void SDLHardwareRenderDevice::destroyContext() {
	resetGamma();

	// we need to free all loaded graphics as they may be tied to the current context
	RenderDevice::cacheRemoveAll();
	reload_graphics = true;

	if (icons) {
		delete icons;
		icons = NULL;
	}
	if (curs) {
		delete curs;
		curs = NULL;
	}

	SDL_FreeSurface(titlebar_icon);
	titlebar_icon = NULL;

	SDL_DestroyTexture(texture);
	texture = NULL;

	SDL_DestroyRenderer(renderer);
	renderer = NULL;

	SDL_DestroyWindow(window);
	window = NULL;

	if (title) {
		free(title);
		title = NULL;
	}

	return;
}
int SDLHardwareRenderDevice::createContextInternal() {
	bool settings_changed = (fullscreen != settings->fullscreen ||
			                 hwsurface != settings->hwsurface ||
							 vsync != settings->vsync ||
							 texture_filter != settings->texture_filter ||
							 ignore_texture_filter != eset->resolutions.ignore_texture_filter);

	Uint32 w_flags = 0;
	Uint32 r_flags = 0;
	int window_w = settings->screen_w;
	int window_h = settings->screen_h;

	if (settings->fullscreen) {
		w_flags = w_flags | SDL_WINDOW_FULLSCREEN_DESKTOP;

		// make the window the same size as the desktop resolution
		SDL_DisplayMode desktop;
		if (SDL_GetDesktopDisplayMode(0, &desktop) == 0) {
			window_w = desktop.w;
			window_h = desktop.h;
		}
	}
	else if (fullscreen && is_initialized) {
		// if the game was previously in fullscreen, resize the window when returning to windowed mode
		window_w = eset->resolutions.min_screen_w;
		window_h = eset->resolutions.min_screen_h;
		w_flags = w_flags | SDL_WINDOW_SHOWN;
	}
	else {
		w_flags = w_flags | SDL_WINDOW_SHOWN;
	}

	w_flags = w_flags | SDL_WINDOW_RESIZABLE;

	if (settings->hwsurface) {
		r_flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
	}
	else {
		r_flags = SDL_RENDERER_SOFTWARE | SDL_RENDERER_TARGETTEXTURE;
		settings->vsync = false; // can't have software mode & vsync at the same time
	}
	if (settings->vsync) r_flags = r_flags | SDL_RENDERER_PRESENTVSYNC;

	if (settings_changed || !is_initialized) {
		destroyContext();

		window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_w, window_h, w_flags);
		if (window) {
			renderer = SDL_CreateRenderer(window, -1, r_flags);
			if (renderer) {
				if (settings->texture_filter && !eset->resolutions.ignore_texture_filter)
					SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");
				else
					SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0");

				windowResize();
			}

			SDL_SetWindowMinimumSize(window, eset->resolutions.min_screen_w, eset->resolutions.min_screen_h);
			// setting minimum size might move the window, so set position again
			SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
		}

		if (window && renderer) {
			if (!is_initialized) {
				// save the system gamma levels if we just created the window
				SDL_GetWindowGammaRamp(window, gamma_r, gamma_g, gamma_b);
				Utils::logInfo("RenderDevice: Window size is %dx%d", settings->screen_w, settings->screen_h);
			}

			fullscreen = settings->fullscreen;
			hwsurface = settings->hwsurface;
			vsync = settings->vsync;
			texture_filter = settings->texture_filter;
			ignore_texture_filter = eset->resolutions.ignore_texture_filter;
			is_initialized = true;

			Utils::logInfo("RenderDevice: Fullscreen=%d, Hardware surfaces=%d, Vsync=%d, Texture Filter=%d", fullscreen, hwsurface, vsync, texture_filter);

#if SDL_VERSION_ATLEAST(2, 0, 4)
			SDL_GetDisplayDPI(0, &ddpi, 0, 0);
			Utils::logInfo("RenderDevice: Display DPI is %f", ddpi);
#else
			Utils::logError("RenderDevice: The SDL version used to compile Flare does not support SDL_GetDisplayDPI(). The virtual_dpi setting will be ignored.");
#endif
		}
	}

	if (is_initialized) {
		// update minimum window size if it has changed
		if (min_screen.x != eset->resolutions.min_screen_w || min_screen.y != eset->resolutions.min_screen_h) {
			min_screen.x = eset->resolutions.min_screen_w;
			min_screen.y = eset->resolutions.min_screen_h;
			SDL_SetWindowMinimumSize(window, eset->resolutions.min_screen_w, eset->resolutions.min_screen_h);
			SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
		}

		windowResize();

		// update title bar text and icon
		updateTitleBar();

