X-Git-Url: https://git.draconx.ca/gitweb/rrace.git/blobdiff_plain/8c3800ae893db65b44c5b82384e6e7d3750ddb55..31d8eda9987703c64fc63f4ddb4088cf3be5b7cc:/src/x11.c?ds=sidebyside diff --git a/src/x11.c b/src/x11.c index 874bfdc..6954f06 100644 --- a/src/x11.c +++ b/src/x11.c @@ -361,3 +361,56 @@ void x11_redraw_game(struct app_state *state, uint_fast32_t mask) 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because it seems + * that rendering directly inside the timeout callback gives poor results: + * possibly redrawing outdated intermediate positions during "fast" resizes + * long after the resizing has stopped.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); + x11_redraw_game(state, state->render_game_mask); + + state->render_goal_mask = state->render_game_mask = 0; + state->render_proc = 0; + state->render_tick = 0; + return True; +} + +static void start_render(void *data, XtIntervalId *id) +{ + struct app_state *state = data; + XtAppContext app; + + if (state->render_proc) + return; + + app = XtWidgetToApplicationContext(state->game); + state->render_proc = XtAppAddWorkProc(app, do_render, state); +} + +void x11_queue_render(struct app_state *state, uint_fast32_t game_mask, + uint_fast16_t goal_mask) +{ + uint_fast32_t changed = 0; + XtAppContext app; + + changed |= state->render_game_mask |= game_mask; + changed |= state->render_goal_mask |= goal_mask; + + if (state->render_tick || !changed) + return; + + app = XtWidgetToApplicationContext(state->game); + state->render_tick = XtAppAddTimeOut(app, 3, start_render, state); +}