2 * X11 GUI for slide puzzle game
3 * Copyright © 2022 Nick Bowler
5 * This program is free software: you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License as published by
7 * the Free Software Foundation, either version 3 of the License, or
8 * (at your option) any later version.
10 * This program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 * GNU General Public License for more details.
15 * You should have received a copy of the GNU General Public License
16 * along with this program. If not, see <https://www.gnu.org/licenses/>.
25 #include <X11/Intrinsic.h>
26 #include <X11/StringDefs.h>
27 #include <X11/Xatom.h>
28 #include <X11/Shell.h>
33 /* Size of the traditional icon pixmap (multiple of 3) */
36 /* Define to 1 to add highlights and delays for visually debugging redraws */
42 NUM_TILE_COLOURS = COLOUR_MAX*(TILE_MAX-1),
43 COLOUR_UI_GAMEBG = NUM_TILE_COLOURS,
46 typedef Pixel colour_tab[COLOUR_UI_MAX];
48 #define COLOURRES(name, index, def) { \
49 (name), (NULL), XtRPixel, sizeof (String), \
50 offsetof(struct { colour_tab t; }, t[index]), \
53 static XtResource colour_resources[] = {
54 COLOURRES("colour0", 0, COLOUR0_PRIMARY),
55 COLOURRES("colour1", 1, COLOUR1_PRIMARY),
56 COLOURRES("colour2", 2, COLOUR2_PRIMARY),
57 COLOURRES("colour3", 3, COLOUR3_PRIMARY),
58 COLOURRES("colour4", 4, COLOUR4_PRIMARY),
59 COLOURRES("colour5", 5, COLOUR5_PRIMARY),
61 COLOURRES("colourDark0", 6, COLOUR0_DARK),
62 COLOURRES("colourDark1", 7, COLOUR1_DARK),
63 COLOURRES("colourDark2", 8, COLOUR2_DARK),
64 COLOURRES("colourDark3", 9, COLOUR3_DARK),
65 COLOURRES("colourDark4", 10, COLOUR4_DARK),
66 COLOURRES("colourDark5", 11, COLOUR5_DARK),
68 COLOURRES("colourLight0", 12, COLOUR0_LIGHT),
69 COLOURRES("colourLight1", 13, COLOUR1_LIGHT),
70 COLOURRES("colourLight2", 14, COLOUR2_LIGHT),
71 COLOURRES("colourLight3", 15, COLOUR3_LIGHT),
72 COLOURRES("colourLight4", 16, COLOUR4_LIGHT),
73 COLOURRES("colourLight5", 17, COLOUR5_LIGHT),
75 COLOURRES("gameBackground", COLOUR_UI_GAMEBG, "#181818")
78 static void init_colours(struct app_state *state, Widget shell)
83 XtGetApplicationResources(shell, &colours, colour_resources,
84 XtNumber(colour_resources), NULL, 0);
86 for (i = 0; i < NUM_TILE_COLOURS; i++) {
87 unsigned tile = i % (TILE_MAX-1), shade = i / (TILE_MAX-1);
89 state->tile_colour[tile][shade] = colours[i];
92 XtVaSetValues(state->game, XtNbackground, colours[COLOUR_UI_GAMEBG],
96 void x11_initialize(struct app_state *state, Widget shell)
98 Display *display = XtDisplay(shell);
99 Screen *screen = XtScreen(shell);
100 Window root = RootWindowOfScreen(screen);
103 init_colours(state, shell);
106 state->tile_gc = XCreateGC(display, root, GCLineWidth, &gcv);
108 state->icon_pixmap = XCreatePixmap(display, root, ICON_SIZE, ICON_SIZE,
109 DefaultDepthOfScreen(screen));
112 static void draw_tile(struct app_state *state, Display *display, Drawable d,
113 int tile, int gx, int gy, Dimension tw, Dimension th)
