Why can't this simple SDL app be closed without task manager or rapid clicking of x button?












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I wrote a simple app that generates a window, a raster, and redraws the raster once every 16ms. Right now the calculations are empty, it just draws a solid color. I don't know how, but I have created a very resource hungry app that cannot be easily closed. I generally have to close it via the task manager.



Here is my SDL "wrapper" class. Below this class is what will eventually calculate a ray caster. I initially thought my call to SDL_RenderDrawPoint for every pixel in the 600x600 window was causing the issue, but I still cannot close the window easily with that code commented out.



SDLWrapper.cpp



#include <iostream>
#include <SDL2/SDL.h>
#include <vector>
#include "include/SDLWrapper.h"

using namespace std;

#define TICK_INTERVAL 16

static int next_time;

SDLWrapper::SDLWrapper() {
}

int SDLWrapper::setupSDLRenderer(int WINDOW_WIDTH, vector<vector<RGB>> (*generateRaster)()){
SDL_Event event;
SDL_Renderer *renderer;
SDL_Window *window;

SDL_Init(SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_WIDTH, 0, &window, &renderer);
next_time = SDL_GetTicks() + TICK_INTERVAL;
while (1) {
if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
break;

SDL_RenderClear(renderer);



rasterPixels = (*generateRaster)();
for (int i = 0; i < rasterPixels.size(); ++i)
{
for (int j = 0; j < rasterPixels.at(i).size(); ++j)
{
SDL_SetRenderDrawColor(renderer,
rasterPixels.at(i).at(j).R,
rasterPixels.at(i).at(j).G,
rasterPixels.at(i).at(j).B, 255);
SDL_RenderDrawPoint(renderer, i, j);
}
}
SDL_RenderPresent(renderer);


SDL_Delay(time_left());
next_time += TICK_INTERVAL;


}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}

RGB SDLWrapper::peek(int x, int y){
return rasterPixels.at(x).at(y);
}

void SDLWrapper::poke(int x, int y, RGB color) {
rasterPixels[x][y] = ((RGB){color.R, color.G, color.B});
}

int SDLWrapper::time_left(void)
{
Uint32 now;

now = SDL_GetTicks();
if(next_time <= now)
return 0;
else
return next_time - now;
}


RayCaster1.cpp



#include "include/SDLWrapper.h"
#include <iostream>
#include <vector>

#define WINDOW_WIDTH 600

#define mapWidth 24
#define mapHeight 24

vector<vector<RGB>> rasterPixels;

vector<vector<RGB>> generateRaster(){
RGB greenPixel;
greenPixel.R = 255;
greenPixel.G = 255;
greenPixel.B = 255;

for(int i = 0; i < WINDOW_WIDTH; i++) {
vector<RGB> column;

for(int j = 0; j < WINDOW_WIDTH; j++){
column.push_back(greenPixel);
}

rasterPixels.push_back(column);
}

return rasterPixels;
}

int main(int /*argc*/, char */*argv*/)
{
double posX = 22, posY = 12; //x and y start position
double dirX = -1, dirY = 0; //initial direction vector
double planeX = 0, planeY = 0.66; //the 2d raycaster version of camera plane

SDLWrapper sdlWrapper;
sdlWrapper.setupSDLRenderer(WINDOW_WIDTH, generateRaster);
}









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    $begingroup$


    I wrote a simple app that generates a window, a raster, and redraws the raster once every 16ms. Right now the calculations are empty, it just draws a solid color. I don't know how, but I have created a very resource hungry app that cannot be easily closed. I generally have to close it via the task manager.



    Here is my SDL "wrapper" class. Below this class is what will eventually calculate a ray caster. I initially thought my call to SDL_RenderDrawPoint for every pixel in the 600x600 window was causing the issue, but I still cannot close the window easily with that code commented out.



