Ok here is the code:
The prog. is displaying a image on the whole screen, well how could I pause it without using SDL_Delay, the best would be if it would just run until I press Esc or P? Any ideas?Code:#include "stdlib.h" #include "SDL/SDL.h" int main(int argc, char *argv[]) { SDL_Surface *screen; //This pointer will reference the backbuffer SDL_Surface *image; //This pointer will reference our bitmap sprite SDL_Surface *temp; //This pointer will temporarily reference our bitmap sprite SDL_Rect src, dest; //These rectangles will describe the source and destination regions of our blit //We must first initialize the SDL video component, and check for success if (SDL_Init(SDL_INIT_VIDEO) != 0) { printf("Unable to initialize SDL: %s\n", SDL_GetError()); return 1; } //When this program exits, SDL_Quit must be called atexit(SDL_Quit); //Set the video mode to fullscreen 1024x768 with 16bit colour and double-buffering screen = SDL_SetVideoMode(1024, 768, 16, SDL_DOUBLEBUF | SDL_FULLSCREEN); if (screen == NULL) { printf("Unable to set video mode: %s\n", SDL_GetError()); return 1; } //Load the bitmap into a temporary surface, and check for success temp = SDL_LoadBMP("screen.bmp"); if (temp == NULL) { printf("Unable to load bitmap: %s\n", SDL_GetError()); return 1; } //Convert the surface to the appropriate display format image = SDL_DisplayFormat(temp); //Release the temporary surface SDL_FreeSurface(temp); //Construct the source rectangle for our blit src.x = 0; src.y = 0; src.w = image->w; //Use image->w to display the entire width of the image src.h = image->h; //Use image->h to display the entire height of the image //Construct the destination rectangle for our blit dest.x = 0; //Display the image at the (X,Y) coordinates (100,100) dest.y = 0; dest.w = image->w; //Ensure the destination is large enough for the image's entire width/height dest.h = image->h; //Blit the image to the backbuffer SDL_BlitSurface(image, &src, screen, &dest); //Flip the backbuffer to the primary SDL_Flip(screen); SDL_Delay(10000); //Release the surface SDL_FreeSurface(image); return 0; }![]()



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