mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-22 16:32:13 -07:00
Added a framework for putting things other than the binary into a
Mac OS X application bundle, and provided an icon for Puzzles. Also renamed the OS X source file from macosx.m to osx.m, so that it can sit beside other things such as osx-info.plist and not cause enormously long filenames. [originally from svn r5179]
This commit is contained in:
800
osx.m
Normal file
800
osx.m
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@ -0,0 +1,800 @@
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/*
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* Mac OS X / Cocoa front end to puzzles.
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*
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* TODO:
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*
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* - status bar support.
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*
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* - configurability. Will no doubt involve learning all about the
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* dialog control side of Cocoa.
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*
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* - not sure what I should be doing about default window
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* placement. Centring new windows is a bit feeble, but what's
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* better? Is there a standard way to tell the OS "here's the
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* _size_ of window I want, now use your best judgment about the
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* initial position"?
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*
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* - a brief frob of the Mac numeric keypad suggests that it
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* generates numbers no matter what you do. I wonder if I should
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* try to figure out a way of detecting keypad codes so I can
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* implement UP_LEFT and friends. Alternatively, perhaps I
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* should simply assign the number keys to UP_LEFT et al?
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* They're not in use for anything else right now.
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*
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* - proper fatal errors.
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*
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* - is there a better approach to frontend_default_colour?
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*
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* - do we need any more options in the Window menu?
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*
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* - see if we can do anything to one-button-ise the multi-button
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* dependent puzzle UIs:
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* - Pattern is a _little_ unwieldy but not too bad (since
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* generally you never need the middle button unless you've
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* made a mistake, so it's just click versus command-click).
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* - Net is utterly vile; having normal click be one rotate and
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* command-click be the other introduces a horrid asymmetry,
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* and yet requiring a shift key for _each_ click would be
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* even worse because rotation feels as if it ought to be the
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* default action. I fear this is why the Flash Net had the
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* UI it did...
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*
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* - Find out how to do help, and do some. We have a help file; at
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* _worst_ this should involve a new Halibut back end, but I
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* think help is HTML round here anyway so perhaps we can work
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* with what we already have.
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*
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* - Can we arrange for a pop-up menu from the Dock icon which
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* launches specific games, perhaps?
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*
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* - Why are the right and bottom edges of the Pattern grid one
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* pixel thinner than they should be?
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*
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* Grotty implementation details that could probably be improved:
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*
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* - I am _utterly_ unconvinced that NSImageView was the right way
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* to go about having a window with a reliable backing store! It
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* just doesn't feel right; NSImageView is a _control_. Is there
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* a simpler way?
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*
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* - Resizing is currently very bad; rather than bother to work
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* out how to resize the NSImageView, I just splatter and
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* recreate it.
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*/
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#include <ctype.h>
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#include <sys/time.h>
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#import <Cocoa/Cocoa.h>
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#include "puzzles.h"
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void fatal(char *fmt, ...)
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{
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/* FIXME: This will do for testing, but should be GUI-ish instead. */
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va_list ap;
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fprintf(stderr, "fatal error: ");
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va_start(ap, fmt);
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vfprintf(stderr, fmt, ap);
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va_end(ap);
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fprintf(stderr, "\n");
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exit(1);
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}
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void frontend_default_colour(frontend *fe, float *output)
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{
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/* FIXME */
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output[0] = output[1] = output[2] = 0.8F;
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}
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void status_bar(frontend *fe, char *text)
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{
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/* FIXME */
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}
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void get_random_seed(void **randseed, int *randseedsize)
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{
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time_t *tp = snew(time_t);
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time(tp);
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*randseed = (void *)tp;
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*randseedsize = sizeof(time_t);
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}
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/* ----------------------------------------------------------------------
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* Global variables.
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*/
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/*
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* The `Type' menu. We frob this dynamically to allow the user to
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* choose a preset set of settings from the current game.
