]> git.draconx.ca Git - rrace.git/blobdiff - src/x11.c
Alter x11_queue_render interface to better match usage.
[rrace.git] / src / x11.c
index 1bd19c97f158ae01efb79a9c8fafc08805c398a7..f827965b8d8a4dc353df510a7bac1fdd44095dad 100644 (file)
--- a/src/x11.c
+++ b/src/x11.c
 #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
 
-typedef String colour_tab[COLOUR_MAX*(TILE_MAX-1)];
+/* 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), XtRString, sizeof (String), \
+       (name), (NULL), XtRPixel, sizeof (String), \
        offsetof(struct { colour_tab t; }, t[index]), \
        XtRString, (def) }
 
@@ -59,31 +71,26 @@ static XtResource colour_resources[] = {
        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)
 {
-       Display *display = XtDisplay(shell);
-       Screen *screen = XtScreen(shell);
-       Colormap cmap = DefaultColormapOfScreen(screen);
        unsigned i;
 
-       colour_tab names;
-       XtGetApplicationResources(shell, &names, colour_resources,
+       colour_tab colours;
+       XtGetApplicationResources(shell, &colours, colour_resources,
                                  XtNumber(colour_resources), NULL, 0);
 
-       for (i = 0; i < XtNumber(names); i++) {
+       for (i = 0; i < NUM_TILE_COLOURS; i++) {
                unsigned tile = i % (TILE_MAX-1), shade = i / (TILE_MAX-1);
-               XColor c;
 
-               assert(names[i]);
-               if (!XAllocNamedColor(display, cmap, names[i], &c, &c)) {
-                       printf("warning: could not allocate colour: %s\n",
-                              names[i]);
-                       c.pixel = 0;
-               }
-               state->tile_colour[tile][shade] = c.pixel;
+               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)
@@ -133,6 +140,74 @@ 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);
 }
 
+/*
+ * 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,
@@ -141,6 +216,16 @@ 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;
@@ -167,17 +252,18 @@ redraw_goal_tile(struct app_state *state, Display *display, Drawable d,
 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, 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, window,
-                                               x, y, w/3, h/3);
+                       redraw_goal_tile(state, display, goal, x, y, w, h);
                }
 
                /*
@@ -193,36 +279,16 @@ 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);
-       }
+       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;
        }
 
        /*
@@ -232,13 +298,24 @@ void x11_redraw_icon(struct app_state *state, Widget shell)
        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);
        }
 }
@@ -247,13 +324,27 @@ 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 *gp = state->board.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,
@@ -263,3 +354,57 @@ void x11_redraw_game(struct app_state *state, uint_fast32_t mask)
                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);
+}