Provided by: libsdl3-doc_3.2.20+ds-2_all bug

NAME

       SDL_PollEvent - Poll for currently pending events.

SYNOPSIS

       #include <SDL3/SDL_events.h>

       bool SDL_PollEvent(SDL_Event *event);

DESCRIPTION

       If  event  is  not  NULL,  the next event is removed from the queue and stored in the SDL_Event structure
       pointed to by event.  The 1 returned refers to this event, immediately stored in the SDL Event  structure
       -- not an event to follow.

       If  event is NULL, it simply returns 1 if there is an event in the queue, but will not remove it from the
       queue.

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

       SDL_PollEvent() is the favored way of receiving system events since it can be done from the main loop and
       does not suspend the main loop while waiting on an event to be posted.

       The common practice is to fully process the event queue once every frame, usually as a first step  before
       updating the game's state:

              while (game_is_still_running) {
                  SDL_Event event;
                  while (SDL_PollEvent(&event)) {  // poll until all events are handled!
                      // decide what to do with this event.
                  }

                  // update game state, draw the current frame
              }

FUNCTION PARAMETERS

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

RETURN VALUE

       Returns true if this got an event or false if there are none available.

THREAD SAFETY

       This function should only be called on the main thread.

AVAILABILITY

       This function is available since SDL 3.2.0.

SEE ALSO

       SDL_PushEvent(3), SDL_WaitEvent(3), SDL_WaitEventTimeout(3)

Simple Directmedia Layer                           SDL 3.2.20                                   SDL_PollEvent(3)