/*
* X11 GUI for slide puzzle game
- * Copyright © 2022 Nick Bowler
+ * 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
#include <config.h>
#include <stdio.h>
+#include <stdlib.h>
+#include <stddef.h>
#include <assert.h>
#include <X11/Intrinsic.h>
-#include <Xm/XmStrDefs.h>
+#include <X11/StringDefs.h>
+#include <X11/Xatom.h>
+#include <X11/Shell.h>
+
#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 <unistd.h>
+#endif
-/* TODO user-selectable colours */
-static const char * const colours[][3] = {
- /*primary bottom top */
- "#8d2e28", "#6a1b17", "#a14842", /* red */
- "#b46e28", "#924a16", "#c7904f", /* orange */
- "#d8b740", "#c59f39", "#e2c65d", /* yellow */
- "#286428", "#194719", "#4e874e", /* green */
- "#003471", "#001f4f", "#00528b", /* blue */
- "#dcdcdc", "#c0c0c0", "#eaeaea", /* white */
+/* 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
};
-static void init_colours(struct app_state *state, Screen *screen)
+static void init_colours(struct app_state *state, Widget shell)
{
- 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;
- }
+ static const char cdefs[] =
+ "colour0" "\0" COLOUR0_PRIMARY
+ "\0" "colourDark0" "\0" COLOUR0_DARK
+ "\0" "colourLight0" "\0" COLOUR0_LIGHT
+ "\0" "colour1" "\0" COLOUR1_PRIMARY
+ "\0" "colourDark1" "\0" COLOUR1_DARK
+ "\0" "colourLight1" "\0" COLOUR1_LIGHT
+ "\0" "colour2" "\0" COLOUR2_PRIMARY
+ "\0" "colourDark2" "\0" COLOUR2_DARK
+ "\0" "colourLight2" "\0" COLOUR2_LIGHT
+ "\0" "colour3" "\0" COLOUR3_PRIMARY
+ "\0" "colourDark3" "\0" COLOUR3_DARK
+ "\0" "colourLight3" "\0" COLOUR3_LIGHT
+ "\0" "colour4" "\0" COLOUR4_PRIMARY
+ "\0" "colourDark4" "\0" COLOUR4_DARK
+ "\0" "colourLight4" "\0" COLOUR4_LIGHT
+ "\0" "colour5" "\0" COLOUR5_PRIMARY
+ "\0" "colourDark5" "\0" COLOUR5_DARK
+ "\0" "colourLight5" "\0" COLOUR5_LIGHT
+ "\0" "gameBackground" "\0" "#181818";
+
+ XtResource res[COLOUR_UI_MAX], t = {
+ (char *)cdefs, 0, XtRPixel, sizeof (Pixel), 0, XtRString
+ };
+ Pixel colours[XtNumber(res)];
+ unsigned i;
+
+ for (i = 0; i < XtNumber(res); i++) {
+ t.default_addr = strchr(t.resource_name, 0) + 1;
+ res[i] = t;
+
+ t.resource_name = (char *)t.default_addr + 8;
+ t.resource_offset += sizeof colours[0];
}
+
+ XtGetApplicationResources(shell, &colours, res, XtNumber(res), NULL, 0);
+ for (i = 0; i < NUM_TILE_COLOURS; i++) {
+ uint_least32_t *p = state->tile_colour[0];
+ p[i] = colours[i];
+ }
+ XtVaSetValues(state->game, XtNbackground, colours[i], (char *)NULL);
}
-void x11_initialize(struct app_state *state, Screen *screen)
+void x11_initialize(struct app_state *state, Widget shell)
{
- Display *display = DisplayOfScreen(screen);
+ Display *display = XtDisplay(shell);
+ Screen *screen = XtScreen(shell);
Window root = RootWindowOfScreen(screen);
XGCValues gcv;
- init_colours(state, screen);
+ 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,
}
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_fast32_t bit0, uint_fast32_t bit1, uint_fast32_t bit2,
- int x, int y, Dimension w, Dimension h)
+ uint_least32_t *gp, int x, int y, unsigned sz)
{
- uint_fast32_t pos = board_position(x, y);
- unsigned char tile = 0;
+ unsigned tile = board_tile(gp, 5*y+x);
+ unsigned w = sz, h = sz;
- if (bit0 & pos) tile |= 1;
- if (bit1 & pos) tile |= 2;
- if (bit2 & pos) tile |= 4;
+#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[NUM_TILE_COLOURS];
+ 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));
+ ewmh_icon_prepare_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)
+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);
- Dimension w, h;
+ unsigned sz = state->goal_tile_sz;
+ unsigned long ewmhseq[9];
int i;
- XtVaGetValues(state->goal, XmNwidth, &w, XmNheight, &h, (char *)NULL);
- w /= 3; h /= 3;
+ uint_least32_t gp[3] = {
+ state->board.goal[0],
+ state->board.goal[1],
+ state->board.goal[2]
+ };
for (i = 0; i < 9; i++) {
- uint_least16_t *gp = state->board.goal;
+ int x = i%3, y = i/3;
+
+ if (icon_shell) {
+ unsigned tile;
- redraw_tile(state, display, goal,
- gp[0], gp[1], gp[2],
- i%3, i/3, w, h);
+ 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)
+void x11_redraw_game(struct app_state *state, uint_fast32_t mask)
{
Display *display = XtDisplay(state->goal);
Window game = XtWindow(state->game);
- Dimension w, h;
+ uint_least32_t buf[3], *gp = state->board.game;
+ unsigned sz = state->game_tile_sz;
int i;
- XtVaGetValues(state->game, XmNwidth, &w, XmNheight, &h, (char *)NULL);
- w /= 5; h /= 5;
+ if (state->flags & FLAG_VIEW_GOAL_ON_GAME)
+ gp = game_overlay_goal(&state->board, buf);
- for (i = 0; i < 25; i++) {
- uint_least32_t *gp = state->board.game;
+ /* Optimize the game end case where the outer frame is cleared */
+ if (mask & GAME_MASK & ~GOAL_MASK) {
+ if (((gp[0] | gp[1] | gp[2]) & ~GOAL_MASK) == 0) {
+ clear_border(display, game, sz);
+ mask &= GOAL_MASK;
+ }
+ }
- redraw_tile(state, display, game,
- gp[0], gp[1], gp[2],
- i%5, i/5, w, h);
+ 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);
+}