115 int tx = gx * tw, ty = gy * th;
117 XSegment topshadow[] = {
118 { tx, ty, tx, ty+th },
119 { tx+1, ty, tx+tw, ty },
121 { tx+1, ty+1, tx+1, ty+th-1 },
122 { tx+2, ty+1, tx+tw-1, ty+1 }
125 XSegment bottomshadow[] = {
126 { tx+1, ty+th-1, tx+tw, ty+th-1 },
127 { tx+tw-1, ty+th-1, tx+tw-1, ty+1 },
129 { tx+2, ty+th-2, tx+tw-1, ty+th-2 },
130 { tx+tw-2, ty+th-2, tx+tw-2, ty+2 }
133 XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_LIGHT]);
134 XDrawSegments(display, d, state->tile_gc, topshadow, XtNumber(topshadow));
136 XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_DARK]);
137 XDrawSegments(display, d, state->tile_gc, bottomshadow, XtNumber(bottomshadow));
139 XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_PRIMARY]);
140 XFillRectangle(display, d, state->tile_gc, tx+2, ty+2, tw-4, th-4);
143 static void clear_rect(struct app_state *state, Display *display, Drawable d,
144 int x, int y, int w, int h)
147 XRectangle r = { x, y, w, h };
149 XSetForeground(display, state->tile_gc, 0xff0000);
150 XFillRectangles(display, d, state->tile_gc, &r, 1);
155 XClearArea(display, d, x, y, w, h, 0);
159 * Efficiently clear all the border tiles in the game area. The mask indicates
160 * which tiles need clearing, but for the border clear it is safe to wipe an
161 * entire row or column of the border using a single XClearArea.
163 static void clear_border(struct app_state *state, Display *display, Drawable d,
164 Dimension w, Dimension h, uint_fast32_t mask)
166 if (!(mask &= ~GOAL_MASK & 0x1ffffff))
169 clear_rect(state, display, d, 0, 0, 5*w, h);
170 clear_rect(state, display, d, 0, 4*h, 5*w, h);
171 clear_rect(state, display, d, 0, 0, w, 5*h);
172 clear_rect(state, display, d, 4*w, 0, w, 5*h);
176 redraw_tile(struct app_state *state, Display *display, Drawable d,
177 uint_least32_t *gp, int x, int y, Dimension w, Dimension h)
179 unsigned tile = board_tile(gp, 5*y+x);
182 if (d == XtWindow(state->game) || d == XtWindow(state->goal)) {
183 XRectangle r = { x*w, y*h, w, h };
184 XSetForeground(display, state->tile_gc, 0xff0000);
185 XFillRectangles(display, d, state->tile_gc, &r, 1);
190 assert(tile < TILE_MAX);
191 if (tile == TILE_EMPTY) {
192 XClearArea(display, d, x*w, y*h, w, h, 0);
194 draw_tile(state, display, d, tile, x, y, w, h);
201 redraw_goal_tile(struct app_state *state, Display *display, Drawable d,
202 int x, int y, Dimension w, Dimension h)
204 uint_least32_t gp[3] = {
205 state->board.goal[0],
206 state->board.goal[1],
210 return redraw_tile(state, display, d, gp, x, y, w, h);
213 void x11_redraw_goal(struct app_state *state, uint_fast32_t mask)
215 Display *display = XtDisplay(state->goal);
216 Window goal = XtWindow(state->goal);
220 XtVaGetValues(state->goal, XtNwidth, &w, XtNheight, &h, (char *)NULL);
223 for (i = 0; i < 9; i++) {
224 int x = i%3, y = i/3;
227 redraw_goal_tile(state, display, goal, x, y, w, h);
230 * Goal bitmaps have a gap of 2 tiles between each row.
231 * This funny shift will accomodate that.
