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)
+static void clear_rect(struct app_state *state, 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
+ XRectangle r = { x, y, w, h };
+
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);
+ 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)
{
- 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(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);
}
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, Dimension w, Dimension h)
{
- uint_fast32_t pos = board_position(x, y);
- unsigned char tile = 0;
+ unsigned tile = board_tile(gp, 5*y+x);
#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 {
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;
+ uint_least32_t gp[3] = {
+ state->board.goal[0],
+ state->board.goal[1],
+ state->board.goal[2]
+ };
- return redraw_tile(state, display, d, gp[0], gp[1], gp[2], x, y, w, h);
+ return redraw_tile(state, display, d, gp, x, y, w, h);
}
void x11_redraw_goal(struct app_state *state, uint_fast32_t mask)
for (i = 0; i < 9; i++) {
int x = i%3, y = i/3;
- if (mask & 1) {
+ if (mask & 1)
redraw_goal_tile(state, display, goal, x, y, w, h);
- }
/*
* Goal bitmaps have a gap of 2 tiles between each row.
}
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, w, h);
mask >>= 1;
}
}
state->render_proc = XtAppAddWorkProc(app, do_render, state);
}
-void x11_queue_render(struct app_state *state, uint_fast32_t game_mask,
- uint_fast16_t goal_mask)
+void x11_queue_render(struct app_state *state, uint_fast32_t mask, int mode)
{
uint_fast32_t changed = 0;
XtAppContext app;
- changed |= state->render_game_mask |= game_mask;
- changed |= state->render_goal_mask |= goal_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)
return;