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Pack/unpack the tile planes arithmetically.
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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 clear_rect(struct app_state *state, Display *display, Drawable d,
144                        int x, int y, int w, int h)
145 {
146 #if X11_RENDER_DEBUG
147         XRectangle r = { x, y, w, h };
148
149         XSetForeground(display, state->tile_gc, 0xff0000);
150         XFillRectangles(display, d, state->tile_gc, &r, 1);
151         XFlush(display);
152         usleep(70000);
153 #endif
154
155         XClearArea(display, d, x, y, w, h, 0);
156 }
157
158 /*
159  * Efficiently clear all the border tiles in the game area.  The mask indicates
160  * which tiles need clearing, but for the border clear it is safe to wipe an
161  * entire row or column of the border using a single XClearArea.
162  */
163 static void clear_border(struct app_state *state, Display *display, Drawable d,
164                          Dimension w, Dimension h, uint_fast32_t mask)
165 {
166         if (!(mask &= ~GOAL_MASK & 0x1ffffff))
167                 return;
168
169         clear_rect(state, display, d, 0,   0,   5*w,   h);
170         clear_rect(state, display, d, 0,   4*h, 5*w,   h);
171         clear_rect(state, display, d, 0,   0,     w, 5*h);
172         clear_rect(state, display, d, 4*w, 0,     w, 5*h);
173 }
174
175 static int
176 redraw_tile(struct app_state *state, Display *display, Drawable d,
177             uint_least32_t *gp, int x, int y, Dimension w, Dimension h)
178 {
179         unsigned tile = board_tile(gp, 5*y+x);
180
181 #if X11_RENDER_DEBUG
182         if (d == XtWindow(state->game) || d == XtWindow(state->goal)) {
183                 XRectangle r = { x*w, y*h, w, h };
184                 XSetForeground(display, state->tile_gc, 0xff0000);
185                 XFillRectangles(display, d, state->tile_gc, &r, 1);
186                 XFlush(display);
187                 usleep(70000);
188         }
189 #endif
190         assert(tile < TILE_MAX);
191         if (tile == TILE_EMPTY) {
192                 XClearArea(display, d, x*w, y*h, w, h, 0);
193         } else {
194                 draw_tile(state, display, d, tile, x, y, w, h);
195         }
196
197         return tile;
198 }
199
200 static int
201 redraw_goal_tile(struct app_state *state, Display *display, Drawable d,
202                  int x, int y, Dimension w, Dimension h)
203 {
204         uint_least32_t gp[3] = {
205                 state->board.goal[0],
206                 state->board.goal[1],
207                 state->board.goal[2]
208         };
209
210         return redraw_tile(state, display, d, gp, x, y, w, h);
211 }
212
213 void x11_redraw_goal(struct app_state *state, uint_fast32_t mask)
214 {
215         Display *display = XtDisplay(state->goal);
216         Window goal = XtWindow(state->goal);
217         Dimension w, h;
218         int i;
219
220         XtVaGetValues(state->goal, XtNwidth, &w, XtNheight, &h, (char *)NULL);
221         w /= 3; h /= 3;
222
223         for (i = 0; i < 9; i++) {
224                 int x = i%3, y = i/3;
225
226                 if (mask & 1)
227                         redraw_goal_tile(state, display, goal, x, y, w, h);
228
229                 /*
230                  * Goal bitmaps have a gap of 2 tiles between each row.
231                  * This funny shift will accomodate that.
232                  */
233                 mask >>= 1|x;
234         }
235 }
236
237 /* Render the goal area as the window's icon */
238 void x11_redraw_icon(struct app_state *state, Widget shell)
239 {
240         Display *display = XtDisplay(shell);
241         Dimension tilesz = ICON_SIZE/3;
242         unsigned long ewmhseq[9];
243         unsigned i;
244
245         for (i = 0; i < 9; i++) {
246                 int tile;
247
248                 tile = redraw_goal_tile(state, display, state->icon_pixmap,
249                                                i%3, i/3, tilesz, tilesz);
250
251                 ewmhseq[i] = COLOUR_MAX*0x10101 * (tile-1) + 0x20100;
252         }
253
254         /*
255          * Clear and reset XtNiconPixmap otherwise it seems dtwm will not
256          * notice the changed icon.
