mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Files
1216 lines
31 KiB
Objective-C
1216 lines
31 KiB
Objective-C
/*
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* Mac OS X / Cocoa front end to puzzles.
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*
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* Still to do:
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*
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* - I'd like to be able to call up context help for a specific
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* game at a time.
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*
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* Mac interface issues that possibly could be done better:
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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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* - can / should we be doing anything with the titles of the
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* configuration boxes?
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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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* - 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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* - Should we _return_ to a game configuration sheet once an
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* error is reported by midend_set_config, to allow the user to
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* correct the one faulty input and keep the other five OK ones?
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* The Apple `one sheet at a time' restriction would require me
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* to do this by closing the config sheet, opening the alert
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* sheet, and then reopening the config sheet when the alert is
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* closed; and the human interface types, who presumably
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* invented the one-sheet-at-a-time rule for good reasons, might
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* look with disfavour on me trying to get round them to fake a
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* nested sheet. On the other hand I think there are good
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* practical reasons for wanting it that way. Uncertain.
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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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/* ----------------------------------------------------------------------
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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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* Miscellaneous support routines that aren't part of any object or
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* clearly defined subsystem.
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*/
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void fatal(char *fmt, ...)
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{
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va_list ap;
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char errorbuf[2048];
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NSAlert *alert;
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va_start(ap, fmt);
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vsnprintf(errorbuf, lenof(errorbuf), fmt, ap);
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va_end(ap);
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alert = [NSAlert alloc];
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/*
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* We may have come here because we ran out of memory, in which
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* case it's entirely likely that that alloc will fail, so we
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* should have a fallback of some sort.
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*/
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if (!alert) {
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fprintf(stderr, "fatal error (and NSAlert failed): %s\n", errorbuf);
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} else {
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alert = [[alert init] autorelease];
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[alert addButtonWithTitle:@"Oh dear"];
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[alert setInformativeText:[NSString stringWithCString:errorbuf]];
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[alert runModal];
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}
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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: Is there a system default we can tap into for this? */
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output[0] = output[1] = output[2] = 0.8F;
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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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* 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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* Utility routines for constructing OS X menus.
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*/
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NSMenu *newmenu(const char *title)
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{
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return [[[NSMenu allocWithZone:[NSMenu menuZone]]
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initWithTitle:[NSString stringWithCString:title]]
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autorelease];
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}
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NSMenu *newsubmenu(NSMenu *parent, const char *title)
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{
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NSMenuItem *item;
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NSMenu *child;
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item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]]
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initWithTitle:[NSString stringWithCString:title]
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action:NULL
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keyEquivalent:@""]
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autorelease];
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child = newmenu(title);
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[item setEnabled:YES];
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[item setSubmenu:child];
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[parent addItem:item];
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return child;
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}
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id initnewitem(NSMenuItem *item, NSMenu *parent, const char *title,
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const char *key, id target, SEL action)
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{
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unsigned mask = NSCommandKeyMask;
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if (key[strcspn(key, "-")]) {
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while (*key && *key != '-') {
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int c = tolower((unsigned char)*key);
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if (c == 's') {
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mask |= NSShiftKeyMask;
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} else if (c == 'o' || c == 'a') {
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mask |= NSAlternateKeyMask;
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}
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key++;
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}
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if (*key)
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key++;
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}
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item = [[item initWithTitle:[NSString stringWithCString:title]
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action:NULL
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keyEquivalent:[NSString stringWithCString:key]]
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autorelease];
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if (*key)
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[item setKeyEquivalentModifierMask: mask];
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[item setEnabled:YES];
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[item setTarget:target];
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[item setAction:action];
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[parent addItem:item];
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return item;
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}
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NSMenuItem *newitem(NSMenu *parent, char *title, char *key,
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id target, SEL action)
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{
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return initnewitem([NSMenuItem allocWithZone:[NSMenu menuZone]],
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parent, title, key, target, action);
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}
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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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NSWindow *sheet;
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config_item *cfg;
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int cfg_which;
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NSView **cfg_controls;
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int cfg_ncontrols;
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NSTextField *status;
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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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- (void)setStatusLine:(NSString *)text;
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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 :
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(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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{
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unsigned mod = [ev modifierFlags];
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[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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NSRect frame;
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int w, h;
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if (status) {
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frame = [status frame];
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frame.origin.y = frame.size.height;
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} else
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frame.origin.y = 0;
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frame.origin.x = 0;
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midend_size(me, &w, &h);
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frame.size.width = w;
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frame.size.height = h;
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fe.image = [[NSImage alloc] initWithSize:frame.size];
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[fe.image setFlipped:YES];
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fe.view = [[MyImageView alloc] initWithFrame: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 contentView] addSubview: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} }, rect2;
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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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/*
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* Create the status bar, which will just be an NSTextField.
