/*
* X11 GUI for slide puzzle game
* Copyright © 2022 Nick Bowler
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#include
#include
#include
#include
#include "motif.h"
/* TODO user-selectable colours */
static const char * const colours[][3] = {
/*primary bottom top */
"#fa2e2e", "#c02323", "#ff3939", /* red */
"#ff8c00", "#c46c00", "#ffa400", /* orange */
"#ffd700", "#c4a500", "#ffed00", /* yellow */
"#228b22", "#186318", "#27a027", /* green */
"#4682b4", "#325c80", "#4c8dc3", /* blue */
"#faf0e6", "#b2aaa3", "#fff9ee", /* white */
};
static void init_colours(struct app_state *state, Screen *screen)
{
Display *display = DisplayOfScreen(screen);
Colormap cmap = DefaultColormapOfScreen(screen);
XColor colour, junk;
unsigned i, j;
for (j = 0; j < COLOUR_MAX; j++) {
for (i = 0; i < TILE_MAX-1; i++) {
XAllocNamedColor(display, cmap, colours[i][j],
&colour, &junk);
state->tile_colour[i][j] = colour.pixel;
}
}
}
void x11_initialize(struct app_state *state, Screen *screen)
{
Display *display = DisplayOfScreen(screen);
Window root = RootWindowOfScreen(screen);
Colormap cmap = DefaultColormapOfScreen(screen);
XGCValues gcv;
init_colours(state, screen);
gcv.line_width = 1;
state->tile_gc = XCreateGC(display, root, GCLineWidth, &gcv);
}
static void draw_tile(struct app_state *state, Display *display, Drawable d,
int tile, int gx, int gy, Dimension tw, Dimension th)
{
int tx = gx * tw, ty = gy * th;
XSegment topshadow[] = {
{ tx, ty, tx, ty+th },
{ tx+1, ty, tx+tw, ty },
{ tx+1, ty+1, tx+1, ty+th-1 },
{ tx+2, ty+1, tx+tw-1, ty+1 }
};
XSegment bottomshadow[] = {
{ tx+1, ty+th-1, tx+tw, ty+th-1 },
{ tx+tw-1, ty+th-1, tx+tw-1, ty+1 },
{ tx+2, ty+th-2, tx+tw-1, ty+th-2 },
{ tx+tw-2, ty+th-2, tx+tw-2, ty+2 }
};
XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_LIGHT]);
XDrawSegments(display, d, state->tile_gc, topshadow, XtNumber(topshadow));
XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_DARK]);
XDrawSegments(display, d, state->tile_gc, bottomshadow, XtNumber(bottomshadow));
XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_PRIMARY]);
XFillRectangle(display, d, state->tile_gc, tx+2, ty+2, tw-4, th-4);
}
static void
redraw_tile(struct app_state *state, Display *display, Drawable d,
uint_fast32_t bit0, uint_fast32_t bit1, uint_fast32_t bit2,
int x, int y, Dimension w, Dimension h)
{
uint_fast32_t pos = board_position(x, y);
unsigned char tile = 0;
if (bit0 & pos) tile |= 1;
if (bit1 & pos) tile |= 2;
if (bit2 & pos) tile |= 4;
assert(tile < TILE_MAX);
if (tile == TILE_EMPTY) {
XClearArea(display, d, x*w, y*h, w, h, 0);
} else {
draw_tile(state, display, d, tile, x, y, w, h);
}
}
void x11_redraw_goal(struct app_state *state)
{
Display *display = XtDisplay(state->goal);
Window goal = XtWindow(state->goal);
Dimension w, h;
int i;
XtVaGetValues(state->goal, XmNwidth, &w, XmNheight, &h, (char *)NULL);
w /= 3; h /= 3;
for (i = 0; i < 9; i++) {
uint_least16_t *gp = state->board.goal;
redraw_tile(state, display, goal,
gp[0], gp[1], gp[2],
i%3, i/3, w, h);
}
}
void x11_redraw_game(struct app_state *state)
{
Display *display = XtDisplay(state->goal);
Window game = XtWindow(state->game);
Dimension w, h;
int i;
XtVaGetValues(state->game, XmNwidth, &w, XmNheight, &h, (char *)NULL);
w /= 5; h /= 5;
for (i = 0; i < 25; i++) {
uint_least32_t *gp = state->board.game+1;
redraw_tile(state, display, game,
gp[0], gp[1], gp[2],
i%5, i/5, w, h);
}
}