sdlWaitEvent function

bool sdlWaitEvent(
  1. Pointer<SdlEvent> event
)

Wait indefinitely 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. \returns true on success or false if there was an error while waiting for events; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

\since This function is available since SDL 3.1.3.

\sa SDL_PollEvent \sa SDL_PushEvent \sa SDL_WaitEventTimeout

extern SDL_DECLSPEC bool SDLCALL SDL_WaitEvent(SDL_Event *event)

Implementation

bool sdlWaitEvent(Pointer<SdlEvent> event) {
  final sdlWaitEventLookupFunction = libSdl3.lookupFunction<
      Uint8 Function(Pointer<SdlEvent> event),
      int Function(Pointer<SdlEvent> event)>('SDL_WaitEvent');
  return sdlWaitEventLookupFunction(event) == 1;
}