mirror of https://github.com/libsdl-org/SDL
Sync wiki -> header
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@ -801,8 +801,8 @@ extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
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* If `event` is NULL, it simply returns 1 if there is an event in the queue,
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* but will not remove it from the queue.
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*
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* As this function may implicitly call SDL_PumpEvents(), you can only call this
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* function in the thread that set the video mode.
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* As this function may implicitly call SDL_PumpEvents(), you can only call
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* this function in the thread that set the video mode.
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*
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* SDL_PollEvent() is the favored way of receiving system events since it can
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* be done from the main loop and does not suspend the main loop while waiting
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@ -841,8 +841,8 @@ extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
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* If `event` is not NULL, the next event is removed from the queue and stored
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* in the SDL_Event structure pointed to by `event`.
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*
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* As this function may implicitly call SDL_PumpEvents(), you can only call this
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* function in the thread that initialized the video subsystem.
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* As this function may implicitly call SDL_PumpEvents(), you can only call
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* this function in the thread that initialized the video subsystem.
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*
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* \param event the SDL_Event structure to be filled in with the next event
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* from the queue, or NULL
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@ -862,8 +862,8 @@ extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
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* If `event` is not NULL, the next event is removed from the queue and stored
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* in the SDL_Event structure pointed to by `event`.
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*
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* As this function may implicitly call SDL_PumpEvents(), you can only call this
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* function in the thread that initialized the video subsystem.
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* As this function may implicitly call SDL_PumpEvents(), you can only call
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* this function in the thread that initialized the video subsystem.
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*
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* \param event the SDL_Event structure to be filled in with the next event
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* from the queue, or NULL
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