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DOCS/client_api_examples/sdl: don't curse the mainloop
Fix a typo, and also reword another comment.
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@ -79,7 +79,7 @@ int main(int argc, char *argv[])
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// We use events for thread-safe notification of the SDL main loop.
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// Generally, the wakeup callbacks (set further below) should do as least
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// work as possible, and merely wake up another thread to do actual work.
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// On SDL, waking up the mainloop is the ideal curse of action. SDL's
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// On SDL, waking up the mainloop is the ideal course of action. SDL's
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// SDL_PushEvent() is thread-safe, so we use that.
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wakeup_on_mpv_redraw = SDL_RegisterEvents(1);
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wakeup_on_mpv_events = SDL_RegisterEvents(1);
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@ -94,7 +94,7 @@ int main(int argc, char *argv[])
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// users which run OpenGL on a different thread.)
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mpv_opengl_cb_set_update_callback(mpv_gl, on_mpv_redraw, NULL);
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// Play this file. Note that this asynchronously starts playback.
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// Play this file. Note that this starts playback asynchronously.
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const char *cmd[] = {"loadfile", argv[1], NULL};
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mpv_command(mpv, cmd);
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