DOCS/client_api_examples/sdl: don't curse the mainloop

Fix a typo, and also reword another comment.
This commit is contained in:
wm4 2015-08-17 23:56:56 +02:00
parent 6894858bf2
commit 41d7989800
1 changed files with 2 additions and 2 deletions

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@ -79,7 +79,7 @@ int main(int argc, char *argv[])
// We use events for thread-safe notification of the SDL main loop.
// Generally, the wakeup callbacks (set further below) should do as least
// work as possible, and merely wake up another thread to do actual work.
// On SDL, waking up the mainloop is the ideal curse of action. SDL's
// On SDL, waking up the mainloop is the ideal course of action. SDL's
// SDL_PushEvent() is thread-safe, so we use that.
wakeup_on_mpv_redraw = SDL_RegisterEvents(1);
wakeup_on_mpv_events = SDL_RegisterEvents(1);
@ -94,7 +94,7 @@ int main(int argc, char *argv[])
// users which run OpenGL on a different thread.)
mpv_opengl_cb_set_update_callback(mpv_gl, on_mpv_redraw, NULL);
// Play this file. Note that this asynchronously starts playback.
// Play this file. Note that this starts playback asynchronously.
const char *cmd[] = {"loadfile", argv[1], NULL};
mpv_command(mpv, cmd);