I create three Windows and I Manage the input for SDL_QUIT to stop the game loop and for SDL_WINDOWEVENT_CLOSE to close the windows. Everything works fine until the last window is closed. As far as I know, now the SDL_QUIT Event must be emitted by SDL. But the Gameloop goes on.
I think I maybe have a kind of memory leak and there is still a windows saved. But I checked the window stack (Window::windows hashmap) it is empty. And also the variables in main are cleared.
I also tried to additionally clear the window and renderer variable in the hash map
Window::~Window() {
// Delete Window and Renderer
SDL_DestroyRenderer(Window::windows[this->windowID]->renderer);
SDL_DestroyWindow(Window::windows[this->windowID]->window);
Window::windows[this->windowID]->renderer = nullptr;
Window::windows[this->windowID]->window = nullptr;
// Delete Window from map
Window::windows.erase(this->windowID);
// Delete Window and Renderer
SDL_DestroyRenderer(this->renderer);
SDL_DestroyWindow(this->window);
// Reset Pointer
this->renderer = nullptr;
this->window = nullptr;
Nothing worked.
Thank you o11c,
Your answer was the riddles solution. I just put SDL_Quit() out of the Destructor. This obviously blocked the Event Handler to catch SDL_QUIT. So I put it to the constructor in atexit()
After that (don't know why before not) I got an Segfault when deleting the window pointer in main. I deleted that and just set them all to nullptr.
Now the WindowManager works properly. Thank you for your help