237 /* Render the goal area as the window's icon */
238 void x11_redraw_icon(struct app_state *state, Widget shell)
240 Display *display = XtDisplay(shell);
241 Dimension tilesz = ICON_SIZE/3;
242 unsigned long ewmhseq[9];
245 for (i = 0; i < 9; i++) {
248 tile = redraw_goal_tile(state, display, state->icon_pixmap,
249 i%3, i/3, tilesz, tilesz);
251 ewmhseq[i] = COLOUR_MAX*0x10101 * (tile-1) + 0x20100;
255 * Clear and reset XtNiconPixmap otherwise it seems dtwm will not
256 * notice the changed icon.
258 XtVaSetValues(shell, XtNiconPixmap, None, (char *)NULL);
259 XtVaSetValues(shell, XtNiconPixmap, state->icon_pixmap, (char *)NULL);
261 if (state->use_ewmh_icons) {
262 Atom net_wm_icon = XInternAtom(display, "_NET_WM_ICON", FALSE);
263 Colormap cmap = DefaultColormapOfScreen(XtScreen(shell));
264 XColor colours[(TILE_MAX-1)*COLOUR_MAX];
267 for (i = 0; i < XtNumber(colours); i++) {
268 uint_least32_t *p = state->tile_colour[0];
269 colours[i].pixel = p[i];
272 XQueryColors(display, cmap, colours, XtNumber(colours));
273 wm_icon = ewmh_icon_generate(ewmhseq, colours);
275 XChangeProperty(display, XtWindow(shell), net_wm_icon,
276 XA_CARDINAL, 32, PropModeReplace,
277 wm_icon, EWMH_ICON_NELEM);
283 void x11_redraw_game(struct app_state *state, uint_fast32_t mask)
285 Display *display = XtDisplay(state->goal);
286 Window game = XtWindow(state->game);
287 uint_least32_t buf[3], *gp = state->board.game;
291 XtVaGetValues(state->game, XtNwidth, &w, XtNheight, &h, (char *)NULL);
294 if (state->view_goal_on_game) {
295 for (i = 0; i < 3; i++) {
296 buf[i] = state->board.goal[i];
297 buf[i] = (gp[i] & ~GOAL_MASK) | (buf[i] << GOAL_SHIFT);
302 /* Optimize the game end case where the outer frame is cleared */
303 if (((gp[0] | gp[1] | gp[2]) & ~GOAL_MASK) == 0) {
304 clear_border(state, display, game, w, h, mask);
308 for (i = 0; i < 25; i++) {
310 redraw_tile(state, display, game, gp, i%5, i/5, w, h);
316 * Deferred redraw of tiles after resize/expose to avoid redundant drawing.
318 * Record any tiles that need to be redrawn due to resizes or expose events,
319 * then, after a short delay, perform all the accumulated redraws at once.
321 * This is implemented using both a work proc and a timeout, because it seems
322 * that rendering directly inside the timeout callback gives poor results:
323 * possibly redrawing outdated intermediate positions during "fast" resizes
324 * long after the resizing has stopped. This does not happen when drawing
327 static Boolean do_render(void *data)
329 struct app_state *state = data;
331 x11_redraw_goal(state, state->render_goal_mask);
332 x11_redraw_game(state, state->render_game_mask);
334 state->render_goal_mask = state->render_game_mask = 0;
335 state->render_proc = 0;
336 state->render_tick = 0;
340 static void start_render(void *data, XtIntervalId *id)
342 struct app_state *state = data;
345 if (state->render_proc)
348 app = XtWidgetToApplicationContext(state->game);
349 state->render_proc = XtAppAddWorkProc(app, do_render, state);
352 void x11_queue_render(struct app_state *state, uint_fast32_t mask, int mode)
354 uint_fast32_t changed = 0;
357 if (mode & RENDER_MODE_GOAL)
358 changed |= state->render_goal_mask |= mask;
359 if (mode & RENDER_MODE_GAME)
360 changed |= state->render_game_mask |= mask;
362 if (state->render_tick || !changed)
365 app = XtWidgetToApplicationContext(state->game);
366 state->render_tick = XtAppAddTimeOut(app, 3, start_render, state);