]> git.draconx.ca Git - rrace.git/blobdiff - src/x11.c
motif: simplify border_clear implementation.
[rrace.git] / src / x11.c
index 94a0619b473a2d6d27b48011f48b0dfc597acf9e..b098d0ea7a43034c3e688ab737389e653b93e788 100644 (file)
--- a/src/x11.c
+++ b/src/x11.c
 
 #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
+
+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];
 
-/* 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 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);
-       Colormap cmap = DefaultColormapOfScreen(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,
@@ -95,7 +140,39 @@ static void draw_tile(struct app_state *state, Display *display, Drawable d,
        XFillRectangle(display, d, state->tile_gc, tx+2, ty+2, tw-4, th-4);
 }
 
-static void
+static void clear_rect(struct app_state *state, Display *display, Drawable d,
+                       int x, int y, int w, int h)
+{
+#if X11_RENDER_DEBUG
+       XRectangle r = { x, y, w, h };
+
+       XSetForeground(display, state->tile_gc, 0xff0000);
+       XFillRectangles(display, d, state->tile_gc, &r, 1);
+       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(struct app_state *state, Display *display, Drawable d,
+                         Dimension w, Dimension h, uint_fast32_t mask)
+{
+       if (!(mask &= ~GOAL_MASK & 0x1ffffff))
+               return;
+
+       clear_rect(state, display, d, 0,   0,   5*w,   h);
+       clear_rect(state, display, d, 0,   4*h, 5*w,   h);
+       clear_rect(state, display, d, 0,   0,     w, 5*h);
+       clear_rect(state, display, d, 4*w, 0,     w, 5*h);
+}
+
+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)
@@ -103,6 +180,16 @@ redraw_tile(struct app_state *state, Display *display, Drawable d,
        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;
@@ -113,42 +200,175 @@ redraw_tile(struct app_state *state, Display *display, Drawable d,
        } else {
                draw_tile(state, display, d, tile, x, y, w, h);
        }
+
+       return tile;
 }
 
-void x11_redraw_goal(struct app_state *state)
+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, XmNwidth, &w, XmNheight, &h, (char *)NULL);
+       XtVaGetValues(state->goal, XtNwidth, &w, XtNheight, &h, (char *)NULL);
        w /= 3; h /= 3;
 
        for (i = 0; i < 9; i++) {
-               uint_least16_t *gp = state->board.goal;
+               int x = i%3, y = i/3;
+
+               if (mask & 1) {
+                       redraw_goal_tile(state, display, goal, x, y, w, h);
+               }
 
-               redraw_tile(state, display, goal,
-                           gp[0], gp[1], gp[2],
-                           i%3, i/3, w, h);
+               /*
+                * Goal bitmaps have a gap of 2 tiles between each row.
+                * This funny shift will accomodate that.
+                */
+               mask >>= 1|x;
        }
 }
 
-void x11_redraw_game(struct app_state *state)
+/* 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, 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 mask, int mode)
+{
+       uint_fast32_t changed = 0;
+       XtAppContext app;
+
+       if (mode & RENDER_MODE_GOAL)
+               changed |= state->render_goal_mask |= mask;
+       if (mode & RENDER_MODE_GAME)
+               changed |= state->render_game_mask |= mask;
+
+       if (state->render_tick || !changed)
+               return;
+
+       app = XtWidgetToApplicationContext(state->game);
+       state->render_tick = XtAppAddTimeOut(app, 3, start_render, state);
 }