Wait indefinitely for the next available event.
int SDL_WaitEvent(SDL_Event * event);
the SDL_Event structure to be filled in with the next event from the queue, or NULL
Returns 1 on success or 0 if there was an error while waiting for events; call SDL_GetError() for more information.
event is not NULL, the next event is removed from the queue and stored in the SDL_Event structure pointed to by
As this function implicitly calls SDL_PumpEvents(), you can only call this function in the thread that initialized the video subsystem.