/*
* X11 GUI for slide puzzle game
- * Copyright © 2022 Nick Bowler
+ * 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
#include <X11/StringDefs.h>
#include <X11/Xatom.h>
#include <X11/Shell.h>
+
#include "motif.h"
+#include "ewmhicon.h"
/* Size of the traditional icon pixmap (multiple of 3) */
#define ICON_SIZE 48
# include <unistd.h>
#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
};
-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, 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;
- colour_tab colours;
- XtGetApplicationResources(shell, &colours, colour_resources,
- XtNumber(colour_resources), NULL, 0);
+ for (i = 0; i < XtNumber(res); i++) {
+ t.default_addr = strchr(t.resource_name, 0) + 1;
+ res[i] = t;
- 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];
+ t.resource_name = (char *)t.default_addr + 8;
+ t.resource_offset += sizeof colours[0];
}
- XtVaSetValues(state->game, XtNbackground, colours[COLOUR_UI_GAMEBG],
- (char *)NULL);
+ 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)
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)
+clear_rect(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
- XSetForeground(display, state->tile_gc, 0xff0000);
- XFillRectangles(display, d, state->tile_gc, &r, 1);
+ 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, 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)
+static void clear_border(Display *display, Drawable d, unsigned sz)
{
- 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(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_fast32_t bit0, uint_fast32_t bit1, uint_fast32_t bit2,
- int x, int y, Dimension w, Dimension h)
+ uint_least32_t *gp, int x, int y, unsigned sz)
{
- uint_fast32_t pos = board_position(x, y);
- unsigned char tile = 0;
+ 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)) {
usleep(70000);
}
#endif
-
- if (bit0 & pos) tile |= 1;
- if (bit1 & pos) tile |= 2;
- if (bit2 & pos) tile |= 4;
assert(tile < TILE_MAX);
-
if (tile == TILE_EMPTY) {
XClearArea(display, d, x*w, y*h, w, h, 0);
} else {
return tile;
}
-static int
-redraw_goal_tile(struct app_state *state, Display *display, Drawable d,
- int x, int y, Dimension w, Dimension h)
+static void set_icon(struct app_state *state, Display *display,
+ Widget shell, unsigned long *ewmhseq)
{
- uint_least16_t *gp = state->board.goal;
+ /*
+ * 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];
+ }
- return redraw_tile(state, display, d, gp[0], gp[1], gp[2], x, y, w, h);
+ 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)
+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);
- Dimension w, h;
+ unsigned sz = state->goal_tile_sz;
+ unsigned long ewmhseq[9];
int i;
- XtVaGetValues(state->goal, XtNwidth, &w, XtNheight, &h, (char *)NULL);
- w /= 3; h /= 3;
+ 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 (mask & 1) {
- redraw_goal_tile(state, display, goal, x, y, w, h);
+ 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);
}
-/* Render the goal area as the window's icon */
-void x11_redraw_icon(struct app_state *state, Widget shell)
+void x11_redraw_game(struct app_state *state, uint_fast32_t mask)
{
- Display *display = XtDisplay(shell);
- Dimension tilesz = ICON_SIZE/3;
- int i, j, tile;
-
- XColor colours[(TILE_MAX-1)*COLOUR_MAX];
- unsigned long *icons[ICON_MAX];
- void *wm_icon = NULL;
+ 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->use_ewmh_icons && (wm_icon = ewmh_icon_alloc(icons))) {
- Colormap cmap = DefaultColormapOfScreen(XtScreen(shell));
+ if (state->flags & FLAG_VIEW_GOAL_ON_GAME)
+ gp = game_overlay_goal(&state->board, buf);
- for (i = 0; i < TILE_MAX-1; i++) {
- for (j = 0; j < COLOUR_MAX; j++) {
- XColor *c = &colours[i*COLOUR_MAX+j];
- c->pixel = state->tile_colour[i][j];
- }
+ /* Optimize the game end case where the outer frame is cleared */
+ if (mask & GAME_MASK & ~GOAL_MASK) {
+ if (((gp[0] | gp[1] | gp[2]) & ~GOAL_MASK) == 0) {
+ clear_border(display, game, sz);
+ mask &= GOAL_MASK;
}
+ }
- XQueryColors(display, cmap, colours, i*j);
+ for (i = 0; i < 25; i++) {
+ if (mask & 1)
+ redraw_tile(state, display, game, gp, i%5, i/5, sz);
+ mask >>= 1;
}
+}
- for (i = 0; i < 9; i++) {
- tile = redraw_goal_tile(state, display, state->icon_pixmap,
- i%3, i/3, tilesz, tilesz);
+/*
+ * 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;
- if (wm_icon) {
- XColor *c = &colours[(tile-1)*COLOUR_MAX];
- ewmh_tile16(icons[ICON_16x16], c, i%3, i/3);
- ewmh_tile24(icons[ICON_24x24], c, i%3, i/3);
- ewmh_tile32(icons[ICON_32x32], c, i%3, i/3);
- ewmh_tile48(icons[ICON_48x48], c, i%3, i/3);
- }
- }
+ x11_redraw_goal(state, state->render_goal_mask, NULL);
+ x11_redraw_game(state, state->render_game_mask);
- /*
- * 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);
+ state->render_goal_mask = state->render_game_mask = 0;
+ return True;
+}
- if (wm_icon) {
- Atom net_wm_icon = XInternAtom(display, "_NET_WM_ICON", FALSE);
+static void start_render(void *data, XtIntervalId *id)
+{
+ struct app_state *state = data;
+ XtAppContext app;
- XChangeProperty(display, XtWindow(shell), net_wm_icon,
- XA_CARDINAL, 32, PropModeReplace,
- wm_icon, EWMH_ICON_NELEM);
+ if (state->render_game_mask & X11_PROC_INSTALLED)
+ return;
- free(wm_icon);
- }
+ state->render_game_mask |= X11_PROC_INSTALLED;
+ app = XtWidgetToApplicationContext(state->game);
+ XtAppAddWorkProc(app, do_render, state);
}
-void x11_redraw_game(struct app_state *state, uint_fast32_t mask)
+void x11_queue_render(struct app_state *state, uint_fast32_t mask, int mode)
{
- 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, XtNwidth, &w, XtNheight, &h, (char *)NULL);
- w /= 5; h /= 5;
+ uint_fast32_t changed = 0;
+ XtAppContext app;
- 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;
- }
+ 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;
- /* Optimize the game end case where the outer frame is cleared */
- if (((gp[0] | gp[1] | gp[2]) & ~GOAL_MASK) == 0) {
- clear_border(state, display, game, w, h, mask);
- mask &= GOAL_MASK;
- }
+ if (changed & X11_TICK_INSTALLED || !changed)
+ return;
- for (i = 0; i < 25; i++) {
- if (mask & 1) {
- redraw_tile(state, display, game,
- gp[0], gp[1], gp[2],
- i%5, i/5, w, h);
- }
- mask >>= 1;
- }
+ state->render_game_mask |= X11_TICK_INSTALLED;
+ app = XtWidgetToApplicationContext(state->game);
+ XtAppAddTimeOut(app, 3, start_render, state);
}