From f1181bada0c4a937896fae1c8d891efdcb9b866b Mon Sep 17 00:00:00 2001 From: Ralph Sennhauser Date: Wed, 27 May 2026 20:27:14 +0200 Subject: [PATCH] Don't install SDL default signal handler for Atlas If we catch the signal we'd have to communicate that we terminated by signal, which might depend on shell. There is also the issue of various dialogs blocking regular quit which we don't want, so that would need extra work as well. As such just let the SIGINT/SIGTERM do there default action and forgo cleanup and let the OS handle it. Fixes: #198 Signed-off-by: Ralph Sennhauser --- .../tools/atlas/GameInterface/Handlers/GraphicsSetupHandlers.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/source/tools/atlas/GameInterface/Handlers/GraphicsSetupHandlers.cpp b/source/tools/atlas/GameInterface/Handlers/GraphicsSetupHandlers.cpp index 1e653c29ca..245e87748a 100644 --- a/source/tools/atlas/GameInterface/Handlers/GraphicsSetupHandlers.cpp +++ b/source/tools/atlas/GameInterface/Handlers/GraphicsSetupHandlers.cpp @@ -109,6 +109,7 @@ MESSAGEHANDLER(InitAppWindow) MESSAGEHANDLER(InitSDL) { + SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1"); // When using GLX (Linux), SDL has to load the GL library to find // glXGetProcAddressARB before it can load any extensions. // When running in Atlas, we skip the SDL video initialisation code