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Jan 27th, 2023
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  1. #include <SDL2/SDL.h> /* All SDL App's need this */
  2. #include <stdio.h>
  3.  
  4. const int screenWidth = 1024;
  5. const int screenHeight = 768;
  6.  
  7. int main(int argc, char* args[]) {
  8.  
  9. SDL_Window* window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED,
  10. SDL_WINDOWPOS_CENTERED, screenWidth, screenHeight, SDL_WINDOW_SHOWN);
  11.  
  12. SDL_Surface* image = SDL_LoadBMP("16x32_VGA2_MicroX.bmp");
  13. SDL_SetColorKey(image, SDL_TRUE, SDL_MapRGB(image->format, 255, 0, 255));
  14. SDL_Renderer* render = SDL_CreateRenderer(window, -1, 0);
  15.  
  16. SDL_SetRenderDrawColor(render, 0, 0, 255, 255);
  17. SDL_RenderClear(render);
  18.  
  19. SDL_Texture* texture1 = SDL_CreateTextureFromSurface(render, image);
  20.  
  21. SDL_Rect src = {192, 128, 16, 32};
  22. SDL_Rect dest = {100, 100, 16, 32};
  23.  
  24. SDL_RenderCopy(render, texture1, &src, &dest);
  25. SDL_RenderPresent(render);
  26.  
  27. SDL_UpdateWindowSurface(window);
  28.  
  29. SDL_Delay(5000);
  30.  
  31. SDL_DestroyTexture(texture1);
  32. SDL_DestroyRenderer(render);
  33. SDL_FreeSurface(image);
  34. SDL_DestroyWindow(window);
  35.  
  36. SDL_Quit();
  37. return 0;
  38. }
  39.  
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