]> git.draconx.ca Git - rrace.git/blob - src/x11.c
motif: Avoid constantly recalculating tile size.
[rrace.git] / src / x11.c
1 /*
2  * X11 GUI for slide puzzle game
3  * Copyright © 2022 Nick Bowler
4  *
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.
9  *
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.
14  *
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/>.
17  */
18
19 #include <config.h>
20 #include <stdio.h>
21 #include <stdlib.h>
22 #include <stddef.h>
23 #include <assert.h>
24
25 #include <X11/Intrinsic.h>
26 #include <X11/StringDefs.h>
27 #include <X11/Xatom.h>
28 #include <X11/Shell.h>
29
30 #include "motif.h"
31 #include "ewmhicon.h"
32
33 /* Size of the traditional icon pixmap (multiple of 3) */
34 #define ICON_SIZE 48
35
36 /* Define to 1 to add highlights and delays for visually debugging redraws */
37 #if X11_RENDER_DEBUG
38 #  include <unistd.h>
39 #endif
40
41 enum {
42         NUM_TILE_COLOURS = COLOUR_MAX*(TILE_MAX-1),
43         COLOUR_UI_GAMEBG = NUM_TILE_COLOURS,
44         COLOUR_UI_MAX
45 };
46 typedef Pixel colour_tab[COLOUR_UI_MAX];
47
48 #define COLOURRES(name, index, def) { \
49         (name), (NULL), XtRPixel, sizeof (String), \
50         offsetof(struct { colour_tab t; }, t[index]), \
51         XtRString, (def) }
52
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),
60
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),
67
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),
74
75         COLOURRES("gameBackground", COLOUR_UI_GAMEBG, "#181818")
76 };
77
78 static void init_colours(struct app_state *state, Widget shell)
79 {
80         unsigned i;
81
82         colour_tab colours;
83         XtGetApplicationResources(shell, &colours, colour_resources,
84                                   XtNumber(colour_resources), NULL, 0);
85
86         for (i = 0; i < NUM_TILE_COLOURS; i++) {
87                 unsigned tile = i % (TILE_MAX-1), shade = i / (TILE_MAX-1);
88
89                 state->tile_colour[tile][shade] = colours[i];
90         }
91
92         XtVaSetValues(state->game, XtNbackground, colours[COLOUR_UI_GAMEBG],
93                                    (char *)NULL);
94 }
95
96 void x11_initialize(struct app_state *state, Widget shell)
97 {
98         Display *display = XtDisplay(shell);
99         Screen *screen = XtScreen(shell);
100         Window root = RootWindowOfScreen(screen);
101         XGCValues gcv;
102
103         init_colours(state, shell);
104
105         gcv.line_width = 1;
106         state->tile_gc = XCreateGC(display, root, GCLineWidth, &gcv);
107
108         state->icon_pixmap = XCreatePixmap(display, root, ICON_SIZE, ICON_SIZE,
109                                            DefaultDepthOfScreen(screen));
110 }
111
112 static void draw_tile(struct app_state *state, Display *display, Drawable d,
113                       int tile, int gx, int gy, Dimension tw, Dimension th)
114 {
115         int tx = gx * tw, ty = gy * th;
116
117         XSegment topshadow[] = {
118                 { tx,      ty,      tx,      ty+th   },
119                 { tx+1,    ty,      tx+tw,   ty      },
120
121                 { tx+1,    ty+1,    tx+1,    ty+th-1 },
122                 { tx+2,    ty+1,    tx+tw-1, ty+1    }
123         };
124
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    },
128
129                 { tx+2,    ty+th-2, tx+tw-1, ty+th-2 },
130                 { tx+tw-2, ty+th-2, tx+tw-2, ty+2    }
131         };
132
133         XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_LIGHT]);
134         XDrawSegments(display, d, state->tile_gc, topshadow, XtNumber(topshadow));
135
136         XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_DARK]);
137         XDrawSegments(display, d, state->tile_gc, bottomshadow, XtNumber(bottomshadow));
138
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);
141 }
142
143 static void
144 clear_rect(Display *display, Drawable d, int x, int y, int w, int h)
145 {
146 #if X11_RENDER_DEBUG
147         XRectangle r = { x, y, w, h };
148         XGCValues gcv;
149         GC gc;
150
151         gcv.foreground = 0xff0000;
152         gc = XCreateGC(display, d, GCForeground, &gcv);
153         XFillRectangles(display, d, gc, &r, 1);
154         XFreeGC(display, gc);
155
156         XFlush(display);
157         usleep(70000);
158 #endif
159
160         XClearArea(display, d, x, y, w, h, 0);
161 }
162
163 /*
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.
