cocoa: Run the CFRunLoop for 20ms during SDL_Quit().

This lets the OS remove windows that were destroyed in cases where we aren't
terminating the process right after calling SDL_Quit(). Otherwise, they'll
stay on the screen, unresponsive.

Apparently there is some animation state that needs to complete, and that is
handled via the runloop.

Fixes #10081.
This commit is contained in:
Ryan C. Gordon
2026-08-27 00:23:20 -04:00
parent 618890f8fa
commit 4f477c807c

View File

@@ -235,6 +235,14 @@ void Cocoa_VideoQuit(SDL_VideoDevice *_this)
{
@autoreleasepool {
SDL_CocoaVideoData *data = (__bridge SDL_CocoaVideoData *)_this->internal;
// Run the CFRunLoop a little, so last-minute window animations can run, etc, but we hopefully don't change any significant state.
// This needs to run multiple times over a time period, it's not enough to give it a longer timeout and use "false" for returnAfterSourceHandled.
const Uint64 start = SDL_GetTicks();
do {
CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.0, false);
} while ((SDL_GetTicks() - start) <= 20);
Cocoa_QuitModes(_this);
Cocoa_QuitKeyboard(_this);
Cocoa_QuitGCMouse();