You can draw on the screen directly by altering the data in the "pixels" part of an SDL_Surface:
Uint16 *bufp;
...
bufp = (Uint16 *)(scr->pixels +
y * (scr->pitch / 2) +
x);
*bufp = color;
SDL_UpdateRect(scr, x, y, 1, 1);
But most of the time you'll want to draw sprites onto the screen.You can do this by copying all or part of another SDL_Surface onto your screen surface...