#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
+
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);
}
+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;
-
- if (bit0 & pos) tile |= 1;
- if (bit1 & pos) tile |= 2;
- if (bit2 & pos) tile |= 4;
+ 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)) {
+ 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 {
return tile;
}
-static int
-redraw_goal_tile(struct app_state *state, Display *display, Drawable d,
- int x, int y, Dimension w, Dimension h)
+static void set_icon(struct app_state *state, Display *display,
+ Widget shell, unsigned long *ewmhseq)
{
- uint_least16_t *gp = state->board.goal;
+ /*
+ * 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) {
+ 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];
+ colours[i].pixel = p[i];
+ }
- return redraw_tile(state, display, d, gp[0], gp[1], gp[2], x, y, w, h);
+ 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)
+void
+x11_redraw_goal(struct app_state *state, uint_fast32_t mask, Widget icon_shell)
{
Display *display = XtDisplay(state->goal);
- Window window = XtWindow(state->goal);
- Dimension w, h;
+ Window goal = XtWindow(state->goal);
+ unsigned sz = state->goal_tile_sz;
+ unsigned long ewmhseq[9];
int i;
- XtVaGetValues(state->goal, XtNwidth, &w, XtNheight, &h, (char *)NULL);
+ 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 (mask & 1) {
- redraw_goal_tile(state, display, window,
- x, y, w/3, h/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;
}
-}
-
-/* Render the goal area as the window's icon */
-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);
- }
-
- for (i = 0; i < 9; i++) {
- tile = redraw_goal_tile(state, display, state->icon_pixmap,
- 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);
- }
- }
- /*
- * 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 (wm_icon) {
- Atom net_wm_icon = XInternAtom(display, "_NET_WM_ICON", FALSE);
-
- XChangeProperty(display, XtWindow(shell), net_wm_icon,
- XA_CARDINAL, 32, PropModeReplace,
- wm_icon, EWMH_ICON_NELEM);
-
- free(wm_icon);
- }
+ 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) {
for (i = 0; i < 3; i++) {
buf[i] = state->board.goal[i];
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(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;
}
}
+
+/*
+ * 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;
+ 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);
+}