/*
* X11 GUI for slide puzzle game
* Copyright © 2022-2023 Nick Bowler
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#include
#include
#include
#include
#include
#include
#include
#include
#include
#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
#endif
/* status flags in the upper bits are ORed into the game mask which only
* needs the lower 25 bits */
#define X11_TICK_INSTALLED (1ul << 31)
#define X11_PROC_INSTALLED (1ul << 30)
enum {
NUM_TILE_COLOURS = COLOUR_MAX*(TILE_MAX-1),
COLOUR_UI_GAMEBG = NUM_TILE_COLOURS,
COLOUR_UI_MAX
};
static void init_colours(struct app_state *state, Widget shell)
{
static const char cdefs[] =
"colour0" "\0" COLOUR0_PRIMARY
"\0" "colourDark0" "\0" COLOUR0_DARK
"\0" "colourLight0" "\0" COLOUR0_LIGHT
"\0" "colour1" "\0" COLOUR1_PRIMARY
"\0" "colourDark1" "\0" COLOUR1_DARK
"\0" "colourLight1" "\0" COLOUR1_LIGHT
"\0" "colour2" "\0" COLOUR2_PRIMARY
"\0" "colourDark2" "\0" COLOUR2_DARK
"\0" "colourLight2" "\0" COLOUR2_LIGHT
"\0" "colour3" "\0" COLOUR3_PRIMARY
"\0" "colourDark3" "\0" COLOUR3_DARK
"\0" "colourLight3" "\0" COLOUR3_LIGHT
"\0" "colour4" "\0" COLOUR4_PRIMARY
"\0" "colourDark4" "\0" COLOUR4_DARK
"\0" "colourLight4" "\0" COLOUR4_LIGHT
"\0" "colour5" "\0" COLOUR5_PRIMARY
"\0" "colourDark5" "\0" COLOUR5_DARK
"\0" "colourLight5" "\0" COLOUR5_LIGHT
"\0" "gameBackground" "\0" "#181818";
XtResource res[COLOUR_UI_MAX], t = {
(char *)cdefs, 0, XtRPixel, sizeof (Pixel), 0, XtRString
};
Pixel colours[XtNumber(res)];
unsigned i;
for (i = 0; i < XtNumber(res); i++) {
t.default_addr = strchr(t.resource_name, 0) + 1;
res[i] = t;
t.resource_name = (char *)t.default_addr + 8;
t.resource_offset += sizeof colours[0];
}
XtGetApplicationResources(shell, &colours, res, XtNumber(res), NULL, 0);
for (i = 0; i < NUM_TILE_COLOURS; i++) {
uint_least32_t *p = state->tile_colour[0];
p[i] = colours[i];
}
XtVaSetValues(state->game, XtNbackground, colours[i], (char *)NULL);
}
void x11_initialize(struct app_state *state, Widget shell)
{
Display *display = XtDisplay(shell);
Screen *screen = XtScreen(shell);
Window root = RootWindowOfScreen(screen);
XGCValues gcv;
init_colours(state, shell);
gcv.line_width = 1;
state->tile_gc = XCreateGC(display, root, GCLineWidth, &gcv);
state->icon_pixmap = XCreatePixmap(display, root, ICON_SIZE, ICON_SIZE,
DefaultDepthOfScreen(screen));
}
static void draw_tile(struct app_state *state, Display *display, Drawable d,
int tile, int gx, int gy, Dimension tw, Dimension th)
{
int tx = gx * tw, ty = gy * th;
XSegment topshadow[] = {
{ tx, ty, tx, ty+th },
{ tx+1, ty, tx+tw, ty },
{ tx+1, ty+1, tx+1, ty+th-1 },
{ tx+2, ty+1, tx+tw-1, ty+1 }
};
XSegment bottomshadow[] = {
{ tx+1, ty+th-1, tx+tw, ty+th-1 },
{ tx+tw-1, ty+th-1, tx+tw-1, ty+1 },
{ tx+2, ty+th-2, tx+tw-1, ty+th-2 },
{ tx+tw-2, ty+th-2, tx+tw-2, ty+2 }
};
XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_LIGHT]);
XDrawSegments(display, d, state->tile_gc, topshadow, XtNumber(topshadow));
XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_DARK]);
XDrawSegments(display, d, state->tile_gc, bottomshadow, XtNumber(bottomshadow));
XSetForeground(display, state->tile_gc, state->tile_colour[tile-1][COLOUR_PRIMARY]);
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_least32_t *gp, int x, int y, unsigned sz)
{
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 {
draw_tile(state, display, d, tile, x, y, w, h);
}
return tile;
}
static void set_icon(struct app_state *state, Display *display,
Widget shell, unsigned long *ewmhseq)
{
/*
* 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->flags & FLAG_USE_EWMH_ICONS) {
Atom net_wm_icon = XInternAtom(display, "_NET_WM_ICON", FALSE);
Colormap cmap = DefaultColormapOfScreen(XtScreen(shell));
XColor colours[NUM_TILE_COLOURS];
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];
}
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, Widget icon_shell)
{
Display *display = XtDisplay(state->goal);
Window goal = XtWindow(state->goal);
unsigned sz = state->goal_tile_sz;
unsigned long ewmhseq[9];
int i;
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 (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;
}
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;
unsigned sz = state->game_tile_sz;
int i;
if (state->flags & FLAG_VIEW_GOAL_ON_GAME) {
for (i = 0; i < 3; i++) {
buf[i] = state->board.goal[i];
buf[i] = (gp[i] & ~GOAL_MASK) | (buf[i] << GOAL_SHIFT);
}
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, 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;
return True;
}
static void start_render(void *data, XtIntervalId *id)
{
struct app_state *state = data;
XtAppContext app;
if (state->render_game_mask & X11_PROC_INSTALLED)
return;
state->render_game_mask |= X11_PROC_INSTALLED;
app = XtWidgetToApplicationContext(state->game);
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;
mask &= GAME_MASK;
if (mode & RENDER_MODE_GOAL)
changed |= state->render_goal_mask |= mask;
if (mode & RENDER_MODE_GAME)
changed |= state->render_game_mask |= mask;
if (changed & X11_TICK_INSTALLED || !changed)
return;
state->render_game_mask |= X11_TICK_INSTALLED;
app = XtWidgetToApplicationContext(state->game);
XtAppAddTimeOut(app, 3, start_render, state);
}