/*
* 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
#include
#include
#include
#include
#include "motif.h"
#include "ewmhicon.h"
/* Size of the traditional icon pixmap (multiple of 3) */
#define ICON_SIZE 48
/* Define to 1 to add highlights and delays for visually debugging redraws */
#if X11_RENDER_DEBUG
# include
#endif
enum {
NUM_TILE_COLOURS = COLOUR_MAX*(TILE_MAX-1),
COLOUR_UI_GAMEBG = NUM_TILE_COLOURS,
COLOUR_UI_MAX
};
typedef Pixel colour_tab[COLOUR_UI_MAX];
#define COLOURRES(name, index, def) { \
(name), (NULL), XtRPixel, sizeof (String), \
offsetof(struct { colour_tab t; }, t[index]), \
XtRString, (def) }
static XtResource colour_resources[] = {
COLOURRES("colour0", 0, COLOUR0_PRIMARY),
COLOURRES("colour1", 1, COLOUR1_PRIMARY),
COLOURRES("colour2", 2, COLOUR2_PRIMARY),
COLOURRES("colour3", 3, COLOUR3_PRIMARY),
COLOURRES("colour4", 4, COLOUR4_PRIMARY),
COLOURRES("colour5", 5, COLOUR5_PRIMARY),
COLOURRES("colourDark0", 6, COLOUR0_DARK),
COLOURRES("colourDark1", 7, COLOUR1_DARK),
COLOURRES("colourDark2", 8, COLOUR2_DARK),
COLOURRES("colourDark3", 9, COLOUR3_DARK),
COLOURRES("colourDark4", 10, COLOUR4_DARK),
COLOURRES("colourDark5", 11, COLOUR5_DARK),
COLOURRES("colourLight0", 12, COLOUR0_LIGHT),
COLOURRES("colourLight1", 13, COLOUR1_LIGHT),
COLOURRES("colourLight2", 14, COLOUR2_LIGHT),
COLOURRES("colourLight3", 15, COLOUR3_LIGHT),
COLOURRES("colourLight4", 16, COLOUR4_LIGHT),
COLOURRES("colourLight5", 17, COLOUR5_LIGHT),
COLOURRES("gameBackground", COLOUR_UI_GAMEBG, "#181818")
};
static void init_colours(struct app_state *state, Widget shell)
{
unsigned i;
colour_tab colours;
XtGetApplicationResources(shell, &colours, colour_resources,
XtNumber(colour_resources), NULL, 0);
for (i = 0; i < NUM_TILE_COLOURS; i++) {
unsigned tile = i % (TILE_MAX-1), shade = i / (TILE_MAX-1);
state->tile_colour[tile][shade] = colours[i];
}
XtVaSetValues(state->game, XtNbackground, colours[COLOUR_UI_GAMEBG],
(char *)NULL);
}
void x11_initialize(struct app_state *state, Widget shell)
{
Display *display = XtDisplay(shell);
Screen *screen = XtScreen(shell);
Window root = RootWindowOfScreen(screen);
XGCValues gcv;
init_colours(state, shell);
gcv.line_width = 1;
state->tile_gc = XCreateGC(display, root, GCLineWidth, &gcv);
state->icon_pixmap = XCreatePixmap(display, root, ICON_SIZE, ICON_SIZE,
DefaultDepthOfScreen(screen));
}
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);
}
/*
* Clear a contiguous rectangle of tiles from top-left (x0, y0) to
* bottom-right (x1, y1).
*/
static void
clear_tiles(struct app_state *state, Display *display, Drawable d,
int x0, int y0, int x1, int y1, Dimension w, Dimension h)
{
XRectangle r = { x0*w, y0*h, (x1+1)*w, (y1+1)*h };
#if X11_RENDER_DEBUG
XSetForeground(display, state->tile_gc, 0xff0000);
XFillRectangles(display, d, state->tile_gc, &r, 1);
XFlush(display);
usleep(70000);
#endif
XClearArea(display, d, r.x, r.y, r.width, r.height, 0);
}
/*
* Efficiently clear all the border tiles in the game area. The mask indicates
* which tiles need clearing, but for the border clear it is safe to wipe an
* entire row or column of the border using a single XClearArea.
*
* The idea is to pick whichever row or column has the most tiles to clear,
* clear them, and then repeat until none are left (repeats at most 4 times).
*/
static void clear_border(struct app_state *state, Display *display, Drawable d,
Dimension w, Dimension h, uint_fast32_t mask)
{
uint_fast32_t best_mask = 0;
int best_count = -1;
int i, best = -1;
if (!(mask &= ~GOAL_MASK & 0x1ffffff))
return;
for (i = 0; i < 4; i++) {
uint_fast32_t this_mask, tmp;
int this_count = 0;
if (i & 2)
this_mask = board_column(4*(i & 1));
else
this_mask = board_row(4*(i & 1));
/* Count set bits */
for (tmp = mask & this_mask; tmp; this_count++)
tmp &= tmp - 1;
if (this_count > best_count) {
best_count = this_count;
best_mask = this_mask;
best = i;
}
}
switch (best) {
case 0: clear_tiles(state, display, d, 0, 0, 4, 0, w, h); break;
case 1: clear_tiles(state, display, d, 0, 4, 4, 4, w, h); break;
case 2: clear_tiles(state, display, d, 0, 0, 0, 4, w, h); break;
case 3: clear_tiles(state, display, d, 4, 0, 4, 4, w, h); break;
}
clear_border(state, display, d, w, h, mask & ~best_mask);
}
static int
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 X11_RENDER_DEBUG
if (d == XtWindow(state->game) || d == XtWindow(state->goal)) {
XRectangle r = { x*w, y*h, w, h };
XSetForeground(display, state->tile_gc, 0xff0000);
XFillRectangles(display, d, state->tile_gc, &r, 1);
XFlush(display);
usleep(70000);
}
#endif
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);
}
return tile;
}
static int
redraw_goal_tile(struct app_state *state, Display *display, Drawable d,
int x, int y, Dimension w, Dimension h)
{
uint_least16_t *gp = state->board.goal;
return redraw_tile(state, display, d, gp[0], gp[1], gp[2], x, y, w, h);
}
void x11_redraw_goal(struct app_state *state, uint_fast32_t mask)
{
Display *display = XtDisplay(state->goal);
Window goal = XtWindow(state->goal);
Dimension w, h;
int i;
XtVaGetValues(state->goal, XtNwidth, &w, XtNheight, &h, (char *)NULL);
w /= 3; h /= 3;
for (i = 0; i < 9; i++) {
int x = i%3, y = i/3;
if (mask & 1) {
redraw_goal_tile(state, display, goal, x, y, w, h);
}
/*
* Goal bitmaps have a gap of 2 tiles between each row.
