Added the basic main() and SceneManager class.
Added the basic scene iteration, using SDL.
Inherited SceneManager from boost::noncopyable.
Added the Screen class to hold the screen's surface.
Handled quitting the application.
Added logging.
Used sdl-config to add flags for the preprocessor and ld.
Moved OS X's application bundle files to the resources directory.
Defined attributes.
Most files are treated as text by default.
Files under res/ are treated as binary unless specified otherwise.
Added scenes.
Classes added are the base Scene class and the SplashScene.
The scenes are managed by the SceneManger in a queue.
Set the initial scene after the call to SceneManager's initialize().
Encapsulated the use of SDL_Surface in a Surface class.
Renamed Screen's apply() (preivously blit) and had it take Surface arguments.
Added positional apply overload.
Set the screen's size to match the GBA's.
Utilized SDL_Surface's fields in the Surface class.
Moved the logo in the splash screen to the bottom-right corner of the screen.
Added the current frame number.
Split what used to be the Surface class to a concrete implementation, Image.
Fixed get_width()/get_height()'s return value.
Made Image's constructor explicit.
Moved load_optimized() (previously optimize) to the global scope.