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Update documentation to reflect that a single SDL_PumpEvents() each frame is the recommended way to handle events
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@ -801,9 +801,8 @@ extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
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* As this function implicitly calls SDL_PumpEvents(), you can only call this
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* 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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* on an event to be posted.
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* SDL_PollEvent() is deprecated as some sensors and mice with extremely high
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* update rates can generate events each time this function is called.
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*
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* The common practice is to fully process the event queue once every frame,
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* usually as a first step before updating the game's state:
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@ -811,7 +810,8 @@ extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
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* ```c
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* while (game_is_still_running) {
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* SDL_Event event;
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* while (SDL_PollEvent(&event)) { // poll until all events are handled!
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* SDL_PumpEvents();
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* while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, 0, SDL_LASTEVENT) == 1) { // poll until all events are handled!
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* // decide what to do with this event.
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* }
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*
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