    SDLWrapper.cpp



    #include <iostream>
    #include <SDL2/SDL.h>
    #include <vector>
    #include "include/SDLWrapper.h"

    using namespace std;

    #define TICK_INTERVAL 16

    static int next_time;

    SDLWrapper::SDLWrapper() {
    }

    int SDLWrapper::setupSDLRenderer(int WINDOW_WIDTH, vector<vector<RGB>> (*generateRaster)()){
    SDL_Event event;
    SDL_Renderer *renderer;
    SDL_Window *window;

    SDL_Init(SDL_INIT_VIDEO);
    SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_WIDTH, 0, &window, &renderer);
    next_time = SDL_GetTicks() + TICK_INTERVAL;
    while (1) {
    if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
    break;

    SDL_RenderClear(renderer);



    rasterPixels = (*generateRaster)();
    for (int i = 0; i < rasterPixels.size(); ++i)
    {
    for (int j = 0; j < rasterPixels.at(i).size(); ++j)
    {
    SDL_SetRenderDrawColor(renderer,
    rasterPixels.at(i).at(j).R,
    rasterPixels.at(i).at(j).G,
    rasterPixels.at(i).at(j).B, 255);
    SDL_RenderDrawPoint(renderer, i, j);
    }
    }
    SDL_RenderPresent(renderer);


    SDL_Delay(time_left());
    next_time += TICK_INTERVAL;


    }
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
    return EXIT_SUCCESS;
    }

    RGB SDLWrapper::peek(int x, int y){
    return rasterPixels.at(x).at(y);
    }

    void SDLWrapper::poke(int x, int y, RGB color) {
    rasterPixels[x][y] = ((RGB){color.R, color.G, color.B});
    }

    int SDLWrapper::time_left(void)
    {
    Uint32 now;

    now = SDL_GetTicks();
    if(next_time <= now)
    return 0;
    else
    return next_time - now;
    }


    RayCaster1.cpp



    #include "include/SDLWrapper.h"
    #include <iostream>
    #include <vector>

    #define WINDOW_WIDTH 600

    #define mapWidth 24
    #define mapHeight 24

    vector<vector<RGB>> rasterPixels;

    vector<vector<RGB>> generateRaster(){
    RGB greenPixel;
    greenPixel.R = 255;
    greenPixel.G = 255;
    greenPixel.B = 255;

    for(int i = 0; i < WINDOW_WIDTH; i++) {
    vector<RGB> column;

    for(int j = 0; j < WINDOW_WIDTH; j++){
    column.push_back(greenPixel);
    }

    rasterPixels.push_back(column);
    }

    return rasterPixels;
    }

    int main(int /*argc*/, char */*argv*/)
    {
    double posX = 22, posY = 12; //x and y start position
    double dirX = -1, dirY = 0; //initial direction vector
    double planeX = 0, planeY = 0.66; //the 2d raycaster version of camera plane

    SDLWrapper sdlWrapper;
    sdlWrapper.setupSDLRenderer(WINDOW_WIDTH, generateRaster);
    }









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      1








      1





      $begingroup$


      I wrote a simple app that generates a window, a raster, and redraws the raster once every 16ms. Right now the calculations are empty, it just draws a solid color. I don't know how, but I have created a very resource hungry app that cannot be easily closed. I generally have to close it via the task manager.



      Here is my SDL "wrapper" class. Below this class is what will eventually calculate a ray caster. I initially thought my call to SDL_RenderDrawPoint for every pixel in the 600x600 window was causing the issue, but I still cannot close the window easily with that code commented out.



      SDLWrapper.cpp



      #include <iostream>
      #include <SDL2/SDL.h>
      #include <vector>
      #include "include/SDLWrapper.h"

      using namespace std;

      #define TICK_INTERVAL 16

      static int next_time;

      SDLWrapper::SDLWrapper() {
      }

      int SDLWrapper::setupSDLRenderer(int WINDOW_WIDTH, vector<vector<RGB>> (*generateRaster)()){
      SDL_Event event;
      SDL_Renderer *renderer;
      SDL_Window *window;

      SDL_Init(SDL_INIT_VIDEO);
      SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_WIDTH, 0, &window, &renderer);
      next_time = SDL_GetTicks() + TICK_INTERVAL;
      while (1) {
      if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
      break;

