X-Git-Url: http://git.draconx.ca/gitweb/rrace.git/blobdiff_plain/bbe659b000e2c281340953c5fc96bd7ac3b94eaa..ceb2df0fe41852ba3f5637dcd04217113b4259ba:/src/motif_ui.c diff --git a/src/motif_ui.c b/src/motif_ui.c index 6abdbc9..5941834 100644 --- a/src/motif_ui.c +++ b/src/motif_ui.c @@ -26,11 +26,6 @@ #include "xcounter.h" #include "version.h" -#define SPLIT_NUMERATOR 75 -#define SPLIT_DENOMINATOR 100 - -#define MIN(a, b) ((a) < (b) ? (a) : (b)) - /* XXX generate this list? */ enum { widgetMainWindow, @@ -69,37 +64,6 @@ static const struct ui_menuitem { uint_least16_t label; } mainmenu[] = { MAINMENU_INITIALIZER }; -static void -ResizeGameArea(Widget form, XEvent *e, String *args, Cardinal *num_args) -{ - Widget game = XtNameToWidget(form, &tree_strtab[gameArea]); - Widget goal = XtNameToWidget(form, &tree_strtab[goalArea]); - Dimension w, h, gamesz, gameborder, goalsz, goalborder; - int x, y, gap; - - XtVaGetValues(form, XmNwidth, &w, XmNheight, &h, (char *)NULL); - XtVaGetValues(game, XmNshadowThickness, &gameborder, (char *)NULL); - XtVaGetValues(goal, XmNshadowThickness, &goalborder, - XmNleftOffset, &gap, - (char *)NULL); - - gamesz = MIN(h, w * SPLIT_NUMERATOR / SPLIT_DENOMINATOR); - gamesz = 5*( (gamesz - 2*gameborder)/5 ) + 2*gameborder; - - goalsz = MIN(gamesz*3/5, w - gamesz - gap); - goalsz = 3*( (goalsz - 2*goalborder)/3 ) + 2*goalborder; - - x = (w - gamesz - goalsz - gap) / 2; - if (x < 2) x = 0; - - y = (h - gamesz) / 2; - if (y < 3) y = 0; - - XtVaSetValues(game, XmNleftOffset, x, XmNtopOffset, y, (char *)NULL); - XtVaSetValues(game, XmNwidth, gamesz, XmNheight, gamesz, (char *)NULL); - XtVaSetValues(goal, XmNwidth, goalsz, XmNheight, goalsz, (char *)NULL); -} - static char *timer_text(int_fast32_t ms, char *buf) { unsigned min, sec; @@ -132,7 +96,6 @@ static void configure_mainwin(struct app_state *state, Widget form) char xc_template[100]; assert(gamearea && goalarea && timer); - XtVaSetValues(form, XmNfractionBase, SPLIT_DENOMINATOR, (char *)NULL); state->game = XtNameToWidget(gamearea, &tree_strtab[gameCanvas]); XtVaSetValues(gamearea, XmNleftAttachment, XmATTACH_FORM, @@ -155,9 +118,6 @@ static void configure_mainwin(struct app_state *state, Widget form) state->timer = xcounter_simple_init(timer, timer_text(0, xc_template)); ui_timer_update(state, -1); - resize_rec.string = "ResizeGameArea"; - resize_rec.proc = ResizeGameArea; - XtAppAddActions(XtWidgetToApplicationContext(form), &resize_rec, 1); XtOverrideTranslations(form, XtParseTranslationTable( ": ResizeGameArea()\n" ": ResizeGameArea()\n" @@ -165,9 +125,9 @@ static void configure_mainwin(struct app_state *state, Widget form) /* * Performing the initial update of the layout seems to avoid - * some weird problems on Motif 2.1 + * some weird initial sizing problems on Motif 2.1 */ - ResizeGameArea(form, 0, 0, 0); + XtCallActionProc(form, "ResizeGameArea", 0, 0, 0); } static Widget create_widget(const struct ui_widget *item, Widget parent, @@ -257,12 +217,12 @@ construct_menu(const struct ui_menuitem *root, Widget parent, unsigned i) } /* Figure out which tiles intersect a rectangle. */ -static uint_fast32_t x11_expose_mask(XExposeEvent *e, int tile_w, int tile_h) +static uint_fast32_t x11_expose_mask(XExposeEvent *e, int tile_sz) { - return board_rect( e->x/tile_w, - e->y/tile_h, - (e->x+e->width-1)/tile_w, - (e->y+e->height-1)/tile_h ); + return board_rect( e->x/tile_sz, + e->y/tile_sz, + (e->x+e->width-1)/tile_sz, + (e->y+e->height-1)/tile_sz ); } static void resize(Widget w, void *data, void *cb_data) @@ -277,31 +237,27 @@ static void expose(Widget w, void *data, void *cb_data) XmDrawingAreaCallbackStruct *cbs = cb_data; XExposeEvent *e = &cbs->event->xexpose; struct app_state *state = data; - Dimension tile_w, tile_h; uint_fast32_t mask; + Dimension tile_sz; - XtVaGetValues(w, XmNwidth, &tile_w, XmNheight, &tile_h, (char *)NULL); if (w == state->game) { uint_least32_t *gp = state->board.game; - if (!(tile_w /= 5) || !(tile_h /= 5)) - return; - /* * Only draw exposed nonempty tiles; exposed areas are filled * with the background automatically and thus exposed empty * spaces don't need to be drawn again. */ + tile_sz = state->game_tile_sz; mask = gp[0] | gp[1] | gp[2]; } else { - if (!(tile_w /= 3) || !(tile_h /= 3)) - return; - /* Goal area never has empty tiles. */ + tile_sz = state->goal_tile_sz; mask = -1; } - mask &= x11_expose_mask(e, tile_w, tile_h); + if (tile_sz) + mask &= x11_expose_mask(e, tile_sz); x11_queue_render(state, mask, 1<<(w == state->game)); }