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#include "SDL.h"
#include <iostream>
#include <string>
using namespace std;
SDL_Surface *load_image( std::string filename );
void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination );
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* background = NULL;
SDL_Surface* message = NULL;
SDL_Surface* screen = NULL;
//Start SDL
if(SDL_Init(SDL_INIT_EVERYTHING) == -1)
{
cout << "Initialization Failed !" << endl;
return 1;
}else{
cout << "Initialization Succeeded !" << endl;
}
//Set up the screen
screen = SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,SDL_SWSURFACE);
//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 image
message = load_image("hello.bmp");
background = load_image("background.bmp");
//Apply the background to the screen
apply_surface(0,0,background,screen);
apply_surface( 320, 0, background, screen );
apply_surface( 0, 240, background, screen );
apply_surface( 320, 240, background, screen );
//Apply the message to screen
apply_surface(180,140,message,screen);
//Update the screen
if(SDL_Flip(screen) == -1)
{
return 1;
}
//Wait 2 seconds
SDL_Delay(12000);
//Free the surface
SDL_FreeSurface(message);
SDL_FreeSurface(background);
//Quit SDL
SDL_Quit();
//Return
return 0;
}
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(loadedImage != NULL)
{
//Create an optimized image
optimizedImage = SDL_DisplayFormat(loadedImage);
//Free the old image
SDL_FreeSurface(loadedImage);
}
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 offset to the triangle
offset.x = x;
offset.y = y;
//Blit the surface
SDL_BlitSurface(source,NULL,destination,&offset);
}
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