Draw/clear as needed instead of redrawing window each time
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6675c55916
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bf145830cc
72
main.c
72
main.c
@ -38,7 +38,7 @@ typedef struct {
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bool visited : 1;
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} cell_t;
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static const struct timespec pause = { .tv_nsec = 5000000 };
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static const struct timespec wait = { .tv_nsec = 5000000 };
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static const vec2_t steps[] = {
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[LEFT] = { .x = -2, .y = 0 },
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@ -53,57 +53,28 @@ static GC ctx;
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static cell_t maze[GRID_SIZE][GRID_SIZE];
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static int bg_col, wall_col, visited_col;
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static void draw_walls(void)
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static void clear_path(vec2_t p)
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{
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XSetForeground(dpy, ctx, wall_col);
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XFillRectangle(
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dpy, window, ctx, PX(MARGIN), PX(MARGIN), PX(GRID_SIZE + 2),
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PX(WALL_THICKNESS));
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XFillRectangle(
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dpy, window, ctx, PX(MARGIN),
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PX(MARGIN + WALL_THICKNESS + GRID_SIZE), PX(GRID_SIZE + 2),
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PX(WALL_THICKNESS));
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XFillRectangle(
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dpy, window, ctx, PX(MARGIN), PX(MARGIN + WALL_THICKNESS),
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PX(WALL_THICKNESS), PX(GRID_SIZE));
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XFillRectangle(
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dpy, window, ctx, PX(MARGIN + WALL_THICKNESS + GRID_SIZE),
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PX(MARGIN + WALL_THICKNESS), PX(WALL_THICKNESS), PX(GRID_SIZE - 1));
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const int margin_px = PX(MARGIN + WALL_THICKNESS);
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const int left = margin_px + PX(p.x);
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const int top = margin_px + PX(p.y);
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XFillRectangle(dpy, window, ctx, left, top, PX(1), PX(1));
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XClearArea(dpy, window, left, top, PX(1), PX(1), false);
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XFlush(dpy);
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}
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static void draw_maze(void)
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static void draw_visited(vec2_t p)
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{
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const int margin_px = PX(MARGIN + WALL_THICKNESS);
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XClearArea(
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dpy, window, margin_px, margin_px, PX(GRID_SIZE), PX(GRID_SIZE),
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false);
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for (int x = 0; x < GRID_SIZE; ++x) {
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for (int y = 0; y < GRID_SIZE; ++y) {
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if (!maze[x][y].is_path)
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XSetForeground(dpy, ctx, wall_col);
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else if (maze[x][y].visited)
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XSetForeground(dpy, ctx, visited_col);
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else
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continue;
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const int left = margin_px + PX(x);
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const int top = margin_px + PX(y);
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XFillRectangle(dpy, window, ctx, left, top, PX(1), PX(1));
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}
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}
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const int left = margin_px + PX(p.x);
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const int top = margin_px + PX(p.y);
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XFillRectangle(dpy, window, ctx, left, top, PX(1), PX(1));
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XFlush(dpy);
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}
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static bool
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random_walk(coord_pred_t should_visit, visit_fn_t visit_fn, vec2_t start)
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{
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draw_maze();
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nanosleep(&pause, NULL);
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dir_t visit[] = { LEFT, RIGHT, UP, DOWN };
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for (int i = 3; i > 0; --i) {
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const int r = rand() % (i + 1);
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@ -141,6 +112,9 @@ static bool generation_visit(vec2_t c, vec2_t im)
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{
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maze[c.x][c.y].is_path = true;
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maze[im.x][im.y].is_path = true;
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clear_path(im);
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clear_path(c);
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nanosleep(&wait, NULL);
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return false;
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}
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@ -153,6 +127,9 @@ static bool solve_visit(vec2_t c, vec2_t im)
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{
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maze[c.x][c.y].visited = true;
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maze[im.x][im.y].visited = true;
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draw_visited(im);
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draw_visited(c);
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nanosleep(&wait, NULL);
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return GOAL == c.x && GOAL == c.y;
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}
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@ -191,23 +168,32 @@ int main(void)
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XNextEvent(dpy, &evt);
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while (MapNotify != evt.type);
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draw_walls();
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// Draw black box for walls
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XClearWindow(dpy, window);
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XSetForeground(dpy, ctx, wall_col);
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XFillRectangle(
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dpy, window, ctx, PX(MARGIN), PX(MARGIN), PX(GRID_SIZE + 2),
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PX(GRID_SIZE + 2));
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const vec2_t exit = { GOAL + 1, GOAL };
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clear_path(exit);
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XFlush(dpy);
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// Generate
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memset(&maze, 0, sizeof(maze));
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const vec2_t gen_start = { GOAL, GOAL };
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maze[GOAL][GOAL].is_path = true;
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clear_path(gen_start);
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random_walk(is_wall, generation_visit, gen_start);
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// Solve
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const vec2_t solve_start = { 0, 0 };
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maze[0][0].visited = true;
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XSetForeground(dpy, ctx, visited_col);
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draw_visited(solve_start);
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random_walk(accessible_and_unvisited, solve_visit, solve_start);
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// Draw exit path
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draw_maze();
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const int x = PX(MARGIN + GRID_SIZE + 1), y = PX(MARGIN + GRID_SIZE);
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XSetForeground(dpy, ctx, visited_col);
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XFillRectangle(dpy, window, ctx, x, y, PX(1), PX(1));
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XFlush(dpy);
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