2 * X11 GUI for slide puzzle game
3 * Copyright © 2022 Nick Bowler
5 * This program is free software: you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License as published by
7 * the Free Software Foundation, either version 3 of the License, or
8 * (at your option) any later version.
10 * This program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 * GNU General Public License for more details.
15 * You should have received a copy of the GNU General Public License
16 * along with this program. If not, see <https://www.gnu.org/licenses/>.
25 #include <X11/Intrinsic.h>
26 #include <X11/StringDefs.h>
27 #include <X11/Xatom.h>
28 #include <X11/Shell.h>
33 /* Size of the traditional icon pixmap (multiple of 3) */
36 /* Define to 1 to add highlights and delays for visually debugging redraws */
42 NUM_TILE_COLOURS = COLOUR_MAX*(TILE_MAX-1),
43 COLOUR_UI_GAMEBG = NUM_TILE_COLOURS,
46 typedef Pixel colour_tab[COLOUR_UI_MAX];
48 #define COLOURRES(name, index, def) { \
49 (name), (NULL), XtRPixel, sizeof (String), \
50 offsetof(struct { colour_tab t; }, t[index]), \
53 static XtResource colour_resources[] = {
54 COLOURRES("colour0", 0, COLOUR0_PRIMARY),
55 COLOURRES("colour1", 1, COLOUR1_PRIMARY),
56 COLOURRES("colour2", 2, COLOUR2_PRIMARY),
57 COLOURRES("colour3", 3, COLOUR3_PRIMARY),
58 COLOURRES("colour4", 4, COLOUR4_PRIMARY),
59 COLOURRES("colour5", 5, COLOUR5_PRIMARY),
61 COLOURRES("colourDark0", 6, COLOUR0_DARK),
62 COLOURRES("colourDark1", 7, COLOUR1_DARK),
63 COLOURRES("colourDark2", 8, COLOUR2_DARK),
64 COLOURRES("colourDark3", 9, COLOUR3_DARK),
65 COLOURRES("colourDark4", 10, COLOUR4_DARK),
66 COLOURRES("colourDark5", 11, COLOUR5_DARK),
68 COLOURRES("colourLight0", 12, COLOUR0_LIGHT),
69 COLOURRES("colourLight1", 13, COLOUR1_LIGHT),
70 COLOURRES("colourLight2", 14, COLOUR2_LIGHT),
71 COLOURRES("colourLight3", 15, COLOUR3_LIGHT),
72 COLOURRES("colourLight4", 16, COLOUR4_LIGHT),
73 COLOURRES("colourLight5", 17, COLOUR5_LIGHT),
75 COLOURRES("gameBackground", COLOUR_UI_GAMEBG, "#181818")
78 static void init_colours(struct app_state *state, Widget shell)
83 XtGetApplicationResources(shell, &colours, colour_resources,
84 XtNumber(colour_resources), NULL, 0);
86 for (i = 0; i < NUM_TILE_COLOURS; i++) {
87 unsigned tile = i % (TILE_MAX-1), shade = i / (TILE_MAX-1);
89 state->tile_colour[tile][shade] = colours[i];
92 XtVaSetValues(state->game, XtNbackground, colours[COLOUR_UI_GAMEBG],
96 void x11_initialize(struct app_state *state, Widget shell)
98 Display *display = XtDisplay(shell);
99 Screen *screen = XtScreen(shell);
100 Window root = RootWindowOfScreen(screen);
103 init_colours(state, shell);
106 state->tile_gc = XCreateGC(display, root, GCLineWidth, &gcv);
108 state->icon_pixmap = XCreatePixmap(display, root, ICON_SIZE, ICON_SIZE,
109 DefaultDepthOfScreen(screen));
112 static void draw_tile(struct app_state *state, Display *display, Drawable d,
113 int tile, int gx, int gy, Dimension tw, Dimension th)
115 int tx = gx * tw, ty = gy * th;
117 XSegment topshadow[] = {
118 { tx, ty, tx, ty+th },
119 { tx+1, ty, tx+tw, ty },
121 { tx+1, ty+1, tx+1, ty+th-1 },
122 { tx+2, ty+1, tx+tw-1, ty+1 }
125 XSegment bottomshadow[] = {
126 { tx+1, ty+th-1, tx+tw, ty+th-1 },
127 { tx+tw-1, ty+th-1, tx+tw-1, ty+1 },
129 { tx+2, ty+th-2, tx+tw-1, ty+th-2 },
130 { tx+tw-2, ty+th-2, tx+tw-2, ty+2 }
133 XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_LIGHT]);
134 XDrawSegments(display, d, state->tile_gc, topshadow, XtNumber(topshadow));
136 XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_DARK]);
137 XDrawSegments(display, d, state->tile_gc, bottomshadow, XtNumber(bottomshadow));
139 XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_PRIMARY]);
140 XFillRectangle(display, d, state->tile_gc, tx+2, ty+2, tw-4, th-4);
144 * Clear a contiguous rectangle of tiles from top-left (x0, y0) to
145 * bottom-right (x1, y1).
