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As this function implicitly calls [[SDL_PumpEvents]](), you can only call this function in the thread that set the video mode.

A
s of SDL 2.0, this function does not put the application's process to sleep waiting for events; it polls for events in a loop internally. This may change in the future to improve power savings.
As this function implicitly calls [[SDL_PumpEvents]](), you can only call this function in the thread that initialized the video subsystem.

SDL_WaitEventTimeout

Use this function to wait until the specified timeout (in milliseconds) for the next available event.

Syntax

int SDL_WaitEventTimeout(SDL_Event* event,
                         int        timeout)

Function Parameters

event

the SDL_Event structure to be filled in with the next event from the queue, or NULL

timeout

the maximum number of milliseconds to wait for the next available event

Return Value

Returns 1 on success or 0 if there was an error while waiting for events; call SDL_GetError() for more information. This also returns 0 if the timeout elapsed without an event arriving.

Code Examples

You can add your code example here

Remarks

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 implicitly calls SDL_PumpEvents(), you can only call this function in the thread that initialized the video subsystem.


CategoryAPI, CategoryEvents

None: SDL_WaitEventTimeout (last edited 2015-04-26 18:51:25 by PhilippWiesemann)

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