Handling the Window Close Event in SDL2
How do I make the window close properly when I click the 'X' button?
Clicking the standard window close button ('X' on Windows/Linux, red circle on macOS) doesn't automatically close your SDL application. Instead, the operating system sends a specific signal to your application indicating the user wants to quit. SDL translates this signal into an event of type SDL_QUIT
.
To make your window close properly, you need to modify your main application loop to:
- Check for pending events.
- Specifically look for an event of type
SDL_QUIT
. - If
SDL_QUIT
is detected, signal your main loop to stop running.
Implementing the Event Loop
The standard way to do this is using SDL_PollEvent()
. This function checks SDL's internal event queue (which is populated by calls to SDL_PumpEvents()
, often implicitly by SDL_PollEvent
itself) for the next pending event. If an event exists, SDL_PollEvent()
fills an SDL_Event
structure with the event details and returns 1
(true). If no events are pending, it returns 0
(false).
We use a while
loop with SDL_PollEvent()
to process all events that might have occurred since the last frame, and a boolean flag (e.g., running
) to control the main application loop.
Here's how you can modify the main.cpp
from the lesson to handle the close event:
// main.cpp
#include <SDL.h>
#include "Window.h"
int main(int argc, char** argv) {
SDL_Init(SDL_INIT_VIDEO);
Window GameWindow; // Creates the window via constructor
bool running = true; // Add a flag to control the loop
SDL_Event event; // Structure to hold event info
// Replace while(true) with while(running)
while (running) { // Loop continues as long as running is true
// Process all pending events this frame
while (SDL_PollEvent(&event)) { // Check for events
// Check if the event is the quit signal
if (event.type == SDL_QUIT) {
running = false; // Signal the main loop to stop <h>
}
// We could check for other events here (keyboard, mouse)
}
// If we were rendering or updating game state,
// it would happen here, outside the event polling loop
// but inside the main 'while(running)' loop.
// SDL_PumpEvents() is not strictly needed here, as
// SDL_PollEvent() handles event pumping internally.
}
// Destructor of GameWindow runs here, calling SDL_DestroyWindow
SDL_Quit(); // Clean up SDL subsystems
return 0;
}
With this structure:
- The
while(running)
loop keeps the application alive. SDL_PollEvent()
checks for user actions or system events.- When the 'X' button is clicked, an
SDL_QUIT
event is generated. - The
if (event.type == SDL_QUIT)
condition becomes true. running
is set tofalse
.- The
while(running)
loop condition fails on the next iteration, and the loop terminates. - The program proceeds to
SDL_Quit()
and exits gracefully.
Event handling is a fundamental part of SDL applications, and we will cover it much more thoroughly in the upcoming lessons, including handling keyboard and mouse input.
Creating a Window
Learn how to create and customize windows, covering initialization, window management, and rendering