148 clear_tiles(struct app_state *state, Display *display, Drawable d,
149 int x0, int y0, int x1, int y1, Dimension w, Dimension h)
151 XRectangle r = { x0*w, y0*h, (x1+1)*w, (y1+1)*h };
154 XSetForeground(display, state->tile_gc, 0xff0000);
155 XFillRectangles(display, d, state->tile_gc, &r, 1);
160 XClearArea(display, d, r.x, r.y, r.width, r.height, 0);
164 * Efficiently clear all the border tiles in the game area. The mask indicates
165 * which tiles need clearing, but for the border clear it is safe to wipe an
166 * entire row or column of the border using a single XClearArea.
168 * The idea is to pick whichever row or column has the most tiles to clear,
169 * clear them, and then repeat until none are left (repeats at most 4 times).
171 static void clear_border(struct app_state *state, Display *display, Drawable d,
172 Dimension w, Dimension h, uint_fast32_t mask)
174 uint_fast32_t best_mask = 0;
178 if (!(mask &= ~GOAL_MASK & 0x1ffffff))
181 for (i = 0; i < 4; i++) {
182 uint_fast32_t this_mask, tmp;
186 this_mask = board_column(4*(i & 1));
188 this_mask = board_row(4*(i & 1));
191 for (tmp = mask & this_mask; tmp; this_count++)
194 if (this_count > best_count) {
195 best_count = this_count;
196 best_mask = this_mask;
202 case 0: clear_tiles(state, display, d, 0, 0, 4, 0, w, h); break;
203 case 1: clear_tiles(state, display, d, 0, 4, 4, 4, w, h); break;
204 case 2: clear_tiles(state, display, d, 0, 0, 0, 4, w, h); break;
205 case 3: clear_tiles(state, display, d, 4, 0, 4, 4, w, h); break;
208 clear_border(state, display, d, w, h, mask & ~best_mask);
212 redraw_tile(struct app_state *state, Display *display, Drawable d,
213 uint_fast32_t bit0, uint_fast32_t bit1, uint_fast32_t bit2,
214 int x, int y, Dimension w, Dimension h)
216 uint_fast32_t pos = board_position(x, y);
217 unsigned char tile = 0;
220 if (d == XtWindow(state->game) || d == XtWindow(state->goal)) {
221 XRectangle r = { x*w, y*h, w, h };
222 XSetForeground(display, state->tile_gc, 0xff0000);
223 XFillRectangles(display, d, state->tile_gc, &r, 1);
229 if (bit0 & pos) tile |= 1;
230 if (bit1 & pos) tile |= 2;
231 if (bit2 & pos) tile |= 4;
232 assert(tile < TILE_MAX);
234 if (tile == TILE_EMPTY) {
235 XClearArea(display, d, x*w, y*h, w, h, 0);
237 draw_tile(state, display, d, tile, x, y, w, h);
244 redraw_goal_tile(struct app_state *state, Display *display, Drawable d,
245 int x, int y, Dimension w, Dimension h)
247 uint_least16_t *gp = state->board.goal;
249 return redraw_tile(state, display, d, gp[0], gp[1], gp[2], x, y, w, h);
252 void x11_redraw_goal(struct app_state *state, uint_fast32_t mask)
254 Display *display = XtDisplay(state->goal);
255 Window goal = XtWindow(state->goal);
259 XtVaGetValues(state->goal, XtNwidth, &w, XtNheight, &h, (char *)NULL);
262 for (i = 0; i < 9; i++) {
263 int x = i%3, y = i/3;
266 redraw_goal_tile(state, display, goal, x, y, w, h);
270 * Goal bitmaps have a gap of 2 tiles between each row.
