/*
* 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 <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)
+
enum {
NUM_TILE_COLOURS = COLOUR_MAX*(TILE_MAX-1),
COLOUR_UI_GAMEBG = NUM_TILE_COLOURS,
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)
+clear_rect(Display *display, Drawable d, int x, int y, int w, int 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);
+ 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, r.x, r.y, r.width, r.height, 0);
+ 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.
- *
- * 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)
+static void clear_border(Display *display, Drawable d, unsigned sz)
{
- 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);
+ 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 X11_RENDER_DEBUG
if (d == XtWindow(state->game) || d == XtWindow(state->goal)) {
usleep(70000);
}
#endif
-
- if (bit0 & pos) tile |= 1;
- if (bit1 & pos) tile |= 2;
- if (bit2 & pos) tile |= 4;
assert(tile < TILE_MAX);
-
if (tile == TILE_EMPTY) {
XClearArea(display, d, x*w, y*h, w, h, 0);
} else {
return tile;
}
-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, 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 */
-void x11_redraw_icon(struct app_state *state, Widget shell)
+static void set_icon(struct app_state *state, Display *display,
+ Widget shell, unsigned long *ewmhseq)
{
- 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) {
+ if (state->flags & FLAG_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;
+ int i;
for (i = 0; i < XtNumber(colours); i++) {
uint_least32_t *p = state->tile_colour[0];
}
}
+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);
+ unsigned sz = state->goal_tile_sz;
+ unsigned long ewmhseq[9];
+ int i;
+
+ uint_least32_t gp[3] = {
+ state->board.goal[0],
+ state->board.goal[1],
+ state->board.goal[2]
+ };
+
+ for (i = 0; i < 9; i++) {
+ int x = i%3, y = i/3;
+
+ if (icon_shell) {
+ unsigned tile;
+
+ 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, 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;
+ unsigned sz = state->game_tile_sz;
int i;
- XtVaGetValues(state->game, XtNwidth, &w, XtNheight, &h, (char *)NULL);
- w /= 5; h /= 5;
-
- if (state->view_goal_on_game) {
+ if (state->flags & FLAG_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);
/* 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);
+ clear_border(display, game, sz);
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);
- }
+ if (mask & 1)
+ redraw_tile(state, display, game, gp, i%5, i/5, sz);
mask >>= 1;
}
}
{
struct app_state *state = data;
- x11_redraw_goal(state, state->render_goal_mask);
+ 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;
- state->render_proc = 0;
- state->render_tick = 0;
return True;
}
struct app_state *state = data;
XtAppContext app;
- if (state->render_proc)
+ if (state->render_game_mask & X11_PROC_INSTALLED)
return;
+ state->render_game_mask |= X11_PROC_INSTALLED;
app = XtWidgetToApplicationContext(state->game);
- state->render_proc = XtAppAddWorkProc(app, do_render, state);
+ 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 (state->render_tick || !changed)
+ if (changed & X11_TICK_INSTALLED || !changed)
return;
+ state->render_game_mask |= X11_TICK_INSTALLED;
app = XtWidgetToApplicationContext(state->game);
- state->render_tick = XtAppAddTimeOut(app, 3, start_render, state);
+ XtAppAddTimeOut(app, 3, start_render, state);
}