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updated to latest SDL2 (f9244b2a151)
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@@ -59,7 +59,7 @@ typedef enum
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/* Application events */
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SDL_QUIT = 0x100, /**< User-requested quit */
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/* These application events have special meaning on iOS, see README-ios.txt for details */
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/* These application events have special meaning on iOS, see README-ios.md for details */
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SDL_APP_TERMINATING, /**< The application is being terminated by the OS
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Called on iOS in applicationWillTerminate()
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Called on Android in onDestroy()
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@@ -135,7 +135,8 @@ typedef enum
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SDL_DROPFILE = 0x1000, /**< The system requests a file open */
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/* Render events */
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SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset */
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SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
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SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
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/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
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* and should be allocated with SDL_RegisterEvents()
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@@ -583,6 +584,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
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/**
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* This function clears events from the event queue
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* This function only affects currently queued events. If you want to make
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* sure that all pending OS events are flushed, you can call SDL_PumpEvents()
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* on the main thread immediately before the flush call.
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*/
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extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
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extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
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