      SDL_RenderClear(renderer);



      rasterPixels = (*generateRaster)();
      for (int i = 0; i < rasterPixels.size(); ++i)
      {
      for (int j = 0; j < rasterPixels.at(i).size(); ++j)
      {
      SDL_SetRenderDrawColor(renderer,
      rasterPixels.at(i).at(j).R,
      rasterPixels.at(i).at(j).G,
      rasterPixels.at(i).at(j).B, 255);
      SDL_RenderDrawPoint(renderer, i, j);
      }
      }
      SDL_RenderPresent(renderer);


      SDL_Delay(time_left());
      next_time += TICK_INTERVAL;


      }
      SDL_DestroyRenderer(renderer);
      SDL_DestroyWindow(window);
      SDL_Quit();
      return EXIT_SUCCESS;
      }

      RGB SDLWrapper::peek(int x, int y){
      return rasterPixels.at(x).at(y);
      }

      void SDLWrapper::poke(int x, int y, RGB color) {
      rasterPixels[x][y] = ((RGB){color.R, color.G, color.B});
      }

      int SDLWrapper::time_left(void)
      {
      Uint32 now;

      now = SDL_GetTicks();
      if(next_time <= now)
      return 0;
      else
      return next_time - now;
      }


      RayCaster1.cpp



      #include "include/SDLWrapper.h"
      #include <iostream>
      #include <vector>

      #define WINDOW_WIDTH 600

      #define mapWidth 24
      #define mapHeight 24

      vector<vector<RGB>> rasterPixels;

      vector<vector<RGB>> generateRaster(){
      RGB greenPixel;
      greenPixel.R = 255;
      greenPixel.G = 255;
      greenPixel.B = 255;

      for(int i = 0; i < WINDOW_WIDTH; i++) {
      vector<RGB> column;

      for(int j = 0; j < WINDOW_WIDTH; j++){
      column.push_back(greenPixel);
      }

      rasterPixels.push_back(column);
      }

      return rasterPixels;
      }

      int main(int /*argc*/, char */*argv*/)
      {
      double posX = 22, posY = 12; //x and y start position
      double dirX = -1, dirY = 0; //initial direction vector
      double planeX = 0, planeY = 0.66; //the 2d raycaster version of camera plane

      SDLWrapper sdlWrapper;
      sdlWrapper.setupSDLRenderer(WINDOW_WIDTH, generateRaster);
      }









      share|improve this question









      New contributor




      Bluebomber357 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.







      $endgroup$




      I wrote a simple app that generates a window, a raster, and redraws the raster once every 16ms. Right now the calculations are empty, it just draws a solid color. I don't know how, but I have created a very resource hungry app that cannot be easily closed. I generally have to close it via the task manager.



      Here is my SDL "wrapper" class. Below this class is what will eventually calculate a ray caster. I initially thought my call to SDL_RenderDrawPoint for every pixel in the 600x600 window was causing the issue, but I still cannot close the window easily with that code commented out.



      SDLWrapper.cpp



      #include <iostream>
      #include <SDL2/SDL.h>
      #include <vector>
      #include "include/SDLWrapper.h"

      using namespace std;

      #define TICK_INTERVAL 16

      static int next_time;

      SDLWrapper::SDLWrapper() {
      }

      int SDLWrapper::setupSDLRenderer(int WINDOW_WIDTH, vector<vector<RGB>> (*generateRaster)()){
      SDL_Event event;
      SDL_Renderer *renderer;
      SDL_Window *window;

      SDL_Init(SDL_INIT_VIDEO);
      SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_WIDTH, 0, &window, &renderer);
      next_time = SDL_GetTicks() + TICK_INTERVAL;
      while (1) {
      if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
      break;

      SDL_RenderClear(renderer);



      rasterPixels = (*generateRaster)();
      for (int i = 0; i < rasterPixels.size(); ++i)
      {
      for (int j = 0; j < rasterPixels.at(i).size(); ++j)
      {
      SDL_SetRenderDrawColor(renderer,
      rasterPixels.at(i).at(j).R,
      rasterPixels.at(i).at(j).G,
      rasterPixels.at(i).at(j).B, 255);
      SDL_RenderDrawPoint(renderer, i, j);
      }
      }
      SDL_RenderPresent(renderer);


