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| As this function implicitly calls [[SDL_PumpEvents]](), you can only call this function in the thread that set the video mode. As of SDL 2.0, this function does not put the application's process to sleep waiting for events; it polls for events in a loop internally. This may change in the future to improve power savings. |
As this function implicitly calls [[SDL_PumpEvents]](), you can only call this function in the thread that initialized the video subsystem. |
SDL_WaitEvent
Use this function to wait indefinitely for the next available event.
Contents
Syntax
int SDL_WaitEvent(SDL_Event* event)
Function Parameters
event |
the SDL_Event structure to be filled in with the next event from the queue, or NULL |
Return Value
Returns 1 on success or 0 if there was an error while waiting for events; call SDL_GetError() for more information.
Code Examples
You can add your code example here
Remarks
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.