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*/
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if (ourgame->wants_statusbar()) {
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status = [[NSTextField alloc] initWithFrame:NSMakeRect(0,0,100,50)];
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[status setEditable:NO];
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[status setSelectable:NO];
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[status setBordered:YES];
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[status setBezeled:YES];
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[status setBezelStyle:NSTextFieldSquareBezel];
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[status setDrawsBackground:YES];
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[[status cell] setTitle:@""];
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[status sizeToFit];
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rect2 = [status frame];
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rect.size.height += rect2.size.height;
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rect2.size.width = rect.size.width;
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rect2.origin.x = rect2.origin.y = 0;
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[status setFrame:rect2];
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} else
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status = nil;
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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:YES];
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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++) {
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fe.colours[i] = [[NSColor colorWithDeviceRed:colours[i*3]
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green:colours[i*3+1] blue:colours[i*3+2]
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alpha:1.0] retain];
|
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}
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}
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[self setupContentView];
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if (status)
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[[self contentView] addSubview:status];
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[self setIgnoresMouseEvents:NO];
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[self center]; /* :-) */
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return self;
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}
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- dealloc
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{
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int i;
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for (i = 0; i < fe.ncolours; i++) {
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[fe.colours[i] release];
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}
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sfree(fe.colours);
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midend_free(me);
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return [super dealloc];
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}
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- (void)processButton:(int)b x:(int)x y:(int)y
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{
|
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if (!midend_process_key(me, x, y, b))
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[self close];
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}
|
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|
- (void)keyDown:(NSEvent *)ev
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|
{
|
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NSString *s = [ev characters];
|
|
int i, n = [s length];
|
|
|
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for (i = 0; i < n; i++) {
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int c = [s characterAtIndex:i];
|
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|
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/*
|
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* ASCII gets passed straight to midend_process_key.
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* Anything above that has to be translated to our own
|
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* function key codes.
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|
*/
|
|
if (c >= 0x80) {
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switch (c) {
|
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case NSUpArrowFunctionKey:
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c = CURSOR_UP;
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break;
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case NSDownArrowFunctionKey:
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c = CURSOR_DOWN;
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break;
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case NSLeftArrowFunctionKey:
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c = CURSOR_LEFT;
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break;
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case NSRightArrowFunctionKey:
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c = CURSOR_RIGHT;
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break;
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default:
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continue;
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}
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|
}
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[self processButton:c x:-1 y:-1];
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}
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}
|
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- (void)activateTimer
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|
{
|
|
if (timer != nil)
|
|
return;
|
|
|
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timer = [NSTimer scheduledTimerWithTimeInterval:0.02
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target:self selector:@selector(timerTick:)
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userInfo:nil repeats:YES];
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gettimeofday(&last_time, NULL);
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}
|
|
|
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- (void)deactivateTimer
|
|
{
|
|
if (timer == nil)
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return;
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|
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[timer invalidate];
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timer = nil;
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}
|
|
|
|
- (void)timerTick:(id)sender
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|
{
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struct timeval now;
|
|
float elapsed;
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gettimeofday(&now, NULL);
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elapsed = ((now.tv_usec - last_time.tv_usec) * 0.000001F +
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(now.tv_sec - last_time.tv_sec));
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midend_timer(me, elapsed);
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last_time = now;
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}
|
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- (void)newGame:(id)sender
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{
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[self processButton:'n' x:-1 y:-1];
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}
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|
- (void)restartGame:(id)sender
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|
{
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|
[self processButton:'r' x:-1 y:-1];
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|
}
|
|
- (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;
|
|
|
|
if (status) {
|
|
NSRect frame = [status frame];
|
|
size.height += frame.size.height;
|
|
frame.size.width = size.width;
|
|
[status setFrame:frame];
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
- (void)startConfigureSheet:(int)which
|
|
{
|
|
NSButton *ok, *cancel;
|
|
int actw, acth, leftw, rightw, totalw, h, thish, y;
|
|
int k;
|
|
NSRect rect, tmprect;
|
|
const int SPACING = 16;
|
|
char *title;
|
|
config_item *i;
|
|
int cfg_controlsize;
|
|
NSTextField *tf;
|
|
NSButton *b;
|
|
NSPopUpButton *pb;
|
|
|
|
assert(sheet == NULL);
|
|
|
|
/*
|
|
* Every control we create here is going to have this size
|
|
* until we tell it to calculate a better one.