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*/
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NSMenu *typemenu;
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/* ----------------------------------------------------------------------
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* Tiny extension to NSMenuItem which carries a payload of a `void
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* *', allowing several menu items to invoke the same message but
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* pass different data through it.
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*/
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@interface DataMenuItem : NSMenuItem
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{
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void *payload;
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}
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- (void)setPayload:(void *)d;
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- (void *)getPayload;
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@end
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@implementation DataMenuItem
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- (void)setPayload:(void *)d
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{
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payload = d;
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}
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- (void *)getPayload
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||||
{
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return payload;
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}
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@end
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/* ----------------------------------------------------------------------
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* The front end presented to midend.c.
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*
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* This is mostly a subclass of NSWindow. The actual `frontend'
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* structure passed to the midend contains a variety of pointers,
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* including that window object but also including the image we
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* draw on, an ImageView to display it in the window, and so on.
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*/
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@class GameWindow;
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@class MyImageView;
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struct frontend {
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GameWindow *window;
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NSImage *image;
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MyImageView *view;
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NSColor **colours;
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int ncolours;
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int clipped;
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};
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@interface MyImageView : NSImageView
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{
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GameWindow *ourwin;
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}
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- (void)setWindow:(GameWindow *)win;
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- (BOOL)isFlipped;
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- (void)mouseEvent:(NSEvent *)ev button:(int)b;
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- (void)mouseDown:(NSEvent *)ev;
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- (void)mouseDragged:(NSEvent *)ev;
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- (void)mouseUp:(NSEvent *)ev;
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- (void)rightMouseDown:(NSEvent *)ev;
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- (void)rightMouseDragged:(NSEvent *)ev;
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- (void)rightMouseUp:(NSEvent *)ev;
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- (void)otherMouseDown:(NSEvent *)ev;
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- (void)otherMouseDragged:(NSEvent *)ev;
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- (void)otherMouseUp:(NSEvent *)ev;
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@end
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@interface GameWindow : NSWindow
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{
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const game *ourgame;
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midend_data *me;
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struct frontend fe;
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struct timeval last_time;
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NSTimer *timer;
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}
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- (id)initWithGame:(const game *)g;
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- dealloc;
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- (void)processButton:(int)b x:(int)x y:(int)y;
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- (void)keyDown:(NSEvent *)ev;
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- (void)activateTimer;
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- (void)deactivateTimer;
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@end
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@implementation MyImageView
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- (void)setWindow:(GameWindow *)win
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{
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ourwin = win;
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}
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- (BOOL)isFlipped
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{
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return YES;
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}
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- (void)mouseEvent:(NSEvent *)ev button:(int)b
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{
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NSPoint point = [self convertPoint:[ev locationInWindow] fromView:nil];
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[ourwin processButton:b x:point.x y:point.y];
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}
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- (void)mouseDown:(NSEvent *)ev
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{
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unsigned mod = [ev modifierFlags];
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[self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_BUTTON :
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(mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
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LEFT_BUTTON)];
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}
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- (void)mouseDragged:(NSEvent *)ev
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{
|
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unsigned mod = [ev modifierFlags];
|
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[self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_DRAG :
|
||||
(mod & NSShiftKeyMask) ? MIDDLE_DRAG :
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LEFT_DRAG)];
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}
