I'm using a MacBook Pro with the latest version of Xcode, and Leopard.
The same exact code with the same exact images work fine on my PC with Dev-C++
CODE
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//The headers
#include "SDL/SDL.h"
#include <string>
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
SDL_Surface *message = NULL;
SDL_Surface *background = NULL;
SDL_Surface *screen = NULL;
SDL_Surface *load_image( std::string background )
{
SDL_Surface* loadedImage = NULL;
SDL_Surface* optimizedImage = NULL;
loadedImage = SDL_LoadBMP( background.c_str() );
if( loadedImage != NULL )
{
optimizedImage = SDL_DisplayFormat( loadedImage );
SDL_FreeSurface( loadedImage );
}
return optimizedImage;
}
void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination )
{
SDL_Rect offset;
offset.x = x;
offset.y = y;
SDL_BlitSurface( source, NULL, destination, &offset );
}
int main( int argc, char* args[] )
{
if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
{
return 1;
}
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );
if( screen == NULL )
{
return 1;
}
SDL_WM_SetCaption( "Hello World", NULL );
message = load_image( "message.bmp" );
background = load_image( "background.bmp" );
apply_surface( 0, 0, background, screen );
apply_surface( 180, 140, message, screen );
if( SDL_Flip( screen ) == -1 )
{
return 1;
}
SDL_Delay( 10000 );
SDL_FreeSurface( message );
SDL_FreeSurface( background );
SDL_Quit();
return 0;
}