      SDL_Delay(time_left());
      next_time += TICK_INTERVAL;


      }
      SDL_DestroyRenderer(renderer);
      SDL_DestroyWindow(window);
      SDL_Quit();
      return EXIT_SUCCESS;
      }

      RGB SDLWrapper::peek(int x, int y){
      return rasterPixels.at(x).at(y);
      }

      void SDLWrapper::poke(int x, int y, RGB color) {
      rasterPixels[x][y] = ((RGB){color.R, color.G, color.B});
      }

      int SDLWrapper::time_left(void)
      {
      Uint32 now;

      now = SDL_GetTicks();
      if(next_time <= now)
      return 0;
      else
      return next_time - now;
      }


      RayCaster1.cpp



      #include "include/SDLWrapper.h"
      #include <iostream>
      #include <vector>

      #define WINDOW_WIDTH 600

      #define mapWidth 24
      #define mapHeight 24

      vector<vector<RGB>> rasterPixels;

      vector<vector<RGB>> generateRaster(){
      RGB greenPixel;
      greenPixel.R = 255;
      greenPixel.G = 255;
      greenPixel.B = 255;

      for(int i = 0; i < WINDOW_WIDTH; i++) {
      vector<RGB> column;

      for(int j = 0; j < WINDOW_WIDTH; j++){
      column.push_back(greenPixel);
      }

      rasterPixels.push_back(column);
      }

      return rasterPixels;
      }

      int main(int /*argc*/, char */*argv*/)
      {
      double posX = 22, posY = 12; //x and y start position
      double dirX = -1, dirY = 0; //initial direction vector
      double planeX = 0, planeY = 0.66; //the 2d raycaster version of camera plane

      SDLWrapper sdlWrapper;
      sdlWrapper.setupSDLRenderer(WINDOW_WIDTH, generateRaster);
      }






      c++ sdl sdl2






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      edited 3 hours ago









      Tyyppi_77

      5,13931835




      5,13931835






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      asked 4 hours ago









      Bluebomber357Bluebomber357

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      New contributor





      Bluebomber357 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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          $begingroup$

          Your event loop looks ill-formed, as it will only process one event per frame. Here's what it probably should look like:



          SDL_Event e;
          while (SDL_PollEvent(&e)) {
          if (e.type == SDL_QUIT) run = false;
          }


          And then change your mainloop to depend on run.






          share|improve this answer









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            $begingroup$

            Your event loop looks ill-formed, as it will only process one event per frame. Here's what it probably should look like:



            SDL_Event e;
            while (SDL_PollEvent(&e)) {
            if (e.type == SDL_QUIT) run = false;
            }


            And then change your mainloop to depend on run.






            share|improve this answer









            $endgroup$


















              3












              $begingroup$

              Your event loop looks ill-formed, as it will only process one event per frame. Here's what it probably should look like:



              SDL_Event e;
              while (SDL_PollEvent(&e)) {
              if (e.type == SDL_QUIT) run = false;
              }


              And then change your mainloop to depend on run.






              share|improve this answer









              $endgroup$
















                3












                3








                3





                $begingroup$

                Your event loop looks ill-formed, as it will only process one event per frame. Here's what it probably should look like:



                SDL_Event e;
                while (SDL_PollEvent(&e)) {
                if (e.type == SDL_QUIT) run = false;
                }


                And then change your mainloop to depend on run.






                share|improve this answer









                $endgroup$



                Your event loop looks ill-formed, as it will only process one event per frame. Here's what it probably should look like:



                SDL_Event e;
                while (SDL_PollEvent(&e)) {
                if (e.type == SDL_QUIT) run = false;
                }


                And then change your mainloop to depend on run.







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered 3 hours ago









                Tyyppi_77Tyyppi_77

                5,13931835




                5,13931835






















                    Bluebomber357 is a new contributor. Be nice, and check out our Code of Conduct.










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