) {
        SDL_PollEvent(&event);
        if (event.type == SDL_EVENT_QUIT) {
            break;
        }
        SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
        SDL_RenderClear(renderer);
        SDL_RenderTexture(renderer, texture, NULL, NULL);
        SDL_RenderPresent(renderer);
    }

    SDL_DestroyTexture(texture);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);

    SDL_Quit();

    return 0;
}
```

## See Also

- [SDL_CreateRenderer](SDL_CreateRenderer)
- [SDL_CreateWindow](SDL_CreateWindow)

----
[CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryRender](CategoryRender), [CategoryVideo](CategoryVideo)