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- (void)mouseUp:(NSEvent *)ev
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{
|
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unsigned mod = [ev modifierFlags];
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[self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_RELEASE :
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(mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
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LEFT_RELEASE)];
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}
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- (void)rightMouseDown:(NSEvent *)ev
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{
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unsigned mod = [ev modifierFlags];
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[self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
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RIGHT_BUTTON)];
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}
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- (void)rightMouseDragged:(NSEvent *)ev
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{
|
||||
unsigned mod = [ev modifierFlags];
|
||||
[self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_DRAG :
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RIGHT_DRAG)];
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}
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||||
- (void)rightMouseUp:(NSEvent *)ev
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{
|
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unsigned mod = [ev modifierFlags];
|
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[self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
|
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RIGHT_RELEASE)];
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}
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||||
- (void)otherMouseDown:(NSEvent *)ev
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{
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[self mouseEvent:ev button:MIDDLE_BUTTON];
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}
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- (void)otherMouseDragged:(NSEvent *)ev
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{
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[self mouseEvent:ev button:MIDDLE_DRAG];
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}
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- (void)otherMouseUp:(NSEvent *)ev
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{
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[self mouseEvent:ev button:MIDDLE_RELEASE];
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}
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@end
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@implementation GameWindow
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- (void)setupContentView
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{
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NSSize size = {0,0};
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int w, h;
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midend_size(me, &w, &h);
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size.width = w;
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size.height = h;
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fe.image = [[NSImage alloc] initWithSize:size];
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[fe.image setFlipped:YES];
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fe.view = [[MyImageView alloc]
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initWithFrame:[self contentRectForFrameRect:[self frame]]];
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[fe.view setImage:fe.image];
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[fe.view setWindow:self];
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midend_redraw(me);
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[self setContentView:fe.view];
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}
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- (id)initWithGame:(const game *)g
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{
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NSRect rect = { {0,0}, {0,0} };
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int w, h;
|
||||
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ourgame = g;
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fe.window = self;
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me = midend_new(&fe, ourgame);
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/*
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* If we ever need to open a fresh window using a provided game
|
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* ID, I think the right thing is to move most of this method
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* into a new initWithGame:gameID: method, and have
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* initWithGame: simply call that one and pass it NULL.
|
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*/
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midend_new_game(me);
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midend_size(me, &w, &h);
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rect.size.width = w;
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rect.size.height = h;
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self = [super initWithContentRect:rect
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styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
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NSClosableWindowMask)
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backing:NSBackingStoreBuffered
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defer:true];
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[self setTitle:[NSString stringWithCString:ourgame->name]];
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{
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float *colours;
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int i, ncolours;
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colours = midend_colours(me, &ncolours);
|
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fe.ncolours = ncolours;
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fe.colours = snewn(ncolours, NSColor *);
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|
||||
for (i = 0; i < ncolours; i++) {
|
||||
fe.colours[i] = [[NSColor colorWithDeviceRed:colours[i*3]
|
||||
green:colours[i*3+1] blue:colours[i*3+2]
|
||||
alpha:1.0] retain];
|
||||
}
|
||||
}
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[self setupContentView];
|
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[self setIgnoresMouseEvents:NO];
|
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|
||||
[self center]; /* :-) */
|
||||
|
||||
return self;
|
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}
|
||||
|
||||
- dealloc
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < fe.ncolours; i++) {
|
||||
[fe.colours[i] release];
|
||||
}
|
||||
sfree(fe.colours);
|
||||
midend_free(me);
|
||||
return [super dealloc];
|
||||
}
|
||||
|
||||
- (void)processButton:(int)b x:(int)x y:(int)y
|
||||
{
|
||||
if (!midend_process_key(me, x, y, b))
|
||||
[self close];
|
||||
}
|
||||
|
||||
- (void)keyDown:(NSEvent *)ev
|
||||
{
|
||||
NSString *s = [ev characters];
|
||||
int i, n = [s length];
|
||||
|
||||
for (i = 0; i < n; i++) {
|
||||
int c = [s characterAtIndex:i];
|
||||
|
||||
/*
|
||||
* ASCII gets passed straight to midend_process_key.
|
||||
* Anything above that has to be translated to our own
|
||||
* function key codes.
