#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"
/* 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) }
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)
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,
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;
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, 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++) {
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);
}
/*
}
/*
- * Clear and reset XmNiconPixmap otherwise it seems dtwm will not
+ * Clear and reset XtNiconPixmap otherwise it seems dtwm will not
* notice the changed icon.
*/
- XtVaSetValues(shell, XmNiconPixmap, None, (char *)NULL);
- XtVaSetValues(shell, XmNiconPixmap, state->icon_pixmap, (char *)NULL);
+ XtVaSetValues(shell, XtNiconPixmap, None, (char *)NULL);
+ XtVaSetValues(shell, XtNiconPixmap, state->icon_pixmap, (char *)NULL);
if (wm_icon) {
Atom net_wm_icon = XInternAtom(display, "_NET_WM_ICON", FALSE);
{
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, XmNwidth, &w, XmNheight, &h, (char *)NULL);
+ 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,