167  */
168 static void clear_border(Display *display, Drawable d, unsigned sz)
169 {
170         clear_rect(display, d, 0,    0,    -1, sz);
171         clear_rect(display, d, 0,    4*sz, -1, sz);
172         clear_rect(display, d, 0,    0,    sz, -1);
173         clear_rect(display, d, 4*sz, 0,    sz, -1);
174 }
175
176 static int
177 redraw_tile(struct app_state *state, Display *display, Drawable d,
178             uint_least32_t *gp, int x, int y, unsigned sz)
179 {
180         unsigned tile = board_tile(gp, 5*y+x);
181         unsigned w = sz, h = sz;
182
183 #if X11_RENDER_DEBUG
184         if (d == XtWindow(state->game) || d == XtWindow(state->goal)) {
185                 XRectangle r = { x*w, y*h, w, h };
186                 XSetForeground(display, state->tile_gc, 0xff0000);
187                 XFillRectangles(display, d, state->tile_gc, &r, 1);
188                 XFlush(display);
189                 usleep(70000);
190         }
191 #endif
192         assert(tile < TILE_MAX);
193         if (tile == TILE_EMPTY) {
194                 XClearArea(display, d, x*w, y*h, w, h, 0);
195         } else {
196                 draw_tile(state, display, d, tile, x, y, w, h);
197         }
198
199         return tile;
200 }
201
202 static void set_icon(struct app_state *state, Display *display,
203                      Widget shell, unsigned long *ewmhseq)
204 {
205         /*
206          * Clear and reset XtNiconPixmap otherwise it seems dtwm will not
207          * notice the changed icon.
208          */
209         XtVaSetValues(shell, XtNiconPixmap, None, (char *)NULL);
210         XtVaSetValues(shell, XtNiconPixmap, state->icon_pixmap, (char *)NULL);
211
212         if (state->use_ewmh_icons) {
213                 Atom net_wm_icon = XInternAtom(display, "_NET_WM_ICON", FALSE);
214                 Colormap cmap = DefaultColormapOfScreen(XtScreen(shell));
215                 XColor colours[(TILE_MAX-1)*COLOUR_MAX];
216                 void *wm_icon;
217                 int i;
218
219                 for (i = 0; i < XtNumber(colours); i++) {
220                         uint_least32_t *p = state->tile_colour[0];
221                         colours[i].pixel = p[i];
222                 }
223
224                 XQueryColors(display, cmap, colours, XtNumber(colours));
225                 wm_icon = ewmh_icon_generate(ewmhseq, colours);
226                 if (wm_icon) {
227                         XChangeProperty(display, XtWindow(shell), net_wm_icon,
228                                         XA_CARDINAL, 32, PropModeReplace,
229                                         wm_icon, EWMH_ICON_NELEM);
230                 }
231                 free(wm_icon);
232         }
233 }
234
235 void
236 x11_redraw_goal(struct app_state *state, uint_fast32_t mask, Widget icon_shell)
237 {
238         Display *display = XtDisplay(state->goal);
239         Window goal = XtWindow(state->goal);
240         unsigned sz = state->goal_tile_sz;
241         unsigned long ewmhseq[9];
242         int i;
243
244         uint_least32_t gp[3] = {
245                 state->board.goal[0],
246                 state->board.goal[1],
247                 state->board.goal[2]
248         };
249
250         for (i = 0; i < 9; i++) {
251                 int x = i%3, y = i/3;
252
253                 if (icon_shell) {
254                         unsigned tile;
255
256                         tile = redraw_tile(state, display, state->icon_pixmap,
257                                            gp, x, y, ICON_SIZE/3);
258                         ewmhseq[i] = COLOUR_MAX*0x10101 * (tile-1) + 0x20100;
259                 }
260
261                 if (mask & 1)
262                         redraw_tile(state, display, goal, gp, x, y, sz);
263
264                 /*
265                  * Goal bitmaps have a gap of 2 tiles between each row.
