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SDL_GDKSuspendComplete

Callback from the application to let the suspend continue.

Header File

Defined in <SDL3/SDL_main.h>

Syntax

void SDL_GDKSuspendComplete(void);

Remarks

This should be called from an event watch in response to an SDL_EVENT_DID_ENTER_BACKGROUND event.

When using SDL_Render, your event watch should be added after creating the SDL_Renderer; this allows the timing of the D3D12 command queue suspension to execute in the correct order.

When using SDL_GPU, this should be called after calling SDL_GDKSuspendGPU.

If you're writing your own D3D12 renderer, this should be called after calling ID3D12CommandQueue::SuspendX.

This function is only needed for Xbox GDK support; all other platforms will do nothing and set an "unsupported" error message.

Thread Safety

This function is not thread safe.

Version

This function is available since SDL 3.2.0.

See Also


CategoryAPI, CategoryAPIFunction, CategoryMain


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