Use this function to wait until the specified timeout (in milliseconds) for the next available event.
int SDL_WaitEventTimeout(SDL_Event* event, int timeout)
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.
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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.