Ditch the renderer system in sdl1.3 and use the 'old fashioned' sdl/opengl context. This gives us more flexibility and less problem in receiving video events (expecially on mobile platform) as well as not having to care to reset the gl context every time sdl interferes.
This is a major sdl1.3 update so it should be tested with care (working great on ios)
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2010-2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#include <string>
#include <cstring>
#include <stdio.h>
#include "xfire.h"
#include "../misc/xfire/xfiregameclient.h"
// use_xfire: stores if xfire is loaded and functions should do something at all
bool use_xfire = false;
char *keys[XFIRE_KEY_COUNT];
char *values[XFIRE_KEY_COUNT];
// xfire_init(): used to initialize all variables and set their default values
void xfire_init(void)
{
if(use_xfire)
return;
use_xfire = XfireIsLoaded() == 1;
if(!use_xfire)
return;
for(int i = 0; i < XFIRE_KEY_COUNT; i++)
{
keys[i] = new char[256];
values[i] = new char[256];
strcpy(keys[i], "");
strcpy(values[i], "");
}
strcpy(keys[XFIRE_NICKNAME], "Nickname");
strcpy(keys[XFIRE_ROOM], "Room");
strcpy(keys[XFIRE_SERVER], "Server");
strcpy(keys[XFIRE_STATUS], "Status");
xfire_update();
}
// xfire_free(): used to free up ressources used etc.
void xfire_free(void)
{
if(!use_xfire)
return;
for(int i = 0; i < XFIRE_KEY_COUNT; i++)
{
delete [] keys[i];
delete [] values[i];
}
}
// xfire_setvalue(): set a specific value
void xfire_setvalue(const XFIRE_KEYS status, const char *value)
{
if(!use_xfire || strlen(value) > 255)
return;
strcpy(values[status], value);
}
// xfire_update(): submits current values to the xfire app
void xfire_update(void)
{
if(!use_xfire)
return;
XfireSetCustomGameDataA(XFIRE_KEY_COUNT, (const char**)keys, (const char**)values);
}