the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.

Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here.  Not 5 or 10 depending on the architecture.

More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
This commit is contained in:
Edward Rudd
2015-02-10 16:28:56 -05:00
commit b88ca1b4a6
1638 changed files with 474135 additions and 0 deletions

129
test/testdrawchessboard.c Normal file
View File

@@ -0,0 +1,129 @@
/*
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
This file is created by : Nitin Jain (nitin.j4@samsung.com)
*/
/* Sample program: Draw a Chess Board by using SDL_CreateSoftwareRenderer API */
#include <stdlib.h>
#include <stdio.h>
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#include "SDL.h"
SDL_Window *window;
SDL_Renderer *renderer;
int done;
void
DrawChessBoard(SDL_Renderer * renderer)
{
int row = 0,column = 0,x = 0;
SDL_Rect rect, darea;
/* Get the Size of drawing surface */
SDL_RenderGetViewport(renderer, &darea);
for( ; row < 8; row++)
{
column = row%2;
x = x + column;
for( ; column < 4+(row%2); column++)
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
rect.w = darea.w/8;
rect.h = darea.h/8;
rect.x = x * rect.w;
rect.y = row * rect.h;
x = x + 2;
SDL_RenderFillRect(renderer, &rect);
}
x=0;
}
}
void
loop()
{
SDL_Event e;
if (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
done = 1;
return;
}
if(e.key.keysym.sym == SDLK_ESCAPE) {
done = 1;
return;
}
}
DrawChessBoard(renderer);
/* Got everything on rendering surface,
now Update the drawing image on window screen */
SDL_UpdateWindowSurface(window);
}
int
main(int argc, char *argv[])
{
SDL_Surface *surface;
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Initialize SDL */
if(SDL_Init(SDL_INIT_VIDEO) != 0)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init fail : %s\n", SDL_GetError());
return 1;
}
/* Create window and renderer for given surface */
window = SDL_CreateWindow("Chess Board", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN);
if(!window)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Window creation fail : %s\n",SDL_GetError());
return 1;
}
surface = SDL_GetWindowSurface(window);
renderer = SDL_CreateSoftwareRenderer(surface);
if(!renderer)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Render creation for surface fail : %s\n",SDL_GetError());
return 1;
}
/* Clear the rendering surface with the specified color */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(renderer);
/* Draw the Image on rendering surface */
done = 0;
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(loop, 0, 1);
#else
while (!done) {
loop();
}
#endif
return 0;
}