|
|
*/
|
|
tmprect = NSMakeRect(0, 0, 100, 50);
|
|
|
|
/*
|
|
* Set up OK and Cancel buttons. (Actually, MacOS doesn't seem
|
|
* to be fond of generic OK and Cancel wording, so I'm going to
|
|
* rename them to something nicer.)
|
|
*/
|
|
actw = acth = 0;
|
|
|
|
cancel = [[NSButton alloc] initWithFrame:tmprect];
|
|
[cancel setBezelStyle:NSRoundedBezelStyle];
|
|
[cancel setTitle:@"Abandon"];
|
|
[cancel setTarget:self];
|
|
[cancel setKeyEquivalent:@"\033"];
|
|
[cancel setAction:@selector(sheetCancelButton:)];
|
|
[cancel sizeToFit];
|
|
rect = [cancel frame];
|
|
if (actw < rect.size.width) actw = rect.size.width;
|
|
if (acth < rect.size.height) acth = rect.size.height;
|
|
|
|
ok = [[NSButton alloc] initWithFrame:tmprect];
|
|
[ok setBezelStyle:NSRoundedBezelStyle];
|
|
[ok setTitle:@"Accept"];
|
|
[ok setTarget:self];
|
|
[ok setKeyEquivalent:@"\r"];
|
|
[ok setAction:@selector(sheetOKButton:)];
|
|
[ok sizeToFit];
|
|
rect = [ok frame];
|
|
if (actw < rect.size.width) actw = rect.size.width;
|
|
if (acth < rect.size.height) acth = rect.size.height;
|
|
|
|
totalw = SPACING + 2 * actw;
|
|
h = 2 * SPACING + acth;
|
|
|
|
/*
|
|
* Now fetch the midend config data and go through it creating
|
|
* controls.
|
|
*/
|
|
cfg = midend_get_config(me, which, &title);
|
|
sfree(title); /* FIXME: should we use this somehow? */
|
|
cfg_which = which;
|
|
|
|
cfg_ncontrols = cfg_controlsize = 0;
|
|
cfg_controls = NULL;
|
|
leftw = rightw = 0;
|
|
for (i = cfg; i->type != C_END; i++) {
|
|
if (cfg_controlsize < cfg_ncontrols + 5) {
|
|
cfg_controlsize = cfg_ncontrols + 32;
|
|
cfg_controls = sresize(cfg_controls, cfg_controlsize, NSView *);
|
|
}
|
|
|
|
thish = 0;
|
|
|
|
switch (i->type) {
|
|
case C_STRING:
|
|
/*
|
|
* Two NSTextFields, one being a label and the other
|
|
* being an edit box.
|
|
*/
|
|
|
|
tf = [[NSTextField alloc] initWithFrame:tmprect];
|
|
[tf setEditable:NO];
|
|
[tf setSelectable:NO];
|
|
[tf setBordered:NO];
|
|
[tf setDrawsBackground:NO];
|
|
[[tf cell] setTitle:[NSString stringWithCString:i->name]];
|
|
[tf sizeToFit];
|
|
rect = [tf frame];
|
|
if (thish < rect.size.height + 1) thish = rect.size.height + 1;
|
|
if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
|
|
cfg_controls[cfg_ncontrols++] = tf;
|
|
|
|
/* We impose a minimum width on editable NSTextFields to
|
|
* stop them looking _completely_ silly. */
|
|
if (rightw < 75) rightw = 75;
|
|
|
|
tf = [[NSTextField alloc] initWithFrame:tmprect];
|
|
[tf setEditable:YES];
|
|
[tf setSelectable:YES];
|
|
[tf setBordered:YES];
|
|
[[tf cell] setTitle:[NSString stringWithCString:i->sval]];
|
|
[tf sizeToFit];
|
|
rect = [tf frame];
|
|
if (thish < rect.size.height + 1) thish = rect.size.height + 1;
|
|
if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
|
|
cfg_controls[cfg_ncontrols++] = tf;
|
|
break;
|
|
|
|
case C_BOOLEAN:
|
|
/*
|
|
* A checkbox is an NSButton with a type of
|
|
* NSSwitchButton.
