Wait indefinitely for the next available event.
Defined in SDL_events.h
int SDL_WaitEvent(SDL_Event * event);
SDL_Event * | event | the SDL_Event structure to be filled in with the next event from the queue, or NULL. |
(int) Returns 1 on success or 0 if there was an error while waiting for events; call SDL_GetError() for more information.
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 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.