/*
* 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
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)
XtVaSetValues(shell, XtNiconPixmap, None, (char *)NULL);
XtVaSetValues(shell, XtNiconPixmap, state->icon_pixmap, (char *)NULL);
- if (state->use_ewmh_icons) {
+ if (state->flags & FLAG_USE_EWMH_ICONS) {
Atom net_wm_icon = XInternAtom(display, "_NET_WM_ICON", FALSE);
Colormap cmap = DefaultColormapOfScreen(XtScreen(shell));
- XColor colours[(TILE_MAX-1)*COLOUR_MAX];
+ XColor colours[NUM_TILE_COLOURS];
void *wm_icon;
int i;
}
XQueryColors(display, cmap, colours, XtNumber(colours));
+ ewmh_icon_prepare_cmap(colours, XtNumber(colours));
wm_icon = ewmh_icon_generate(ewmhseq, colours);
if (wm_icon) {
XChangeProperty(display, XtWindow(shell), net_wm_icon,
unsigned sz = state->game_tile_sz;
int i;
- 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;
- }
+ if (state->flags & FLAG_VIEW_GOAL_ON_GAME)
+ gp = game_overlay_goal(&state->board, 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;
+ if (mask & GAME_MASK & ~GOAL_MASK) {
+ if (((gp[0] | gp[1] | gp[2]) & ~GOAL_MASK) == 0) {
+ clear_border(display, game, sz);
+ mask &= GOAL_MASK;
+ }
}
for (i = 0; i < 25; i++) {