From 4f477c807c088b2eacb5bacd81a28047668ca808 Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Thu, 27 Aug 2026 00:23:20 -0400
Subject: [PATCH] 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.
---
src/video/cocoa/SDL_cocoavideo.m | 8 ++++++++
1 file changed, 8 insertions(+)
diff --git a/src/video/cocoa/SDL_cocoavideo.m b/src/video/cocoa/SDL_cocoavideo.m
index b0a8b6945d175..c87a48cd6fca5 100644
--- a/src/video/cocoa/SDL_cocoavideo.m
+++ b/src/video/cocoa/SDL_cocoavideo.m
@@ -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();