Make sure you clean up the associated renderer when destroying a window.
parent
129640af7a
commit
9e90acdfcf
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@ -1281,9 +1281,17 @@ SDLTest_CommonEvent(SDLTest_CommonState * state, SDL_Event * event, int *done)
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{
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SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
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if (window) {
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SDL_DestroyWindow(window);
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for (i = 0; i < state->num_windows; ++i) {
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if (window == state->windows[i]) {
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if (state->targets[i]) {
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SDL_DestroyTexture(state->targets[i]);
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state->targets[i] = NULL;
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}
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if (state->renderers[i]) {
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SDL_DestroyRenderer(state->renderers[i]);
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state->renderers[i] = NULL;
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}
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SDL_DestroyWindow(state->windows[i]);
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state->windows[i] = NULL;
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break;
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}
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