It breaks on the following line:
SDL_BlitSurface( source, NULL, destination, &offset );
If you'd like to see this in context....
#include "SDL.h"
#include "SDL_image.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 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 and assign their values
SDL_Rect offset;
offset.x = x;
offset.y = y;
// Blit the surface
SDL_BlitSurface( source, NULL, destination, &offset );
}
int main(int arg, char** argv)
{
if ( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
{
return 1;
}
// Set up the screen
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );
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( 0, 0, background, screen );
apply_surface( 320, 0, background, screen );
apply_surface( 0, 240, background, screen );
apply_surface( 320, 240, background, screen );
apply_surface( 180, 140, message, screen );
// Update the screen
if ( SDL_Flip( screen ) == -1 )
{
return 1;
}
// Wait 2 seconds
SDL_Delay( 2000 );
SDL_FreeSurface( message );
SDL_FreeSurface( background );
SDL_Quit();
return 0;
}