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