#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
-/* 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 */
+/* Define to 1 to add highlights and delays for visually debugging redraws */
+#if X11_RENDER_DEBUG
+# include <unistd.h>
+#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, 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;
- }
+ 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, 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);
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,
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;
return redraw_tile(state, display, d, gp[0], gp[1], gp[2], x, y, w, h);
}
-void x11_redraw_goal(struct app_state *state)
+void x11_redraw_goal(struct app_state *state, uint_fast32_t mask)
{
Display *display = XtDisplay(state->goal);
- Window window = XtWindow(state->goal);
+ Window goal = XtWindow(state->goal);
Dimension w, h;
int i;
- XtVaGetValues(state->goal, XmNwidth, &w, XmNheight, &h, (char *)NULL);
- for (i = 0; i < 9; i++)
- redraw_goal_tile(state, display, window, i%3, i/3, w/3, h/3);
+ 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 */
{
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);
- }
+ 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);
+ 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);
- }
+ ewmhseq[i] = COLOUR_MAX*0x10101 * (tile-1) + 0x20100;
}
/*
- * Clear and reset XmNiconPixmap otherwise it seems dtwm will not
+ * Clear and reset XtNiconPixmap otherwise it seems dtwm will not
* notice the changed icon.
*/
- XtVaSetValues(shell, XmNiconPixmap, None, (char *)NULL);
- XtVaSetValues(shell, XmNiconPixmap, state->icon_pixmap, (char *)NULL);
+ XtVaSetValues(shell, XtNiconPixmap, None, (char *)NULL);
+ XtVaSetValues(shell, XtNiconPixmap, state->icon_pixmap, (char *)NULL);
- if (wm_icon) {
+ 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;
- XChangeProperty(display, XtWindow(shell), net_wm_icon,
- XA_CARDINAL, 32, PropModeReplace,
- wm_icon, EWMH_ICON_NELEM);
+ 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)
+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, XmNwidth, &w, XmNheight, &h, (char *)NULL);
+ XtVaGetValues(state->game, XtNwidth, &w, XtNheight, &h, (char *)NULL);
w /= 5; h /= 5;
- for (i = 0; i < 25; i++) {
- uint_least32_t *gp = state->board.game;
+ 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;
+ }
- redraw_tile(state, display, game,
- gp[0], gp[1], gp[2],
- i%5, i/5, w, h);
+ /* 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);
}