* This funny shift will accomodate that.
*/
mask >>= 1|x;
}
}
/* Render the goal area as the window's icon */
void x11_redraw_icon(struct app_state *state, Widget shell)
{
Display *display = XtDisplay(shell);
Dimension tilesz = ICON_SIZE/3;
unsigned long ewmhseq[9];
unsigned i;
for (i = 0; i < 9; i++) {
int tile;
tile = redraw_goal_tile(state, display, state->icon_pixmap,
i%3, i/3, tilesz, tilesz);
ewmhseq[i] = COLOUR_MAX*0x10101 * (tile-1) + 0x20100;
}
/*
* Clear and reset XtNiconPixmap otherwise it seems dtwm will not
* notice the changed icon.
*/
XtVaSetValues(shell, XtNiconPixmap, None, (char *)NULL);
XtVaSetValues(shell, XtNiconPixmap, state->icon_pixmap, (char *)NULL);
if (state->use_ewmh_icons) {
Atom net_wm_icon = XInternAtom(display, "_NET_WM_ICON", FALSE);
Colormap cmap = DefaultColormapOfScreen(XtScreen(shell));
XColor colours[(TILE_MAX-1)*COLOUR_MAX];
void *wm_icon;
for (i = 0; i < XtNumber(colours); i++) {
uint_least32_t *p = state->tile_colour[0];
colours[i].pixel = p[i];
}
XQueryColors(display, cmap, colours, XtNumber(colours));
wm_icon = ewmh_icon_generate(ewmhseq, colours);
if (wm_icon) {
XChangeProperty(display, XtWindow(shell), net_wm_icon,
XA_CARDINAL, 32, PropModeReplace,
wm_icon, EWMH_ICON_NELEM);
}
free(wm_icon);
}
}
void x11_redraw_game(struct app_state *state, uint_fast32_t mask)
{
Display *display = XtDisplay(state->goal);
Window game = XtWindow(state->game);
uint_least32_t buf[3], *gp = state->board.game;
Dimension w, h;
int i;
XtVaGetValues(state->game, XtNwidth, &w, XtNheight, &h, (char *)NULL);
w /= 5; h /= 5;
if (state->view_goal_on_game) {
for (i = 0; i < 3; i++) {
buf[i] = state->board.goal[i];
buf[i] = (gp[i] & ~GOAL_MASK) | (buf[i] << GOAL_SHIFT);
}
gp = buf;
}
/* Optimize the game end case where the outer frame is cleared */
if (((gp[0] | gp[1] | gp[2]) & ~GOAL_MASK) == 0) {
clear_border(state, display, game, w, h, mask);
mask &= GOAL_MASK;
}
for (i = 0; i < 25; i++) {
if (mask & 1) {
redraw_tile(state, display, game,
gp[0], gp[1], gp[2],
i%5, i/5, w, h);
}
mask >>= 1;
}
}
/*
* Deferred redraw of tiles after resize/expose to avoid redundant drawing.
*
* Record any tiles that need to be redrawn due to resizes or expose events,
* then, after a short delay, perform all the accumulated redraws at once.
*
* This is implemented using both a work proc and a timeout, because it seems
* that rendering directly inside the timeout callback gives poor results:
* possibly redrawing outdated intermediate positions during "fast" resizes
* long after the resizing has stopped. This does not happen when drawing
* from a work proc.
*/
static Boolean do_render(void *data)
{
struct app_state *state = data;
x11_redraw_goal(state, state->render_goal_mask);
x11_redraw_game(state, state->render_game_mask);
state->render_goal_mask = state->render_game_mask = 0;
state->render_proc = 0;
state->render_tick = 0;
return True;
}
static void start_render(void *data, XtIntervalId *id)
{
struct app_state *state = data;
XtAppContext app;
if (state->render_proc)
return;
app = XtWidgetToApplicationContext(state->game);
state->render_proc = XtAppAddWorkProc(app, do_render, state);
}
void x11_queue_render(struct app_state *state, uint_fast32_t game_mask,
uint_fast16_t goal_mask)
{
uint_fast32_t changed = 0;
XtAppContext app;
changed |= state->render_game_mask |= game_mask;
changed |= state->render_goal_mask |= goal_mask;
if (state->render_tick || !changed)
return;
app = XtWidgetToApplicationContext(state->game);
state->render_tick = XtAppAddTimeOut(app, 3, start_render, state);
}