Example — Sdl3
// Clean up SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); return 0;
– SDL3 has renamed many event types. The quit event is now SDL_EVENT_QUIT (instead of SDL_QUIT ). Key events follow a similar pattern: SDL_EVENT_KEY_DOWN and the key code is accessed via event.key.key (where SDLK_ESCAPE is unchanged). The event loop is non-blocking thanks to SDL_PollEvent . sdl3 example
// sdl3_bounce.c // Compile (Linux/macOS): gcc sdl3_bounce.c -o bounce `pkg-config --cflags --libs sdl3` // Compile (Windows with vcpkg): cl sdl3_bounce.c /Ipath\to\SDL3\include /link path\to\SDL3\lib\SDL3.lib The event loop is non-blocking thanks to SDL_PollEvent
– SDL_Init(SDL_INIT_VIDEO) returns a boolean (true on success). Unlike SDL2’s integer return, SDL3 uses bool consistently. Error messages are retrieved via SDL_GetError() . We only initialize the video subsystem because we don’t need audio or game controllers. Error messages are retrieved via SDL_GetError()
// Main Loop SDL_Event e; int running = 1; while (running) while (SDL_PollEvent(&e)) if (e.type == SDL_QUIT) running = 0;