From 8a48ce00c85e967855e180fc2effd4c725c6ea04 Mon Sep 17 00:00:00 2001 From: SDL Wiki Bot Date: Fri, 15 Oct 2021 05:28:04 +0000 Subject: [PATCH] Sync wiki -> header --- include/SDL_events.h | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/include/SDL_events.h b/include/SDL_events.h index 882c4ee18..c018e3b41 100644 --- a/include/SDL_events.h +++ b/include/SDL_events.h @@ -801,8 +801,8 @@ extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); * 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. + * 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 @@ -841,8 +841,8 @@ extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * 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. + * 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 @@ -862,8 +862,8 @@ extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * 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. + * 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