Draw/clear as needed instead of redrawing window each time

This commit is contained in:
Camden Dixie O'Brien 2024-11-04 00:40:29 +00:00
parent 6675c55916
commit bf145830cc

72
main.c
View File

@ -38,7 +38,7 @@ typedef struct {
bool visited : 1;
} cell_t;
static const struct timespec pause = { .tv_nsec = 5000000 };
static const struct timespec wait = { .tv_nsec = 5000000 };
static const vec2_t steps[] = {
[LEFT] = { .x = -2, .y = 0 },
@ -53,57 +53,28 @@ static GC ctx;
static cell_t maze[GRID_SIZE][GRID_SIZE];
static int bg_col, wall_col, visited_col;
static void draw_walls(void)
static void clear_path(vec2_t p)
{
XSetForeground(dpy, ctx, wall_col);
XFillRectangle(
dpy, window, ctx, PX(MARGIN), PX(MARGIN), PX(GRID_SIZE + 2),
PX(WALL_THICKNESS));
XFillRectangle(
dpy, window, ctx, PX(MARGIN),
PX(MARGIN + WALL_THICKNESS + GRID_SIZE), PX(GRID_SIZE + 2),
PX(WALL_THICKNESS));
XFillRectangle(
dpy, window, ctx, PX(MARGIN), PX(MARGIN + WALL_THICKNESS),
PX(WALL_THICKNESS), PX(GRID_SIZE));
XFillRectangle(
dpy, window, ctx, PX(MARGIN + WALL_THICKNESS + GRID_SIZE),
PX(MARGIN + WALL_THICKNESS), PX(WALL_THICKNESS), PX(GRID_SIZE - 1));
const int margin_px = PX(MARGIN + WALL_THICKNESS);
const int left = margin_px + PX(p.x);
const int top = margin_px + PX(p.y);
XFillRectangle(dpy, window, ctx, left, top, PX(1), PX(1));
XClearArea(dpy, window, left, top, PX(1), PX(1), false);
XFlush(dpy);
}
static void draw_maze(void)
static void draw_visited(vec2_t p)
{
const int margin_px = PX(MARGIN + WALL_THICKNESS);
XClearArea(
dpy, window, margin_px, margin_px, PX(GRID_SIZE), PX(GRID_SIZE),
false);
for (int x = 0; x < GRID_SIZE; ++x) {
for (int y = 0; y < GRID_SIZE; ++y) {
if (!maze[x][y].is_path)
XSetForeground(dpy, ctx, wall_col);
else if (maze[x][y].visited)
XSetForeground(dpy, ctx, visited_col);
else
continue;
const int left = margin_px + PX(x);
const int top = margin_px + PX(y);
XFillRectangle(dpy, window, ctx, left, top, PX(1), PX(1));
}
}
const int left = margin_px + PX(p.x);
const int top = margin_px + PX(p.y);
XFillRectangle(dpy, window, ctx, left, top, PX(1), PX(1));
XFlush(dpy);
}
static bool
random_walk(coord_pred_t should_visit, visit_fn_t visit_fn, vec2_t start)
{
draw_maze();
nanosleep(&pause, NULL);
dir_t visit[] = { LEFT, RIGHT, UP, DOWN };
for (int i = 3; i > 0; --i) {
const int r = rand() % (i + 1);
@ -141,6 +112,9 @@ static bool generation_visit(vec2_t c, vec2_t im)
{
maze[c.x][c.y].is_path = true;
maze[im.x][im.y].is_path = true;
clear_path(im);
clear_path(c);
nanosleep(&wait, NULL);
return false;
}
@ -153,6 +127,9 @@ static bool solve_visit(vec2_t c, vec2_t im)
{
maze[c.x][c.y].visited = true;
maze[im.x][im.y].visited = true;
draw_visited(im);
draw_visited(c);
nanosleep(&wait, NULL);
return GOAL == c.x && GOAL == c.y;
}
@ -191,23 +168,32 @@ int main(void)
XNextEvent(dpy, &evt);
while (MapNotify != evt.type);
draw_walls();
// Draw black box for walls
XClearWindow(dpy, window);
XSetForeground(dpy, ctx, wall_col);
XFillRectangle(
dpy, window, ctx, PX(MARGIN), PX(MARGIN), PX(GRID_SIZE + 2),
PX(GRID_SIZE + 2));
const vec2_t exit = { GOAL + 1, GOAL };
clear_path(exit);
XFlush(dpy);
// Generate
memset(&maze, 0, sizeof(maze));
const vec2_t gen_start = { GOAL, GOAL };
maze[GOAL][GOAL].is_path = true;
clear_path(gen_start);
random_walk(is_wall, generation_visit, gen_start);
// Solve
const vec2_t solve_start = { 0, 0 };
maze[0][0].visited = true;
XSetForeground(dpy, ctx, visited_col);
draw_visited(solve_start);
random_walk(accessible_and_unvisited, solve_visit, solve_start);
// Draw exit path
draw_maze();
const int x = PX(MARGIN + GRID_SIZE + 1), y = PX(MARGIN + GRID_SIZE);
XSetForeground(dpy, ctx, visited_col);
XFillRectangle(dpy, window, ctx, x, y, PX(1), PX(1));
XFlush(dpy);