XFillRectangle(display, d, state->tile_gc, tx+2, ty+2, tw-4, th-4);
}
-static void clear_rect(struct app_state *state, Display *display, Drawable d,
- int x, int y, int w, int h)
+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);
- XSetForeground(display, state->tile_gc, 0xff0000);
- XFillRectangles(display, d, state->tile_gc, &r, 1);
XFlush(display);
usleep(70000);
#endif
* 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)
+static void clear_border(Display *display, Drawable d, unsigned sz)
{
- 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);
+ 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_least32_t *gp, int x, int y, Dimension w, Dimension h)
+ uint_least32_t *gp, int x, int y, unsigned sz)
{
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)) {
{
Display *display = XtDisplay(state->goal);
Window goal = XtWindow(state->goal);
+ unsigned sz = state->goal_tile_sz;
unsigned long ewmhseq[9];
- Dimension w, h;
int i;
uint_least32_t gp[3] = {
state->board.goal[2]
};
- 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;
unsigned tile;
tile = redraw_tile(state, display, state->icon_pixmap,
- gp, x, y, ICON_SIZE/3, ICON_SIZE/3);
+ 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, w, h);
+ redraw_tile(state, display, goal, gp, x, y, sz);
/*
* Goal bitmaps have a gap of 2 tiles between each row.
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) {
for (i = 0; i < 3; i++) {
buf[i] = state->board.goal[i];
/* 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, i%5, i/5, w, h);
+ redraw_tile(state, display, game, gp, i%5, i/5, sz);
mask >>= 1;
}
}