X-Git-Url: https://git.draconx.ca/gitweb/rrace.git/blobdiff_plain/991d1e7ca8ae3bee59619812e9f08bde8c17ad02..f0704cba12e437bbe72744281af71ec19951db46:/src/x11.c diff --git a/src/x11.c b/src/x11.c index 0a9bef0..0a34fee 100644 --- a/src/x11.c +++ b/src/x11.c @@ -26,7 +26,9 @@ #include #include #include + #include "motif.h" +#include "ewmhicon.h" /* Size of the traditional icon pixmap (multiple of 3) */ #define ICON_SIZE 48 @@ -138,6 +140,74 @@ static void draw_tile(struct app_state *state, Display *display, Drawable d, 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) +{ + 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); + XFlush(display); + usleep(70000); +#endif + + XClearArea(display, d, r.x, r.y, r.width, r.height, 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) +{ + 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); +} + static int redraw_tile(struct app_state *state, Display *display, Drawable d, uint_fast32_t bit0, uint_fast32_t bit1, uint_fast32_t bit2, @@ -146,6 +216,16 @@ redraw_tile(struct app_state *state, Display *display, Drawable d, uint_fast32_t pos = board_position(x, y); unsigned char tile = 0; +#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 + if (bit0 & pos) tile |= 1; if (bit1 & pos) tile |= 2; if (bit2 & pos) tile |= 4; @@ -177,18 +257,13 @@ void x11_redraw_goal(struct app_state *state, uint_fast32_t mask) int i; XtVaGetValues(state->goal, XtNwidth, &w, XtNheight, &h, (char *)NULL); + w /= 3; h /= 3; + 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); + redraw_goal_tile(state, display, goal, x, y, w, h); } /* @@ -204,36 +279,16 @@ void x11_redraw_icon(struct app_state *state, Widget shell) { 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; - - if (state->use_ewmh_icons && (wm_icon = ewmh_icon_alloc(icons))) { - Colormap cmap = DefaultColormapOfScreen(XtScreen(shell)); - - 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]; - } - } - - XQueryColors(display, cmap, colours, i*j); - } + unsigned long ewmhseq[9]; + unsigned i; for (i = 0; i < 9; i++) { + int tile; + tile = redraw_goal_tile(state, display, state->icon_pixmap, - i%3, i/3, tilesz, tilesz); + i%3, i/3, tilesz, tilesz); - 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); - } + ewmhseq[i] = COLOUR_MAX*0x10101 * (tile-1) + 0x20100; } /* @@ -243,13 +298,24 @@ void x11_redraw_icon(struct app_state *state, Widget shell) XtVaSetValues(shell, XtNiconPixmap, None, (char *)NULL); XtVaSetValues(shell, XtNiconPixmap, state->icon_pixmap, (char *)NULL); - if (wm_icon) { + if (state->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]; + void *wm_icon; - XChangeProperty(display, XtWindow(shell), net_wm_icon, - XA_CARDINAL, 32, PropModeReplace, - wm_icon, EWMH_ICON_NELEM); + 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); } } @@ -273,15 +339,14 @@ void x11_redraw_game(struct app_state *state, uint_fast32_t mask) gp = buf; } + /* 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; + } + 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); @@ -289,3 +354,56 @@ 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); +}