|
||||
*/
|
||||
if (c >= 0x80) {
|
||||
switch (c) {
|
||||
case NSUpArrowFunctionKey:
|
||||
c = CURSOR_UP;
|
||||
break;
|
||||
case NSDownArrowFunctionKey:
|
||||
c = CURSOR_DOWN;
|
||||
break;
|
||||
case NSLeftArrowFunctionKey:
|
||||
c = CURSOR_LEFT;
|
||||
break;
|
||||
case NSRightArrowFunctionKey:
|
||||
c = CURSOR_RIGHT;
|
||||
break;
|
||||
default:
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
[self processButton:c x:-1 y:-1];
|
||||
}
|
||||
}
|
||||
|
||||
- (void)activateTimer
|
||||
{
|
||||
if (timer != nil)
|
||||
return;
|
||||
|
||||
timer = [NSTimer scheduledTimerWithTimeInterval:0.02
|
||||
target:self selector:@selector(timerTick:)
|
||||
userInfo:nil repeats:YES];
|
||||
gettimeofday(&last_time, NULL);
|
||||
}
|
||||
|
||||
- (void)deactivateTimer
|
||||
{
|
||||
if (timer == nil)
|
||||
return;
|
||||
|
||||
[timer invalidate];
|
||||
timer = nil;
|
||||
}
|
||||
|
||||
- (void)timerTick:(id)sender
|
||||
{
|
||||
struct timeval now;
|
||||
float elapsed;
|
||||
gettimeofday(&now, NULL);
|
||||
elapsed = ((now.tv_usec - last_time.tv_usec) * 0.000001F +
|
||||
(now.tv_sec - last_time.tv_sec));
|
||||
midend_timer(me, elapsed);
|
||||
last_time = now;
|
||||
}
|
||||
|
||||
- (void)newGame:(id)sender
|
||||
{
|
||||
[self processButton:'n' x:-1 y:-1];
|
||||
}
|
||||
- (void)restartGame:(id)sender
|
||||
{
|
||||
[self processButton:'r' x:-1 y:-1];
|
||||
}
|
||||
- (void)undoMove:(id)sender
|
||||
{
|
||||
[self processButton:'u' x:-1 y:-1];
|
||||
}
|
||||
- (void)redoMove:(id)sender
|
||||
{
|
||||
[self processButton:'r'&0x1F x:-1 y:-1];
|
||||
}
|
||||
|
||||
- (void)clearTypeMenu
|
||||
{
|
||||
while ([typemenu numberOfItems] > 1)
|
||||
[typemenu removeItemAtIndex:0];
|
||||
}
|
||||
|
||||
- (void)becomeKeyWindow
|
||||
{
|
||||
int n;
|
||||
|
||||
[self clearTypeMenu];
|
||||
|
||||
[super becomeKeyWindow];
|
||||
|
||||
n = midend_num_presets(me);
|
||||
|
||||
if (n > 0) {
|
||||
[typemenu insertItem:[NSMenuItem separatorItem] atIndex:0];
|
||||
while (n--) {
|
||||
char *name;
|
||||
game_params *params;
|
||||
DataMenuItem *item;
|
||||
|
||||
midend_fetch_preset(me, n, &name, ¶ms);
|
||||
|
||||
item = [[[DataMenuItem alloc]
|
||||
initWithTitle:[NSString stringWithCString:name]
|
||||
action:NULL keyEquivalent:@""]
|
||||
autorelease];
|
||||
|
||||
[item setEnabled:YES];
|
||||
[item setTarget:self];
|
||||
[item setAction:@selector(presetGame:)];
|
||||
[item setPayload:params];
|
||||
|
||||
[typemenu insertItem:item atIndex:0];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
- (void)resignKeyWindow
|
||||
{
|
||||
[self clearTypeMenu];
|
||||
[super resignKeyWindow];
|
||||
}
|
||||
|
||||
- (void)close
|
||||
{
|
||||
[self clearTypeMenu];
|
||||
[super close];
|
||||
}
|
||||
|
||||
- (void)resizeForNewGameParams
|
||||
{
|
||||
NSSize size = {0,0};
|
||||
int w, h;
|
||||
|
||||
midend_size(me, &w, &h);
|
||||
size.width = w;
|
||||
size.height = h;
|
||||
|
||||
NSDisableScreenUpdates();
|
||||
[self setContentSize:size];
|
||||
[self setupContentView];
|
||||
NSEnableScreenUpdates();
|
||||
}
|
||||
|
||||
- (void)presetGame:(id)sender
|
||||
{
|
||||
game_params *params = [sender getPayload];
|
||||
|
||||
midend_set_params(me, params);
|
||||
midend_new_game(me);
|
||||
|
||||
[self resizeForNewGameParams];
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
/*
|
||||
* Drawing routines called by the midend.
