X-Git-Url: https://git.draconx.ca/gitweb/rrace.git/blobdiff_plain/44fbf97825db6918cc7f4e31189f689ba7270128..a70b0ef8bf7cb26cc779e9b2da480295f5ebf2bd:/src/x11.c diff --git a/src/x11.c b/src/x11.c index 94a0619..b4b0a2c 100644 --- a/src/x11.c +++ b/src/x11.c @@ -1,6 +1,6 @@ /* * 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 @@ -18,50 +18,96 @@ #include #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 -/* 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 */ +/* 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, 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; - - 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; - } + 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, 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); - Colormap cmap = DefaultColormapOfScreen(screen); XGCValues gcv; - init_colours(state, screen); + 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, @@ -96,59 +142,214 @@ static void draw_tile(struct app_state *state, Display *display, Drawable d, } 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_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 (bit0 & pos) tile |= 1; - if (bit1 & pos) tile |= 2; - if (bit2 & pos) tile |= 4; +#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) +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, XmNwidth, &w, XmNheight, &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++) { - uint_least16_t *gp = state->board.goal; + int x = i%3, y = i/3; + + if (icon_shell) { + unsigned tile; - redraw_tile(state, display, goal, - gp[0], gp[1], gp[2], - i%3, i/3, w, h); + 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) +void x11_redraw_game(struct app_state *state, uint_fast32_t mask) { Display *display = XtDisplay(state->goal); Window game = XtWindow(state->game); - Dimension w, h; + uint_least32_t buf[3], *gp = state->board.game; + unsigned sz = state->game_tile_sz; int i; - XtVaGetValues(state->game, XmNwidth, &w, XmNheight, &h, (char *)NULL); - w /= 5; h /= 5; + if (state->flags & FLAG_VIEW_GOAL_ON_GAME) + gp = game_overlay_goal(&state->board, buf); - for (i = 0; i < 25; i++) { - uint_least32_t *gp = state->board.game; + /* 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; + } + } - 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) + 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); +}