Improve fatal error handling.

[originally from svn r5185]
This commit is contained in:
Simon Tatham
2005-01-24 10:35:54 +00:00
parent d90e909d66
commit 6b89284c0e

60
osx.m
View File

@ -3,8 +3,6 @@
*
* Actually unfinished things left to do:
*
* - proper fatal errors.
*
* - Find out how to do help, and do some. We have a help file; at
* _worst_ this should involve a new Halibut back end, but I
* think help is HTML round here anyway so perhaps we can work
@ -73,24 +71,51 @@
#import <Cocoa/Cocoa.h>
#include "puzzles.h"
/* ----------------------------------------------------------------------
* Global variables.
*/
/*
* The `Type' menu. We frob this dynamically to allow the user to
* choose a preset set of settings from the current game.
*/
NSMenu *typemenu;
/* ----------------------------------------------------------------------
* Miscellaneous support routines that aren't part of any object or
* clearly defined subsystem.
*/
void fatal(char *fmt, ...)
{
/* FIXME: This will do for testing, but should be GUI-ish instead. */
va_list ap;
fprintf(stderr, "fatal error: ");
char errorbuf[2048];
NSAlert *alert;
va_start(ap, fmt);
vfprintf(stderr, fmt, ap);
vsnprintf(errorbuf, lenof(errorbuf), fmt, ap);
va_end(ap);
fprintf(stderr, "\n");
alert = [NSAlert alloc];
/*
* We may have come here because we ran out of memory, in which
* case it's entirely likely that that alloc will fail, so we
* should have a fallback of some sort.
*/
if (!alert) {
fprintf(stderr, "fatal error (and NSAlert failed): %s\n", errorbuf);
} else {
alert = [[alert init] autorelease];
[alert addButtonWithTitle:@"Oh dear"];
[alert setInformativeText:[NSString stringWithCString:errorbuf]];
[alert runModal];
}
exit(1);
}
void frontend_default_colour(frontend *fe, float *output)
{
/* FIXME */
/* FIXME: Is there a system default we can tap into for this? */
output[0] = output[1] = output[2] = 0.8F;
}
@ -102,16 +127,6 @@ void get_random_seed(void **randseed, int *randseedsize)
*randseedsize = sizeof(time_t);
}
/* ----------------------------------------------------------------------
* Global variables.
*/
/*
* The `Type' menu. We frob this dynamically to allow the user to
* choose a preset set of settings from the current game.
*/
NSMenu *typemenu;
/* ----------------------------------------------------------------------
* Tiny extension to NSMenuItem which carries a payload of a `void
* *', allowing several menu items to invoke the same message but
@ -918,7 +933,7 @@ struct frontend {
error = midend_set_config(me, cfg_which, cfg);
if (error) {
NSAlert *alert = [[[NSAlert alloc] init] autorelease];
[alert addButtonWithTitle:@"OK"];
[alert addButtonWithTitle:@"Bah"];
[alert setInformativeText:[NSString stringWithCString:error]];
[alert beginSheetModalForWindow:self modalDelegate:nil
didEndSelector:nil contextInfo:nil];
@ -1037,7 +1052,12 @@ void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
}
void draw_update(frontend *fe, int x, int y, int w, int h)
{
/* FIXME */
/*
* FIXME: It seems odd that nothing is required here, although
* everything _seems_ to work with this routine empty. Possibly
* we're always updating the entire window, and there's a
* better way which would involve doing something in here?
*/
}
void clip(frontend *fe, int x, int y, int w, int h)
{