}
/* Figure out which tiles intersect a rectangle. */
-static uint_fast32_t
-expose_mask(int rect_x, int rect_y, int rect_w, int rect_h,
- int tile_w, int tile_h)
+static uint_fast32_t x11_expose_mask(XExposeEvent *e, int tile_w, int tile_h)
{
- return board_rect( rect_x/tile_w,
- rect_y/tile_h,
- (rect_x+rect_w-1)/tile_w,
- (rect_y+rect_h-1)/tile_h );
+ return board_rect( e->x/tile_w,
+ e->y/tile_h,
+ (e->x+e->width-1)/tile_w,
+ (e->y+e->height-1)/tile_h );
}
static void game_resize(Widget w, void *data, void *cb_data)
x11_queue_render(data, 0, -1);
}
-static void game_expose(Widget w, void *data, void *cb_data)
+static void expose(Widget w, void *data, void *cb_data)
{
XmDrawingAreaCallbackStruct *cbs = cb_data;
XExposeEvent *e = &cbs->event->xexpose;
struct app_state *state = data;
- uint_least32_t *gp = state->board.game;
- Dimension width, height;
- uint_fast32_t mask;
-
- XtVaGetValues(w, XmNwidth, &width, XmNheight, &height, (char *)NULL);
- if (!(width /= 5) || !(height /= 5))
- return;
-
- /*
- * Only draw exposed nonempty tiles; exposed areas are filled with the
- * background automatically and thus exposed empty spaces don't need
- * to be drawn again.
- */
- mask = gp[0] | gp[1] | gp[2];
- mask &= expose_mask(e->x, e->y, e->width, e->height, width, height);
- x11_queue_render(state, mask, 0);
-}
-
-static void goal_expose(Widget w, void *data, void *cb_data)
-{
- XmDrawingAreaCallbackStruct *cbs = cb_data;
- XExposeEvent *e = &cbs->event->xexpose;
- Dimension width, height;
- uint_fast32_t mask;
-
- XtVaGetValues(w, XmNwidth, &width, XmNheight, &height, (char *)NULL);
- if (!(width /= 3) || !(height /= 3))
- return;
-
- mask = expose_mask(e->x, e->y, e->width, e->height, width, height);
- x11_queue_render(data, 0, mask);
+ Dimension tile_w, tile_h;
+
+ XtVaGetValues(w, XmNwidth, &tile_w, XmNheight, &tile_h, (char *)NULL);
+ if (w == state->game) {
+ uint_least32_t *gp = state->board.game;
+ uint_fast32_t mask;
+
+ if (!(tile_w /= 5) || !(tile_h /= 5))
+ return;
+
+ /*
+ * Only draw exposed nonempty tiles; exposed areas are filled
+ * with the background automatically and thus exposed empty
+ * spaces don't need to be drawn again.
+ */
+ mask = gp[0] | gp[1] | gp[2];
+ mask &= x11_expose_mask(e, tile_w, tile_h);
+
+ x11_queue_render(state, mask, 0);
+ } else {
+ if (!(tile_w /= 3) || !(tile_h /= 3))
+ return;
+
+ x11_queue_render(state, 0, x11_expose_mask(e, tile_w, tile_h));
+ }
}
void ui_initialize(struct app_state *state, Widget shell)
XmNheight, &state->game_sz[1],
(char *)NULL);
XtAddCallback(state->game, XmNresizeCallback, game_resize, state);
- XtAddCallback(state->game, XmNexposeCallback, game_expose, state);
+ XtAddCallback(state->game, XmNexposeCallback, expose, state);
XtVaGetValues(state->game, XmNwidth, &state->goal_sz[0],
XmNheight, &state->goal_sz[1],
(char *)NULL);
XtAddCallback(state->goal, XmNresizeCallback, goal_resize, state);
- XtAddCallback(state->goal, XmNexposeCallback, goal_expose, state);
+ XtAddCallback(state->goal, XmNexposeCallback, expose, state);
}
static void dialog_close(Widget w, void *data, void *cb_data)