// Constructor
FGGlobals::FGGlobals() :
+ props( new SGPropertyNode ),
+ initial_state( NULL ),
+ locale( NULL ),
renderer( new FGRenderer ),
subsystem_mgr( new SGSubsystemMgr ),
event_mgr( new SGEventMgr ),
AI_mgr( NULL ),
controls( NULL ),
viewmgr( NULL ),
- props( new SGPropertyNode ),
- initial_state( NULL ),
- locale( NULL ),
commands( SGCommandMgr::instance() ),
acmodel( NULL ),
model_mgr( NULL ),
initial_waypoints( NULL ),
scenery( NULL ),
tile_mgr( NULL ),
- io( new FGIO ),
fontcache ( new FGFontCache ),
navlist( NULL ),
loclist( NULL ),
// shut down all subsystems, make sure we take down the
// AIModels system first.
subsystem_mgr->get_group(SGSubsystemMgr::GENERAL)->remove_subsystem("ai_model");
+ // FGInput (FGInputEvent) and FGDialog calls get_subsystem() in their destructors,
+ // which is not safe since some subsystem are already deleted but can be referred.
+ // So these subsystems must be deleted prior to deleting subsystem_mgr unless
+ // ~SGSubsystemGroup and SGSubsystemMgr::get_subsystem are changed not to refer to
+ // deleted subsystems.
+ subsystem_mgr->get_group(SGSubsystemMgr::GENERAL)->remove_subsystem("input");
+ subsystem_mgr->get_group(SGSubsystemMgr::GENERAL)->remove_subsystem("gui");
delete subsystem_mgr;
delete event_mgr;
delete time_params;
delete initial_waypoints;
delete tile_mgr;
delete scenery;
- delete io;
delete fontcache;
delete navlist;