annotate docs/man3/SDL_Quit.3 @ 852:2651b6b43840

Quartz fix: ut2004 makes a 2D window for the splash screen, which sets the screen surface's pixels field. Then we tear down that video mode and create a GL context, and the Quartz target isn't resetting the pixels field to NULL. When you just create a GL window, the structure is memset'd to zero the first time through, so unless you hit ut2004's codepath, you won't see the bug. :) Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a warning about a bogus free() to stderr, but it doesn't actually crash. All we need to do is explicitly initialize the current->pixels field.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 24 Feb 2004 06:53:22 +0000
parents e5bc29de3f0a
children 546f7c1eb755
rev   line source
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1 .TH "SDL_Quit" "3" "Tue 11 Sep 2001, 23:00" "SDL" "SDL API Reference"
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2 .SH "NAME"
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3 SDL_Quit\- Shut down SDL
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4 .SH "SYNOPSIS"
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5 .PP
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6 \fB#include "SDL\&.h"
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7 .sp
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8 \fBvoid \fBSDL_Quit\fP\fR(\fBvoid\fR);
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9 .SH "DESCRIPTION"
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10 .PP
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11 \fBSDL_Quit\fP shuts down all SDL subsystems and frees the resources allocated to them\&. This should always be called before you exit\&. For the sake of simplicity you can set \fBSDL_Quit\fP as your \fBatexit\fP call, like:
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12 .PP
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13 .nf
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14 \f(CWSDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO);
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15 atexit(SDL_Quit);
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16 \&.
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17 \&.\fR
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18 .fi
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19 .PP
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20 .PP
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21 .RS
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22 \fBNote:
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23 .PP
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24 While using \fBatexit\fP maybe be fine for small programs, more advanced users should shut down SDL in their own cleanup code\&. Plus, using \fBatexit\fP in a library is a sure way to crash dynamically loaded code
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25 .RE
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26 .SH "SEE ALSO"
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27 .PP
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28 \fI\fBSDL_QuitSubsystem\fP\fR, \fI\fBSDL_Init\fP\fR
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29 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:00