From 7622c4c427fd9dfc59e0409eb8148ad02238b51a Mon Sep 17 00:00:00 2001 From: Brenton Bostick Date: Mon, 22 Sep 2025 09:41:45 -0400 Subject: [PATCH] fix typos --- include/SDL3/SDL_events.h | 2 +- include/SDL3/SDL_hints.h | 2 +- include/SDL3/SDL_timer.h | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/include/SDL3/SDL_events.h b/include/SDL3/SDL_events.h index 10bc557674..87cd0ce657 100644 --- a/include/SDL3/SDL_events.h +++ b/include/SDL3/SDL_events.h @@ -30,7 +30,7 @@ * coming and going, the system changing in some way, etc. * * An app generally takes a moment, perhaps at the start of a new frame, to - * examine any events that have occured since the last time and process or + * examine any events that have occurred since the last time and process or * ignore them. This is generally done by calling SDL_PollEvent() in a loop * until it returns false (or, if using the main callbacks, events are * provided one at a time in calls to SDL_AppEvent() before the next call to diff --git a/include/SDL3/SDL_hints.h b/include/SDL3/SDL_hints.h index 57c482795e..5b9f2f2fdb 100644 --- a/include/SDL3/SDL_hints.h +++ b/include/SDL3/SDL_hints.h @@ -2631,7 +2631,7 @@ extern "C" { * the window center occur within a short time period, SDL will emulate mouse * warps using relative mouse mode. This can provide smoother and more * reliable mouse motion for some older games, which continuously calculate - * the distance travelled by the mouse pointer and warp it back to the center + * the distance traveled by the mouse pointer and warp it back to the center * of the window, rather than using relative mouse motion. * * Note that relative mouse mode may have different mouse acceleration diff --git a/include/SDL3/SDL_timer.h b/include/SDL3/SDL_timer.h index cee14c131e..490d13562f 100644 --- a/include/SDL3/SDL_timer.h +++ b/include/SDL3/SDL_timer.h @@ -34,7 +34,7 @@ * This category covers measuring time elapsed (SDL_GetTicks(), * SDL_GetPerformanceCounter()), putting a thread to sleep for a certain * amount of time (SDL_Delay(), SDL_DelayNS(), SDL_DelayPrecise()), and firing - * a callback function after a certain amount of time has elasped + * a callback function after a certain amount of time has elapsed * (SDL_AddTimer(), etc). * * There are also useful macros to convert between time units, like