266                  * This funny shift will accomodate that.
267                  */
268                 mask >>= 1|x;
269         }
270
271         if (icon_shell)
272                 set_icon(state, display, icon_shell, ewmhseq);
273 }
274
275 void x11_redraw_game(struct app_state *state, uint_fast32_t mask)
276 {
277         Display *display = XtDisplay(state->goal);
278         Window game = XtWindow(state->game);
279         uint_least32_t buf[3], *gp = state->board.game;
280         unsigned sz = state->game_tile_sz;
281         int i;
282
283         if (state->view_goal_on_game) {
284                 for (i = 0; i < 3; i++) {
285                         buf[i] = state->board.goal[i];
286                         buf[i] = (gp[i] & ~GOAL_MASK) | (buf[i] << GOAL_SHIFT);
287                 }
288                 gp = buf;
289         }
290
291         /* Optimize the game end case where the outer frame is cleared */
292         if (((gp[0] | gp[1] | gp[2]) & ~GOAL_MASK) == 0) {
293                 clear_border(display, game, sz);
294                 mask &= GOAL_MASK;
295         }
296
297         for (i = 0; i < 25; i++) {
298                 if (mask & 1)
299                         redraw_tile(state, display, game, gp, i%5, i/5, sz);
300                 mask >>= 1;
301         }
302 }
303
304 /*
305  * Deferred redraw of tiles after resize/expose to avoid redundant drawing.
306  *
307  * Record any tiles that need to be redrawn due to resizes or expose events,
308  * then, after a short delay, perform all the accumulated redraws at once.
309  *
310  * This is implemented using both a work proc and a timeout, because it seems
311  * that rendering directly inside the timeout callback gives poor results:
312  * possibly redrawing outdated intermediate positions during "fast" resizes
313  * long after the resizing has stopped.  This does not happen when drawing
314  * from a work proc.
315  */
316 static Boolean do_render(void *data)
317 {
318         struct app_state *state = data;
319
320         x11_redraw_goal(state, state->render_goal_mask, NULL);
321         x11_redraw_game(state, state->render_game_mask);
322
323         state->render_goal_mask = state->render_game_mask = 0;
324         state->render_proc = 0;
325         state->render_tick = 0;
326         return True;
327 }
328
329 static void start_render(void *data, XtIntervalId *id)
330 {
331         struct app_state *state = data;
332         XtAppContext app;
333
334         if (state->render_proc)
335                 return;
336
337         app = XtWidgetToApplicationContext(state->game);
338         state->render_proc = XtAppAddWorkProc(app, do_render, state);
339 }
340
341 void x11_queue_render(struct app_state *state, uint_fast32_t mask, int mode)
342 {
343         uint_fast32_t changed = 0;
344         XtAppContext app;
345
346         if (mode & RENDER_MODE_GOAL)
347                 changed |= state->render_goal_mask |= mask;
348         if (mode & RENDER_MODE_GAME)
349                 changed |= state->render_game_mask |= mask;
350
351         if (state->render_tick || !changed)
352                 return;
353
354         app = XtWidgetToApplicationContext(state->game);
355         state->render_tick = XtAppAddTimeOut(app, 3, start_render, state);
356 }