SDL_GDKSuspendComplete - Man Page
Callback from the application to let the suspend continue.
Synopsis
#include <SDL3/SDL_main.h> void SDL_GDKSuspendComplete(void);
Description
This should be called from an event watch in response to an SDL_EVENT_DID_ENTER_BACKGROUND event.
When using SDL_Render, your event watch should be added _after_ creating the SDL_Renderer; this allows the timing of the D3D12 command queue suspension to execute in the correct order.
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
Info
SDL 3.4.8 Simple Directmedia Layer SDL3 FUNCTIONS