271 * This funny shift will accomodate that.
277 /* Render the goal area as the window's icon */
278 void x11_redraw_icon(struct app_state *state, Widget shell)
280 Display *display = XtDisplay(shell);
281 Dimension tilesz = ICON_SIZE/3;
282 unsigned long ewmhseq[9];
285 for (i = 0; i < 9; i++) {
288 tile = redraw_goal_tile(state, display, state->icon_pixmap,
289 i%3, i/3, tilesz, tilesz);
291 ewmhseq[i] = COLOUR_MAX*0x10101 * (tile-1) + 0x20100;
295 * Clear and reset XtNiconPixmap otherwise it seems dtwm will not
296 * notice the changed icon.
298 XtVaSetValues(shell, XtNiconPixmap, None, (char *)NULL);
299 XtVaSetValues(shell, XtNiconPixmap, state->icon_pixmap, (char *)NULL);
301 if (state->use_ewmh_icons) {
302 Atom net_wm_icon = XInternAtom(display, "_NET_WM_ICON", FALSE);
303 Colormap cmap = DefaultColormapOfScreen(XtScreen(shell));
304 XColor colours[(TILE_MAX-1)*COLOUR_MAX];
307 for (i = 0; i < XtNumber(colours); i++) {
308 uint_least32_t *p = state->tile_colour[0];
309 colours[i].pixel = p[i];
312 XQueryColors(display, cmap, colours, XtNumber(colours));
313 wm_icon = ewmh_icon_generate(ewmhseq, colours);
315 XChangeProperty(display, XtWindow(shell), net_wm_icon,
316 XA_CARDINAL, 32, PropModeReplace,
317 wm_icon, EWMH_ICON_NELEM);
323 void x11_redraw_game(struct app_state *state, uint_fast32_t mask)
325 Display *display = XtDisplay(state->goal);
326 Window game = XtWindow(state->game);
327 uint_least32_t buf[3], *gp = state->board.game;
331 XtVaGetValues(state->game, XtNwidth, &w, XtNheight, &h, (char *)NULL);
334 if (state->view_goal_on_game) {
335 for (i = 0; i < 3; i++) {
336 buf[i] = state->board.goal[i];
337 buf[i] = (gp[i] & ~GOAL_MASK) | (buf[i] << GOAL_SHIFT);
342 /* Optimize the game end case where the outer frame is cleared */
343 if (((gp[0] | gp[1] | gp[2]) & ~GOAL_MASK) == 0) {
344 clear_border(state, display, game, w, h, mask);
348 for (i = 0; i < 25; i++) {
350 redraw_tile(state, display, game,
359 * Deferred redraw of tiles after resize/expose to avoid redundant drawing.
361 * Record any tiles that need to be redrawn due to resizes or expose events,
362 * then, after a short delay, perform all the accumulated redraws at once.
364 * This is implemented using both a work proc and a timeout, because it seems
365 * that rendering directly inside the timeout callback gives poor results:
366 * possibly redrawing outdated intermediate positions during "fast" resizes
367 * long after the resizing has stopped. This does not happen when drawing
370 static Boolean do_render(void *data)
372 struct app_state *state = data;
374 x11_redraw_goal(state, state->render_goal_mask);
375 x11_redraw_game(state, state->render_game_mask);
377 state->render_goal_mask = state->render_game_mask = 0;
378 state->render_proc = 0;
379 state->render_tick = 0;
383 static void start_render(void *data, XtIntervalId *id)
385 struct app_state *state = data;
388 if (state->render_proc)
391 app = XtWidgetToApplicationContext(state->game);
392 state->render_proc = XtAppAddWorkProc(app, do_render, state);
395 void x11_queue_render(struct app_state *state, uint_fast32_t game_mask,
396 uint_fast16_t goal_mask)
398 uint_fast32_t changed = 0;
401 changed |= state->render_game_mask |= game_mask;
402 changed |= state->render_goal_mask |= goal_mask;
404 if (state->render_tick || !changed)
407 app = XtWidgetToApplicationContext(state->game);
408 state->render_tick = XtAppAddTimeOut(app, 3, start_render, state);