257          */
258         XtVaSetValues(shell, XtNiconPixmap, None, (char *)NULL);
259         XtVaSetValues(shell, XtNiconPixmap, state->icon_pixmap, (char *)NULL);
260
261         if (state->use_ewmh_icons) {
262                 Atom net_wm_icon = XInternAtom(display, "_NET_WM_ICON", FALSE);
263                 Colormap cmap = DefaultColormapOfScreen(XtScreen(shell));
264                 XColor colours[(TILE_MAX-1)*COLOUR_MAX];
265                 void *wm_icon;
266
267                 for (i = 0; i < XtNumber(colours); i++) {
268                         uint_least32_t *p = state->tile_colour[0];
269                         colours[i].pixel = p[i];
270                 }
271
272                 XQueryColors(display, cmap, colours, XtNumber(colours));
273                 wm_icon = ewmh_icon_generate(ewmhseq, colours);
274                 if (wm_icon) {
275                         XChangeProperty(display, XtWindow(shell), net_wm_icon,
276                                         XA_CARDINAL, 32, PropModeReplace,
277                                         wm_icon, EWMH_ICON_NELEM);
278                 }
279                 free(wm_icon);
280         }
281 }
282
283 void x11_redraw_game(struct app_state *state, uint_fast32_t mask)
284 {
285         Display *display = XtDisplay(state->goal);
286         Window game = XtWindow(state->game);
287         uint_least32_t buf[3], *gp = state->board.game;
288         Dimension w, h;
289         int i;
290
291         XtVaGetValues(state->game, XtNwidth, &w, XtNheight, &h, (char *)NULL);
292         w /= 5; h /= 5;
293
294         if (state->view_goal_on_game) {
295                 for (i = 0; i < 3; i++) {
296                         buf[i] = state->board.goal[i];
297                         buf[i] = (gp[i] & ~GOAL_MASK) | (buf[i] << GOAL_SHIFT);
298                 }
299                 gp = buf;
300         }
301
302         /* Optimize the game end case where the outer frame is cleared */
303         if (((gp[0] | gp[1] | gp[2]) & ~GOAL_MASK) == 0) {
304                 clear_border(state, display, game, w, h, mask);
305                 mask &= GOAL_MASK;
306         }
307
308         for (i = 0; i < 25; i++) {
309                 if (mask & 1)
310                         redraw_tile(state, display, game, gp, i%5, i/5, w, h);
311                 mask >>= 1;
312         }
313 }
314
315 /*
316  * Deferred redraw of tiles after resize/expose to avoid redundant drawing.
317  *
318  * Record any tiles that need to be redrawn due to resizes or expose events,
319  * then, after a short delay, perform all the accumulated redraws at once.
320  *
321  * This is implemented using both a work proc and a timeout, because it seems
322  * that rendering directly inside the timeout callback gives poor results:
323  * possibly redrawing outdated intermediate positions during "fast" resizes
324  * long after the resizing has stopped.  This does not happen when drawing
325  * from a work proc.
326  */
327 static Boolean do_render(void *data)
328 {
329         struct app_state *state = data;
330
331         x11_redraw_goal(state, state->render_goal_mask);
332         x11_redraw_game(state, state->render_game_mask);
333
334         state->render_goal_mask = state->render_game_mask = 0;
335         state->render_proc = 0;
336         state->render_tick = 0;
337         return True;
338 }
339
340 static void start_render(void *data, XtIntervalId *id)
341 {
342         struct app_state *state = data;
343         XtAppContext app;
344
345         if (state->render_proc)
346                 return;
347
348         app = XtWidgetToApplicationContext(state->game);
349         state->render_proc = XtAppAddWorkProc(app, do_render, state);
350 }
351
352 void x11_queue_render(struct app_state *state, uint_fast32_t mask, int mode)
353 {
354         uint_fast32_t changed = 0;
355         XtAppContext app;
356
357         if (mode & RENDER_MODE_GOAL)
358                 changed |= state->render_goal_mask |= mask;
359         if (mode & RENDER_MODE_GAME)
360                 changed |= state->render_game_mask |= mask;
361
362         if (state->render_tick || !changed)
363                 return;
364
365         app = XtWidgetToApplicationContext(state->game);
366         state->render_tick = XtAppAddTimeOut(app, 3, start_render, state);
367 }