Wait until the specified timeout (in milliseconds) for the next available event.
int SDL_WaitEventTimeout(SDL_Event * event,
|the SDL_Event structure to be filled in with the next event from the queue, or NULL
|the maximum number of milliseconds to wait for the next available event
Returns 1 on success or 0 if there was an error while waiting for events; call SDL_GetError() for more information. This also returns 0 if the timeout elapsed without an event arriving.
event is not NULL, the next event is removed from the queue and stored in the SDL_Event structure pointed to by
As this function may implicitly call SDL_PumpEvents(), you can only call this function in the thread that initialized the video subsystem.
This function is available since SDL 2.0.0.