Update documentation to reflect that a single SDL_PumpEvents() each frame is the recommended way to handle events
diff --git a/include/SDL_events.h b/include/SDL_events.h
index c3037b2..c1e28f7 100644
--- a/include/SDL_events.h
+++ b/include/SDL_events.h
@@ -801,9 +801,8 @@ extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
* As this function implicitly calls SDL_PumpEvents(), you can only call this
* function in the thread that set the video mode.
*
- * SDL_PollEvent() is the favored way of receiving system events since it can
- * be done from the main loop and does not suspend the main loop while waiting
- * on an event to be posted.
+ * SDL_PollEvent() is deprecated as some sensors and mice with extremely high
+ * update rates can generate events each time this function is called.
*
* The common practice is to fully process the event queue once every frame,
* usually as a first step before updating the game's state:
@@ -811,7 +810,8 @@ extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
* ```c
* while (game_is_still_running) {
* SDL_Event event;
- * while (SDL_PollEvent(&event)) { // poll until all events are handled!
+ * SDL_PumpEvents();
+ * while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, 0, SDL_LASTEVENT) == 1) { // poll until all events are handled!
* // decide what to do with this event.
* }
*