I run into an issue if my game application becomes unresponsive when running in fullscreen on Windows. This mostly applies when I want to use breakpoints in Visual Studio, however if the application crashes, such as from a memory error, the window doesn't close.
I don't think this is strictly a WGL/GLFW/Cocos2D problem, since I have seen this problem in other Windows games, including ones that use Direct3D.
I searched around, but I can't find a definitive answer as to what causes this problem or how to fix it. From what I have read, this issue is only supposed to be caused by using HWND_TOPMOST (or maybe HWND_TOP); however, even changing all uses of that in GLFW to HWND_NOTOPMOST doesn't seem to fix the problem.
I imagine that registering a custom signal handler using std::signal might work, but I am not sure which parts of the Windows API, if any, I should call in an exit handler, that would solve this problem.