New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
/* This file is NOT open source. See "license.txt" to read the full license provided with the Xfire SDK. */
#ifndef __XFIREGAMECLIENT_H__
#define __XFIREGAMECLIENT_H__
#ifdef __cplusplus
extern "C" {
#endif
/*
** XfireIsLoaded()
**
** returns 1 if application can talk to Xfire, 0 otherwise
*/
int XfireIsLoaded();
/*
** XfireSetCustomGameDataA()
**
** ANSI version to tell xfire of custom game data
*/
int XfireSetCustomGameDataA(int num_keys, const char **keys, const char **values);
/*
** XfireSetCustomGameDataA()
**
** UNICODE version to tell xfire of custom game data
*/
int XfireSetCustomGameDataW(int num_keys, const wchar_t **keys, const wchar_t **values);
/*
** XfireSetCustomGameDataUTF8()
**
** UTF8 version to tell xfire of custom game data
*/
int XfireSetCustomGameDataUTF8(int num_keys, const char **keys, const char **values);
#ifdef UNICODE
#define XfireSetCustomGameData XfireSetCustomGameDataW
#else
#define XfireSetCustomGameData XfireSetCustomGameDataA
#endif
#ifdef __cplusplus
}
#endif
#endif /* __XFIREGAMECLIENT_H__ */