# SDL_GDKSuspendComplete

Callback from the application to let the suspend continue.

## Header File

Defined in [<SDL3/SDL_main.h>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_main.h)

## Syntax

```c
void SDL_GDKSuspendComplete(void);
```

## Remarks

This should be called in response to an
[`SDL_EVENT_DID_ENTER_BACKGROUND`](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](SDL_Render), this should be called after calling
[SDL_GDKSuspendRenderer](SDL_GDKSuspendRenderer).

When using [SDL_GPU](SDL_GPU), this should be called after calling
[SDL_GDKSuspendGPU](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.

## Version

This function is available since SDL 3.2.0.

## See Also

- [SDL_AddEventWatch](SDL_AddEventWatch)

----
[CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryMain](CategoryMain)

