sdlWaitEventTimeout function

int sdlWaitEventTimeout(
  1. Pointer<SdlEvent> event,
  2. int timeout
)

Wait until the specified timeout (in milliseconds) for the next available event.

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

\param event the SDL_Event structure to be filled in with the next event from the queue, or NULL \param timeout the maximum number of milliseconds to wait for the next available event \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.

\since This function is available since SDL 2.0.0.

\sa SDL_PollEvent \sa SDL_PumpEvents \sa SDL_WaitEvent

extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event, int timeout)

Implementation

int sdlWaitEventTimeout(Pointer<SdlEvent> event, int timeout) {
  final sdlWaitEventTimeoutLookupFunction = libSdl2.lookupFunction<
      Int32 Function(Pointer<SdlEvent> event, Int32 timeout),
      int Function(
          Pointer<SdlEvent> event, int timeout)>('SDL_WaitEventTimeout');
  return sdlWaitEventTimeoutLookupFunction(event, timeout);
}