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)
/* infcodes.h -- header to use infcodes.c
* Copyright (C) 1995-2002 Mark Adler
* For conditions of distribution and use, see copyright notice in zlib.h
*/
/* WARNING: this file should *not* be used by applications. It is
part of the implementation of the compression library and is
subject to change. Applications should only use zlib.h.
*/
#ifndef _INFCODES_H
#define _INFCODES_H
struct inflate_codes_state;
typedef struct inflate_codes_state FAR inflate_codes_statef;
local inflate_codes_statef *inflate_codes_new OF((
uInt, uInt,
inflate_huft *, inflate_huft *,
z_streamp ));
local int inflate_codes OF((
inflate_blocks_statef *,
z_streamp ,
int));
local void inflate_codes_free OF((
inflate_codes_statef *,
z_streamp ));
#endif /* _INFCODES_H */