/* * 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" /* 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; int i, j, tile; XColor colours[(TILE_MAX-1)*COLOUR_MAX]; unsigned long *icons[ICON_MAX]; void *wm_icon = NULL; if (state->use_ewmh_icons && (wm_icon = ewmh_icon_alloc(icons))) { Colormap cmap = DefaultColormapOfScreen(XtScreen(shell)); for (i = 0; i < TILE_MAX-1; i++) { for (j = 0; j < COLOUR_MAX; j++) { XColor *c = &colours[i*COLOUR_MAX+j]; c->pixel = state->tile_colour[i][j]; } } XQueryColors(display, cmap, colours, i*j); } for (i = 0; i < 9; i++) { tile = redraw_goal_tile(state, display, state->icon_pixmap, i%3, i/3, tilesz, tilesz); if (wm_icon) { XColor *c = &colours[(tile-1)*COLOUR_MAX]; ewmh_tile16(icons[ICON_16x16], c, i%3, i/3); ewmh_tile24(icons[ICON_24x24], c, i%3, i/3); ewmh_tile32(icons[ICON_32x32], c, i%3, i/3); ewmh_tile48(icons[ICON_48x48], c, i%3, i/3); } } /* * 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 (wm_icon) { Atom net_wm_icon = XInternAtom(display, "_NET_WM_ICON", FALSE); 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; } }