/* * X11 GUI for slide puzzle game * Copyright © 2022-2023 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 /* status flags in the upper bits are ORed into the game mask which only * needs the lower 25 bits */ #define X11_TICK_INSTALLED (1ul << 31) #define X11_PROC_INSTALLED (1ul << 30) 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); } static void clear_rect(Display *display, Drawable d, int x, int y, int w, int h) { #if X11_RENDER_DEBUG XRectangle r = { x, y, w, h }; XGCValues gcv; GC gc; gcv.foreground = 0xff0000; gc = XCreateGC(display, d, GCForeground, &gcv); XFillRectangles(display, d, gc, &r, 1); XFreeGC(display, gc); XFlush(display); usleep(70000); #endif XClearArea(display, d, x, y, w, h, 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. */ static void clear_border(Display *display, Drawable d, unsigned sz) { clear_rect(display, d, 0, 0, -1, sz); clear_rect(display, d, 0, 4*sz, -1, sz); clear_rect(display, d, 0, 0, sz, -1); clear_rect(display, d, 4*sz, 0, sz, -1); } static int redraw_tile(struct app_state *state, Display *display, Drawable d, uint_least32_t *gp, int x, int y, unsigned sz) { unsigned tile = board_tile(gp, 5*y+x); unsigned w = sz, h = sz; #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 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 void set_icon(struct app_state *state, Display *display, Widget shell, unsigned long *ewmhseq) { /* * 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->flags & FLAG_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; int i; 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_goal(struct app_state *state, uint_fast32_t mask, Widget icon_shell) { Display *display = XtDisplay(state->goal); Window goal = XtWindow(state->goal); unsigned sz = state->goal_tile_sz; unsigned long ewmhseq[9]; int i; uint_least32_t gp[3] = { state->board.goal[0], state->board.goal[1], state->board.goal[2] }; for (i = 0; i < 9; i++) { int x = i%3, y = i/3; if (icon_shell) { unsigned tile; tile = redraw_tile(state, display, state->icon_pixmap, gp, x, y, ICON_SIZE/3); ewmhseq[i] = COLOUR_MAX*0x10101 * (tile-1) + 0x20100; } if (mask & 1) redraw_tile(state, display, goal, gp, x, y, sz); /* * Goal bitmaps have a gap of 2 tiles between each row. * This funny shift will accomodate that. */ mask >>= 1|x; } if (icon_shell) set_icon(state, display, icon_shell, ewmhseq); } 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; unsigned sz = state->game_tile_sz; int i; if (state->flags & FLAG_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(display, game, sz); mask &= GOAL_MASK; } for (i = 0; i < 25; i++) { if (mask & 1) redraw_tile(state, display, game, gp, i%5, i/5, sz); 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, NULL); x11_redraw_game(state, state->render_game_mask); state->render_goal_mask = state->render_game_mask = 0; return True; } static void start_render(void *data, XtIntervalId *id) { struct app_state *state = data; XtAppContext app; if (state->render_game_mask & X11_PROC_INSTALLED) return; state->render_game_mask |= X11_PROC_INSTALLED; app = XtWidgetToApplicationContext(state->game); XtAppAddWorkProc(app, do_render, state); } void x11_queue_render(struct app_state *state, uint_fast32_t mask, int mode) { uint_fast32_t changed = 0; XtAppContext app; mask &= GAME_MASK; if (mode & RENDER_MODE_GOAL) changed |= state->render_goal_mask |= mask; if (mode & RENDER_MODE_GAME) changed |= state->render_game_mask |= mask; if (changed & X11_TICK_INSTALLED || !changed) return; state->render_game_mask |= X11_TICK_INSTALLED; app = XtWidgetToApplicationContext(state->game); XtAppAddTimeOut(app, 3, start_render, state); }