#include <config.h>
#include <stdio.h>
#include <stdlib.h>
+#include <stddef.h>
#include <assert.h>
#include <X11/Intrinsic.h>
-#include <Xm/XmStrDefs.h>
+#include <X11/StringDefs.h>
#include <X11/Xatom.h>
#include <X11/Shell.h>
#include "motif.h"
/* Size of the traditional icon pixmap (multiple of 3) */
#define ICON_SIZE 48
-/* TODO user-selectable colours */
-static const char * const colours[][3] = {
- /*primary bottom top */
- "#8d2e28", "#6a1b17", "#a14842", /* red */
- "#b46e28", "#924a16", "#c7904f", /* orange */
- "#d8b740", "#c59f39", "#e2c65d", /* yellow */
- "#286428", "#194719", "#4e874e", /* green */
- "#003471", "#001f4f", "#00528b", /* blue */
- "#dcdcdc", "#c0c0c0", "#eaeaea", /* white */
+/* Define to 1 to add highlights and delays for visually debugging redraws */
+#if X11_RENDER_DEBUG
+# include <unistd.h>
+#endif
+
+enum {
+ NUM_TILE_COLOURS = COLOUR_MAX*(TILE_MAX-1),
+ COLOUR_UI_GAMEBG = NUM_TILE_COLOURS,
+ COLOUR_UI_MAX
+};
+typedef Pixel colour_tab[COLOUR_UI_MAX];
+
+#define COLOURRES(name, index, def) { \
+ (name), (NULL), XtRPixel, sizeof (String), \
+ offsetof(struct { colour_tab t; }, t[index]), \
+ XtRString, (def) }
+
+static XtResource colour_resources[] = {
+ COLOURRES("colour0", 0, COLOUR0_PRIMARY),
+ COLOURRES("colour1", 1, COLOUR1_PRIMARY),
+ COLOURRES("colour2", 2, COLOUR2_PRIMARY),
+ COLOURRES("colour3", 3, COLOUR3_PRIMARY),
+ COLOURRES("colour4", 4, COLOUR4_PRIMARY),
+ COLOURRES("colour5", 5, COLOUR5_PRIMARY),
+
+ COLOURRES("colourDark0", 6, COLOUR0_DARK),
+ COLOURRES("colourDark1", 7, COLOUR1_DARK),
+ COLOURRES("colourDark2", 8, COLOUR2_DARK),
+ COLOURRES("colourDark3", 9, COLOUR3_DARK),
+ COLOURRES("colourDark4", 10, COLOUR4_DARK),
+ COLOURRES("colourDark5", 11, COLOUR5_DARK),
+
+ COLOURRES("colourLight0", 12, COLOUR0_LIGHT),
+ COLOURRES("colourLight1", 13, COLOUR1_LIGHT),
+ COLOURRES("colourLight2", 14, COLOUR2_LIGHT),
+ COLOURRES("colourLight3", 15, COLOUR3_LIGHT),
+ COLOURRES("colourLight4", 16, COLOUR4_LIGHT),
+ COLOURRES("colourLight5", 17, COLOUR5_LIGHT),
+
+ COLOURRES("gameBackground", COLOUR_UI_GAMEBG, "#181818")
};
-static void init_colours(struct app_state *state, Screen *screen)
+static void init_colours(struct app_state *state, Widget shell)
{
- Display *display = DisplayOfScreen(screen);
- Colormap cmap = DefaultColormapOfScreen(screen);
- XColor colour, junk;
- unsigned i, j;
+ unsigned i;
- for (j = 0; j < COLOUR_MAX; j++) {
- for (i = 0; i < TILE_MAX-1; i++) {
- XAllocNamedColor(display, cmap, colours[i][j],
- &colour, &junk);
- state->tile_colour[i][j] = colour.pixel;
- }
+ colour_tab colours;
+ XtGetApplicationResources(shell, &colours, colour_resources,
+ XtNumber(colour_resources), NULL, 0);
+
+ for (i = 0; i < NUM_TILE_COLOURS; i++) {
+ unsigned tile = i % (TILE_MAX-1), shade = i / (TILE_MAX-1);
+
+ state->tile_colour[tile][shade] = colours[i];
}
+
+ XtVaSetValues(state->game, XtNbackground, colours[COLOUR_UI_GAMEBG],
+ (char *)NULL);
}
