From 8a48ce00c85e967855e180fc2effd4c725c6ea04 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
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 882c4ee18d..c018e3b41a 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