diff --git a/docs/README-android.md b/docs/README-android.md index 37905c46d540c7..e57ca81dddd1e8 100644 --- a/docs/README-android.md +++ b/docs/README-android.md @@ -242,7 +242,7 @@ not give you any processing time after the events are delivered. e.g. - int HandleAppEvents(void *userdata, SDL_Event *event) + bool HandleAppEvents(void *userdata, SDL_Event *event) { switch (event->type) { @@ -250,12 +250,12 @@ e.g. /* Terminate the app. Shut everything down before returning from this function. */ - return 0; + return false; case SDL_EVENT_LOW_MEMORY: /* You will get this when your app is paused and iOS wants more memory. Release as much memory as possible. */ - return 0; + return false; case SDL_EVENT_WILL_ENTER_BACKGROUND: /* Prepare your app to go into the background. Stop loops, etc. This gets called when the user hits the home button, or gets a call. @@ -264,15 +264,15 @@ e.g. in addition, you should set the render target to NULL, if you're using it, e.g. call SDL_SetRenderTarget(renderer, NULL). */ - return 0; + return false; case SDL_EVENT_DID_ENTER_BACKGROUND: /* Your app is NOT active at this point. */ - return 0; + return false; case SDL_EVENT_WILL_ENTER_FOREGROUND: /* This call happens when your app is coming back to the foreground. Restore all your state here. */ - return 0; + return false; case SDL_EVENT_DID_ENTER_FOREGROUND: /* Restart your loops here. Your app is interactive and getting CPU again. @@ -283,10 +283,10 @@ e.g. event SDL_EVENT_RENDER_DEVICE_RESET and recreate your OpenGL context and restore your textures when you get it, or quit the app. */ - return 0; + return false; default: /* No special processing, add it to the event queue */ - return 1; + return true; } }