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SDL_GDKSuspendComplete(3) SDL3 FUNCTIONS SDL_GDKSuspendComplete(3)

NAME

SDL_GDKSuspendComplete - Callback from the application to let the suspend continue.

SYNOPSIS

#include <SDL3/SDL_main.h>
void SDL_GDKSuspendComplete(void);

DESCRIPTION

This should be called in response to an SDL_EVENT_DID_ENTER_BACKGROUND event, which can be detected via event watch. However, do NOT call this function directly from within an event watch callback. Instead, wait until the app has suppressed all rendering operations, then call this from the application render thread.

When using SDL_Render, this should be called after calling SDL_GDKSuspendRenderer.

When using SDL_GPU, this should be called after calling 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.

AVAILABILITY

This function is available since SDL 3.2.0.

SEE ALSO

SDL_AddEventWatch(3)

SDL 3.5.0 Simple Directmedia Layer