# SDL_GDKSuspendComplete Callback from the application to let the suspend continue. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_main.h) ## Syntax ```c void SDL_GDKSuspendComplete(void); ``` ## Remarks This should be called in response to an [`SDL_EVENT_DID_ENTER_BACKGROUND`](SDL_EVENT_DID_ENTER_BACKGROUND) event, which can be detected via event watch. However, do NOT call this function directly from within an event watch callback. Instead, wait until the app has suppressed all rendering operations, then call this from the application render thread. When using [SDL_Render](SDL_Render), this should be called after calling [SDL_GDKSuspendRenderer](SDL_GDKSuspendRenderer). When using [SDL_GPU](SDL_GPU), this should be called after calling [SDL_GDKSuspendGPU](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 - [SDL_AddEventWatch](SDL_AddEventWatch) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryMain](CategoryMain)