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loki_sample/simple_blit_example/blitting-surface-sdl.c
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62
loki_sample/simple_blit_example/blitting-surface-sdl.c
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/* Example of simple blitting with SD>. */
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#include <SDL/SDL.h>
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#include <stdio.h>
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#include <stdlib.h>
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int main()
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{
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SDL_Surface *screen;
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SDL_Surface *image;
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SDL_Rect src, dest;
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/* init and check for errors*/
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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printf("Unable to init SDL: %s\n", SDL_GetError());
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return 1;
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}
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atexit(SDL_Quit);
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/* 256x256 hicolor (16-bit) */
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screen = SDL_SetVideoMode(512, 512, 32, 0); // finding BMPs is hard // Doesn't work anyway...
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//I seem to remem ber having htis problem before
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if (screen == NULL) {
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printf("Setting video mode failed: %s\n", SDL_GetError());
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return 1;
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}
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/* Load bitmap file. SDL_LoadBMP returns a pointer to a new surface containing
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* the loaded image. */
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image = SDL_LoadBMP("test-image.bmp");
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if (image == NULL) {
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printf("Unable to load bitmap.\n");
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return 1;
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}
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/* The SDL blitting function needs to know how much data
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* to copy. We provide this with SDL_Rect structures, which
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* define the source and destination rectangles. The areas
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* shoul be the same; SDL does not currently handle image
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* stretching. */
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src.x = 0;
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src.y = 0;
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src.w = image->w; /* copy entire image */
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src.h = image->h;
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/* Draw the bitmap to the screen. It is not necessary to lock surfaces
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* before blitting; SDL will handle that. */
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SDL_BlitSurface(image, &src, screen, &dest);
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SDL_Delay(3000);
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/* Free memory allocated to the bitmap. */
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SDL_FreeSurface(image);
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return 0;
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}
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loki_sample/simple_blit_example/test-image.bmp
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loki_sample/simple_blit_example/test-image.bmp
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loki_sample/simple_blit_example/test-image.png
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loki_sample/simple_blit_example/test-image.png
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