-void x11_initialize(struct app_state *state, Screen *screen)
+void x11_initialize(struct app_state *state, Widget shell)
{
- Display *display = DisplayOfScreen(screen);
+ Display *display = XtDisplay(shell);
+ Screen *screen = XtScreen(shell);
Window root = RootWindowOfScreen(screen);
XGCValues gcv;
- init_colours(state, screen);
+ init_colours(state, shell);
gcv.line_width = 1;
state->tile_gc = XCreateGC(display, root, GCLineWidth, &gcv);
return redraw_tile(state, display, d, gp[0], gp[1], gp[2], x, y, w, h);
}
-void x11_redraw_goal(struct app_state *state)
+void x11_redraw_goal(struct app_state *state, uint_fast32_t mask)
{
Display *display = XtDisplay(state->goal);
- Window window = XtWindow(state->goal);
+ Window goal = XtWindow(state->goal);
Dimension w, h;
int i;
- XtVaGetValues(state->goal, XmNwidth, &w, XmNheight, &h, (char *)NULL);
- for (i = 0; i < 9; i++)
- redraw_goal_tile(state, display, window, i%3, i/3, w/3, h/3);
+ XtVaGetValues(state->goal, XtNwidth, &w, XtNheight, &h, (char *)NULL);
+ for (i = 0; i < 9; i++) {
+ int x = i%3, y = i/3;
+
+ if (mask & 1) {
+#if X11_RENDER_DEBUG
+ XRectangle r = { w/3*(i%3), w/3*(i/3), w/3, h/3 };
+ XSetForeground(display, state->tile_gc, 0xff0000);
+ XFillRectangles(display, goal, state->tile_gc, &r, 1);
+ XFlush(display);
+ usleep(70000);
+#endif
+ redraw_goal_tile(state, display, goal, x, y, w/3, h/3);
+ }
+
+ /*
+ * Goal bitmaps have a gap of 2 tiles between each row.
+ * This funny shift will accomodate that.
+ */
+ mask >>= 1|x;
+ }
}
/* Render the goal area as the window's icon */
}
/*
- * Clear and reset XmNiconPixmap otherwise it seems dtwm will not
+ * Clear and reset XtNiconPixmap otherwise it seems dtwm will not
* notice the changed icon.
*/
- XtVaSetValues(shell, XmNiconPixmap, None, (char *)NULL);
- XtVaSetValues(shell, XmNiconPixmap, state->icon_pixmap, (char *)NULL);
+ XtVaSetValues(shell, XtNiconPixmap, None, (char *)NULL);
+ XtVaSetValues(shell, XtNiconPixmap, state->icon_pixmap, (char *)NULL);
if (wm_icon) {
Atom net_wm_icon = XInternAtom(display, "_NET_WM_ICON", FALSE);
}
}
-void x11_redraw_game(struct app_state *state)
+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;
Dimension w, h;
int i;
- XtVaGetValues(state->game, XmNwidth, &w, XmNheight, &h, (char *)NULL);
+ XtVaGetValues(state->game, XtNwidth, &w, XtNheight, &h, (char *)NULL);
w /= 5; h /= 5;
- for (i = 0; i < 25; i++) {
- uint_least32_t *gp = state->board.game;
+ if (state->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;
+ }
- redraw_tile(state, display, game,
- gp[0], gp[1], gp[2],
- i%5, i/5, w, h);
+ for (i = 0; i < 25; i++) {
+ if (mask & 1) {
+#if X11_RENDER_DEBUG
+ XRectangle r = { w*(i%5), w*(i/5), w, h };
+ XSetForeground(display, state->tile_gc, 0xff0000);
+ XFillRectangles(display, game, state->tile_gc, &r, 1);
+ XFlush(display);
+ usleep(70000);
+#endif
+ redraw_tile(state, display, game,
+ gp[0], gp[1], gp[2],
+ i%5, i/5, w, h);
+ }
+ mask >>= 1;
}
}