|
||||
*/
|
||||
void draw_polygon(frontend *fe, int *coords, int npoints,
|
||||
int fill, int colour)
|
||||
{
|
||||
NSBezierPath *path = [NSBezierPath bezierPath];
|
||||
int i;
|
||||
|
||||
[[NSGraphicsContext currentContext] setShouldAntialias:YES];
|
||||
|
||||
assert(colour >= 0 && colour < fe->ncolours);
|
||||
[fe->colours[colour] set];
|
||||
|
||||
for (i = 0; i < npoints; i++) {
|
||||
NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
|
||||
if (i == 0)
|
||||
[path moveToPoint:p];
|
||||
else
|
||||
[path lineToPoint:p];
|
||||
}
|
||||
|
||||
[path closePath];
|
||||
|
||||
if (fill)
|
||||
[path fill];
|
||||
else
|
||||
[path stroke];
|
||||
}
|
||||
void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
|
||||
{
|
||||
NSBezierPath *path = [NSBezierPath bezierPath];
|
||||
NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, y2 + 0.5 };
|
||||
|
||||
[[NSGraphicsContext currentContext] setShouldAntialias:NO];
|
||||
|
||||
assert(colour >= 0 && colour < fe->ncolours);
|
||||
[fe->colours[colour] set];
|
||||
|
||||
[path moveToPoint:p1];
|
||||
[path lineToPoint:p2];
|
||||
[path stroke];
|
||||
}
|
||||
void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
|
||||
{
|
||||
NSRect r = { {x,y}, {w,h} };
|
||||
|
||||
[[NSGraphicsContext currentContext] setShouldAntialias:NO];
|
||||
|
||||
assert(colour >= 0 && colour < fe->ncolours);
|
||||
[fe->colours[colour] set];
|
||||
|
||||
NSRectFill(r);
|
||||
}
|
||||
void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
|
||||
int align, int colour, char *text)
|
||||
{
|
||||
NSString *string = [NSString stringWithCString:text];
|
||||
NSDictionary *attr;
|
||||
NSFont *font;
|
||||
NSSize size;
|
||||
NSPoint point;
|
||||
|
||||
[[NSGraphicsContext currentContext] setShouldAntialias:YES];
|
||||
|
||||
assert(colour >= 0 && colour < fe->ncolours);
|
||||
|
||||
if (fonttype == FONT_FIXED)
|
||||
font = [NSFont userFixedPitchFontOfSize:fontsize];
|
||||
else
|
||||
font = [NSFont userFontOfSize:fontsize];
|
||||
|
||||
attr = [NSDictionary dictionaryWithObjectsAndKeys:
|
||||
fe->colours[colour], NSForegroundColorAttributeName,
|
||||
font, NSFontAttributeName, nil];
|
||||
|
||||
point.x = x;
|
||||
point.y = y;
|
||||
|
||||
size = [string sizeWithAttributes:attr];
|
||||
if (align & ALIGN_HRIGHT)
|
||||
point.x -= size.width;
|
||||
else if (align & ALIGN_HCENTRE)
|
||||
point.x -= size.width / 2;
|
||||
if (align & ALIGN_VCENTRE)
|
||||
point.y -= size.height / 2;
|
||||
|
||||
[string drawAtPoint:point withAttributes:attr];
|
||||
}
|
||||
void draw_update(frontend *fe, int x, int y, int w, int h)
|
||||
{
|
||||
/* FIXME */
|
||||
}
|
||||
void clip(frontend *fe, int x, int y, int w, int h)
|
||||
{
|
||||
NSRect r = { {x,y}, {w,h} };
|
||||
|
||||
if (!fe->clipped)
|
||||
[[NSGraphicsContext currentContext] saveGraphicsState];
|
||||
