From ddf1d5c55327045a84a0cd04c840e2eef87a5670 Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Thu, 14 Oct 2021 19:10:30 -0700 Subject: [PATCH] Update documentation to reflect that a single SDL_PumpEvents() each frame is the recommended way to handle events --- include/SDL_events.h | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/include/SDL_events.h b/include/SDL_events.h index c3037b26d..c1e28f777 100644 --- a/include/SDL_events.h +++ b/include/SDL_events.h @@ -801,9 +801,8 @@ extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); * As this function implicitly calls 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. + * SDL_PollEvent() is deprecated as some sensors and mice with extremely high + * update rates can generate events each time this function is called. * * The common practice is to fully process the event queue once every frame, * usually as a first step before updating the game's state: @@ -811,7 +810,8 @@ extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); * ```c * while (game_is_still_running) { * SDL_Event event; - * while (SDL_PollEvent(&event)) { // poll until all events are handled! + * SDL_PumpEvents(); + * while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, 0, SDL_LASTEVENT) == 1) { // poll until all events are handled! * // decide what to do with this event. * } *