		// load persistent resources
		delete icons;
		icons = new IconManager();
		delete curs;
		curs = new CursorManager();

		if (settings->change_gamma)
			setGamma(settings->gamma);
		else {
			resetGamma();
			settings->change_gamma = false;
			settings->gamma = 1.0;
		}
	}

	return (is_initialized ? 0 : -1);
}
int SDLHardwareRenderDevice::createContext(bool allow_fallback) {
	bool settings_changed = (fullscreen != FULLSCREEN || hwsurface != HWSURFACE || vsync != VSYNC || texture_filter != TEXTURE_FILTER);

	Uint32 w_flags = 0;
	Uint32 r_flags = 0;
	int window_w = SCREEN_W;
	int window_h = SCREEN_H;

	if (FULLSCREEN) {
		w_flags = w_flags | SDL_WINDOW_FULLSCREEN_DESKTOP;

		// make the window the same size as the desktop resolution
		SDL_DisplayMode desktop;
		if (SDL_GetDesktopDisplayMode(0, &desktop) == 0) {
			window_w = desktop.w;
			window_h = desktop.h;
		}
	}
	else if (fullscreen && is_initialized) {
		// if the game was previously in fullscreen, resize the window when returning to windowed mode
		window_w = MIN_SCREEN_W;
		window_h = MIN_SCREEN_H;
		w_flags = w_flags | SDL_WINDOW_SHOWN;
	}
	else {
		w_flags = w_flags | SDL_WINDOW_SHOWN;
	}

	w_flags = w_flags | SDL_WINDOW_RESIZABLE;

	if (HWSURFACE) {
		r_flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
	}
	else {
		r_flags = SDL_RENDERER_SOFTWARE | SDL_RENDERER_TARGETTEXTURE;
		VSYNC = false; // can't have software mode & vsync at the same time
	}
	if (VSYNC) r_flags = r_flags | SDL_RENDERER_PRESENTVSYNC;

	if (settings_changed || !is_initialized) {
		destroyContext();

		window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_w, window_h, w_flags);
		if (window) {
			renderer = SDL_CreateRenderer(window, -1, r_flags);
			if (renderer) {
				if (TEXTURE_FILTER && !IGNORE_TEXTURE_FILTER)
					SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");
				else
					SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0");

				windowResize();
			}

			SDL_SetWindowMinimumSize(window, MIN_SCREEN_W, MIN_SCREEN_H);
			// setting minimum size might move the window, so set position again
			SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
		}

		bool window_created = window != NULL && renderer != NULL;

		if (!window_created) {
			if (allow_fallback) {
				// try previous setting first
				FULLSCREEN = fullscreen;
				HWSURFACE = hwsurface;
				VSYNC = vsync;
				TEXTURE_FILTER = texture_filter;
				if (createContext(false) == -1) {
					// last resort, try turning everything off
					FULLSCREEN = false;
					HWSURFACE = false;
					VSYNC = false;
					TEXTURE_FILTER = false;
					int last_resort = createContext(false);
					if (last_resort == -1 && !is_initialized) {
						// If this is the first attempt and it failed we are not
						// getting anywhere.
						logError("SDLHardwareRenderDevice: createContext() failed: %s", SDL_GetError());
						logErrorDialog("SDLHardwareRenderDevice: createContext() failed: %s", SDL_GetError());
						Exit(1);
					}
					return last_resort;
				}
				else {
					return 0;
				}
			}
		}
		else {
			if (!is_initialized) {
				// save the system gamma levels if we just created the window
				SDL_GetWindowGammaRamp(window, gamma_r, gamma_g, gamma_b);
				logInfo("RenderDevice: Window size is %dx%d", SCREEN_W, SCREEN_H);
			}

			fullscreen = FULLSCREEN;
			hwsurface = HWSURFACE;
			vsync = VSYNC;
			texture_filter = TEXTURE_FILTER;
			is_initialized = true;

			logInfo("RenderDevice: Fullscreen=%d, Hardward surfaces=%d, Vsync=%d, Texture Filter=%d", fullscreen, hwsurface, vsync, texture_filter);
		}
	}

	if (is_initialized) {
		// update minimum window size if it has changed
		if (min_screen.x != MIN_SCREEN_W || min_screen.y != MIN_SCREEN_H) {
			min_screen.x = MIN_SCREEN_W;
			min_screen.y = MIN_SCREEN_H;
			SDL_SetWindowMinimumSize(window, MIN_SCREEN_W, MIN_SCREEN_H);
			SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
		}

		windowResize();

		// update title bar text and icon
		updateTitleBar();

		// load persistent resources
		delete icons;
		icons = new IconManager();
		delete curs;
		curs = new CursorManager();

		if (CHANGE_GAMMA)
			setGamma(GAMMA);
		else {
			resetGamma();
			CHANGE_GAMMA = false;
			GAMMA = 1.0;
		}
	}

	return (is_initialized ? 0 : -1);
}