Use this function to wait indefinitely for the next available event.
int SDL_WaitEvent(SDL_Event* event)
the SDL_Event structure to be filled in with the next event from the queue, or NULL
Returns 1 on success or 0 if there was an error while waiting for events; call SDL_GetError() for more information.
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If event is not NULL, the next event is removed from the queue and stored in the SDL_Event structure pointed to by event.
As this function implicitly calls SDL_PumpEvents(), you can only call this function in the thread that initialized the video subsystem.