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#include "SDL.h"
#include<string>
int main( int argc, char* args[] )
{
//The attributes of the screen
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
//The surfaces that will be used
SDL_Surface *message = NULL;
SDL_Surface *background = NULL;
SDL_Surface *screen = NULL;
SDL_Surface *load_image( std::string filename )
{
//Temporary storage for the image that's loaded
SDL_Surface* loadedImage = NULL;
//The optimized image that will be used
SDL_Surface* optimizedImage = NULL;
//Load the image
loadedImage = SDL_LoadBMP( filename.c_str() );
//If nothing went wrong in loading the image
if( loadedImage != NULL )
{
//Create an optimized image
optimizedImage = SDL_DisplayFormat( loadedImage );
//Free the old image
SDL_FreeSurface( loadedImage );
}
//Return the optimized image
return optimizedImage;
}
void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination )
{
//Make a temporary rectangle to hold the offsets
SDL_Rect offset;
//Give the offsets to the rectangle
offset.x = x;
offset.y = y;
//Blit the surface
SDL_BlitSurface( source, NULL, destination, &offset );
}
int main( int argc, char* args[] )
{
int main( int argc, char* args[] )
{
//If there was an error in setting up the screen
if( screen == NULL )
{
return 1;
}
//Set the window caption
SDL_WM_SetCaption( "Hello World", NULL );
//Load the images
message = load_image( "hello.bmp" );
background = load_image( "background.bmp" );
apply_surface( 320, 0, background, screen );
apply_surface( 0, 240, background, screen );
apply_surface( 320, 240, background, screen );
//Apply the message to the screen
apply_surface( 180, 140, message, screen );
//Update the screen
if( SDL_Flip( screen ) == -1 )
{
return 1;
}
//Wait 2 seconds
SDL_Delay( 2000 );
//Free the surfaces
SDL_FreeSurface( message );
SDL_FreeSurface( background );
//Quit SDL
SDL_Quit();
//Return
return 0;
}
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