]> git.draconx.ca Git - rrace.git/blobdiff - src/x11.c
Fix bitmap generation in goal overlay feature.
[rrace.git] / src / x11.c
index 9ded09ea75765c96d6ec8a5731864dcdedfc627b..b4b0a2cd2db82c1a0c96addd291d362841e5e216 100644 (file)
--- a/src/x11.c
+++ b/src/x11.c
@@ -1,6 +1,6 @@
 /*
  * 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 <Xm/XmStrDefs.h>
+
+#include <X11/Intrinsic.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
+
+/* 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)
 
-/* 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 */
+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);
-       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,
@@ -94,59 +142,214 @@ 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;
 }
 
-void x11_redraw_goal(struct app_state *state)
+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));
+               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, 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+1;
+       /* 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);
+}