[NSBezierPath clipRect:r];
|
||||
fe->clipped = TRUE;
|
||||
}
|
||||
void unclip(frontend *fe)
|
||||
{
|
||||
if (fe->clipped)
|
||||
[[NSGraphicsContext currentContext] restoreGraphicsState];
|
||||
fe->clipped = FALSE;
|
||||
}
|
||||
void start_draw(frontend *fe)
|
||||
{
|
||||
[fe->image lockFocus];
|
||||
fe->clipped = FALSE;
|
||||
}
|
||||
void end_draw(frontend *fe)
|
||||
{
|
||||
[fe->image unlockFocus];
|
||||
[fe->view setNeedsDisplay];
|
||||
}
|
||||
|
||||
void deactivate_timer(frontend *fe)
|
||||
{
|
||||
[fe->window deactivateTimer];
|
||||
}
|
||||
void activate_timer(frontend *fe)
|
||||
{
|
||||
[fe->window activateTimer];
|
||||
}
|
||||
|
||||
/* ----------------------------------------------------------------------
|
||||
* Utility routines for constructing OS X menus.
|
||||
*/
|
||||
|
||||
NSMenu *newmenu(const char *title)
|
||||
{
|
||||
return [[[NSMenu allocWithZone:[NSMenu menuZone]]
|
||||
initWithTitle:[NSString stringWithCString:title]]
|
||||
autorelease];
|
||||
}
|
||||
|
||||
NSMenu *newsubmenu(NSMenu *parent, const char *title)
|
||||
{
|
||||
NSMenuItem *item;
|
||||
NSMenu *child;
|
||||
|
||||
item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]]
|
||||
initWithTitle:[NSString stringWithCString:title]
|
||||
action:NULL
|
||||
keyEquivalent:@""]
|
||||
autorelease];
|
||||
child = newmenu(title);
|
||||
[item setEnabled:YES];
|
||||
[item setSubmenu:child];
|
||||
[parent addItem:item];
|
||||
return child;
|
||||
}
|
||||
|
||||
id initnewitem(NSMenuItem *item, NSMenu *parent, const char *title,
|
||||
const char *key, id target, SEL action)
|
||||
{
|
||||
unsigned mask = NSCommandKeyMask;
|
||||
|
||||
if (key[strcspn(key, "-")]) {
|
||||
while (*key && *key != '-') {
|
||||
int c = tolower((unsigned char)*key);
|
||||
if (c == 's') {
|
||||
mask |= NSShiftKeyMask;
|
||||
} else if (c == 'o' || c == 'a') {
|
||||
mask |= NSAlternateKeyMask;
|
||||
}
|
||||
key++;
|
||||
}
|
||||
if (*key)
|
||||
key++;
|
||||
}
|
||||
|
||||
item = [[item initWithTitle:[NSString stringWithCString:title]
|
||||
action:NULL
|
||||
keyEquivalent:[NSString stringWithCString:key]]
|
||||
autorelease];
|
||||
|
||||
if (*key)
|
||||
[item setKeyEquivalentModifierMask: mask];
|
||||
|
||||
[item setEnabled:YES];
|
||||
[item setTarget:target];
|
||||
[item setAction:action];
|
||||
|
||||
[parent addItem:item];
|
||||
|
||||
return item;
|
||||
}
|
||||
|
||||
NSMenuItem *newitem(NSMenu *parent, char *title, char *key,
|
||||
id target, SEL action)
|
||||
{
|
||||
return initnewitem([NSMenuItem allocWithZone:[NSMenu menuZone]],
|
||||
parent, title, key, target, action);
|
||||
}
|
||||
|
||||
/* ----------------------------------------------------------------------
|
||||
* AppController: the object which receives the messages from all
|
||||
* menu selections that aren't standard OS X functions.
