# 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 from an event watch in response to an [`SDL_EVENT_DID_ENTER_BACKGROUND`](SDL_EVENT_DID_ENTER_BACKGROUND) event. When using [SDL_Render](SDL_Render), your event watch should be added _after_ creating the [`SDL_Renderer`](SDL_Renderer); this allows the timing of the D3D12 command queue suspension to execute in the correct order. 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)