I'm really having trouble closing my console application with FreeGLUT.
I would like to know what the best way is to take every possible closing, because I don't want any memory leaks (I'm pretty afraid of those).
So I already tried the following, which is giving me an exception like this:
First-chance exception at 0x754e6a6f in myProject.exe: 0x40010005: Control-C.
int main(int argc, char **argv)
{
if( SetConsoleCtrlHandler( (PHANDLER_ROUTINE) CtrlHandler, true) )
{
// more code here as well ....
glutCloseFunc(close); // set the window closing function of opengl
glutMainLoop();
close(); // close function if coming here somehow
}
else
{
return 1;
}
return 0;
}
void close()
{
// keyboardManager is a pointer to a class
// which I want to delete, so no memory will leak.
if(keyboardManager) // do I need this check?
delete keyboardManager;
}
bool CtrlHandler(DWORD fdwCtrlType)
{
switch(fdwCtrlType)
{
// Handle the CTRL-C signal.
case CTRL_C_EVENT:
// and the close button
case CTRL_CLOSE_EVENT:
close();
return true;
// Pass other signals to the next handler.
case CTRL_BREAK_EVENT:
return false;
// delete the pointer anyway
case CTRL_LOGOFF_EVENT:
case CTRL_SHUTDOWN_EVENT:
default:
close();
return false;
}
}
So what goes right is:
x
if(keyboardManager->isKeyDown[27]) glutExit();
What goes wrong is:
This is in Visual Studio 2008 C++.
UPDATE
I found that the exception is thrown, because I'm in debug. So that won't be a problem. But the question is still open: What is the most elegant way to actually close glut?
atexit()
seems to work as well, so maybe I can use this?
I use this function:
void glutLeaveMainLoop ( void );
There is more information on their sourceforge page but I never used that functionality:
The glutLeaveMainLoop function causes freeglut to stop the event loop. If the GLUT_ACTION_ON_WINDOW_CLOSE option has been set to GLUT_ACTION_CONTINUE_EXECUTION, control will return to the function which called glutMainLoop; otherwise the application will exit.
http://freeglut.sourceforge.net/docs/api.php#EventProcessing
It is safe to use delete
on a null pointer, no need to check.
I use glutDestroyWindow(int handle);
or
According to ID: RigidBody at OpenGL forum
void destroy_window()
{
window_valid = -1;
}
void display_func()
{
if(window_valid == -1)
return;
// draw things
}
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