|
||||
*/
|
||||
@interface AppController : NSObject
|
||||
{
|
||||
}
|
||||
- (IBAction)newGame:(id)sender;
|
||||
@end
|
||||
|
||||
@implementation AppController
|
||||
|
||||
- (IBAction)newGame:(id)sender
|
||||
{
|
||||
const game *g = [sender getPayload];
|
||||
id win;
|
||||
|
||||
win = [[GameWindow alloc] initWithGame:g];
|
||||
[win makeKeyAndOrderFront:self];
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
/* ----------------------------------------------------------------------
|
||||
* Main program. Constructs the menus and runs the application.
|
||||
*/
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
NSAutoreleasePool *pool;
|
||||
NSMenu *menu;
|
||||
NSMenuItem *item;
|
||||
AppController *controller;
|
||||
NSImage *icon;
|
||||
|
||||
pool = [[NSAutoreleasePool alloc] init];
|
||||
|
||||
icon = [NSImage imageNamed:@"NSApplicationIcon"];
|
||||
[NSApplication sharedApplication];
|
||||
[NSApp setApplicationIconImage:icon];
|
||||
|
||||
controller = [[[AppController alloc] init] autorelease];
|
||||
|
||||
[NSApp setMainMenu: newmenu("Main Menu")];
|
||||
|
||||
menu = newsubmenu([NSApp mainMenu], "Apple Menu");
|
||||
[NSApp setServicesMenu:newsubmenu(menu, "Services")];
|
||||
[menu addItem:[NSMenuItem separatorItem]];
|
||||
item = newitem(menu, "Hide Puzzles", "h", NSApp, @selector(hide:));
|
||||
item = newitem(menu, "Hide Others", "o-h", NSApp, @selector(hideOtherApplications:));
|
||||
item = newitem(menu, "Show All", "", NSApp, @selector(unhideAllApplications:));
|
||||
[menu addItem:[NSMenuItem separatorItem]];
|
||||
item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
|
||||
[NSApp setAppleMenu: menu];
|
||||
|
||||
menu = newsubmenu([NSApp mainMenu], "Open");
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < gamecount; i++) {
|
||||
id item =
|
||||
initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
|
||||
menu, gamelist[i]->name, "", controller,
|
||||
@selector(newGame:));
|
||||
[item setPayload:(void *)gamelist[i]];
|
||||
}
|
||||
}
|
||||
|
||||
menu = newsubmenu([NSApp mainMenu], "Game");
|
||||
item = newitem(menu, "New", "n", NULL, @selector(newGame:));
|
||||
item = newitem(menu, "Restart", "r", NULL, @selector(restartGame:));
|
||||
item = newitem(menu, "Specific", "", NULL, @selector(specificGame:));
|
||||
[menu addItem:[NSMenuItem separatorItem]];
|
||||
item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
|
||||
item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
|
||||
[menu addItem:[NSMenuItem separatorItem]];
|
||||
item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
|
||||
|
||||
menu = newsubmenu([NSApp mainMenu], "Type");
|
||||
typemenu = menu;
|
||||
item = newitem(menu, "Custom", "", NULL, @selector(customGameType:));
|
||||
|
||||
menu = newsubmenu([NSApp mainMenu], "Window");
|
||||
[NSApp setWindowsMenu: menu];
|
||||
item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
|
||||
|
||||
[NSApp run];
|
||||
[pool release];
|
||||
}
|
Reference in New Issue
Block a user