|
|
*/
|
|
b = [[NSButton alloc] initWithFrame:tmprect];
|
|
[b setBezelStyle:NSRoundedBezelStyle];
|
|
[b setButtonType:NSSwitchButton];
|
|
[b setTitle:[NSString stringWithCString:i->name]];
|
|
[b sizeToFit];
|
|
[b setState:(i->ival ? NSOnState : NSOffState)];
|
|
rect = [b frame];
|
|
if (totalw < rect.size.width + 1) totalw = rect.size.width + 1;
|
|
if (thish < rect.size.height + 1) thish = rect.size.height + 1;
|
|
cfg_controls[cfg_ncontrols++] = b;
|
|
break;
|
|
|
|
case C_CHOICES:
|
|
/*
|
|
* A pop-up menu control is an NSPopUpButton, which
|
|
* takes an embedded NSMenu. We also need an
|
|
* NSTextField to act as a label.
|
|
*/
|
|
|
|
tf = [[NSTextField alloc] initWithFrame:tmprect];
|
|
[tf setEditable:NO];
|
|
[tf setSelectable:NO];
|
|
[tf setBordered:NO];
|
|
[tf setDrawsBackground:NO];
|
|
[[tf cell] setTitle:[NSString stringWithCString:i->name]];
|
|
[tf sizeToFit];
|
|
rect = [tf frame];
|
|
if (thish < rect.size.height + 1) thish = rect.size.height + 1;
|
|
if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
|
|
cfg_controls[cfg_ncontrols++] = tf;
|
|
|
|
pb = [[NSPopUpButton alloc] initWithFrame:tmprect pullsDown:NO];
|
|
[pb setBezelStyle:NSRoundedBezelStyle];
|
|
{
|
|
char c, *p;
|
|
|
|
p = i->sval;
|
|
c = *p++;
|
|
while (*p) {
|
|
char *q;
|
|
|
|
q = p;
|
|
while (*p && *p != c) p++;
|
|
|
|
[pb addItemWithTitle:[NSString stringWithCString:q
|
|
length:p-q]];
|
|
|
|
if (*p) p++;
|
|
}
|
|
}
|
|
[pb selectItemAtIndex:i->ival];
|
|
[pb sizeToFit];
|
|
|
|
rect = [pb frame];
|
|
if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
|
|
if (thish < rect.size.height + 1) thish = rect.size.height + 1;
|
|
cfg_controls[cfg_ncontrols++] = pb;
|
|
break;
|
|
}
|
|
|
|
h += SPACING + thish;
|
|
}
|
|
|
|
if (totalw < leftw + SPACING + rightw)
|
|
totalw = leftw + SPACING + rightw;
|
|
if (totalw > leftw + SPACING + rightw) {
|
|
int excess = totalw - (leftw + SPACING + rightw);
|
|
int leftexcess = leftw * excess / (leftw + rightw);
|
|
int rightexcess = excess - leftexcess;
|
|
leftw += leftexcess;
|
|
rightw += rightexcess;
|
|
}
|
|
|
|
/*
|
|
* Now go through the list again, setting the final position
|
|
* for each control.
|
|
*/
|
|
k = 0;
|
|
y = h;
|
|
for (i = cfg; i->type != C_END; i++) {
|
|
y -= SPACING;
|
|
thish = 0;
|
|
switch (i->type) {
|
|
case C_STRING:
|
|
case C_CHOICES:
|
|
/*
|
|
* These two are treated identically, since both expect
|
|
* a control on the left and another on the right.
|
|
*/
|
|
rect = [cfg_controls[k] frame];
|
|
if (thish < rect.size.height + 1)
|
|
thish = rect.size.height + 1;
|
|
rect = [cfg_controls[k+1] frame];
|
|
if (thish < rect.size.height + 1)
|
|
thish = rect.size.height + 1;
|
|
rect = [cfg_controls[k] frame];
|
|
rect.origin.y = y - thish/2 - rect.size.height/2;
|
|
rect.origin.x = SPACING;
|
|
rect.size.width = leftw;
|
|
[cfg_controls[k] setFrame:rect];
|
|
rect = [cfg_controls[k+1] frame];
|
|
rect.origin.y = y - thish/2 - rect.size.height/2;
|
|
rect.origin.x = 2 * SPACING + leftw;
|
|
rect.size.width = rightw;
|
|
[cfg_controls[k+1] setFrame:rect];
|
|
k += 2;
|
|
break;
|
|
|
|
case C_BOOLEAN:
|
|
rect = [cfg_controls[k] frame];
|
|
if (thish < rect.size.height + 1)
|
|
thish = rect.size.height + 1;
|
|
rect.origin.y = y - thish/2 - rect.size.height/2;
|
|
rect.origin.x = SPACING;
|
|
rect.size.width = totalw;
|
|
[cfg_controls[k] setFrame:rect];
|
|
k++;
|
|
break;
|
|
}
|
|
y -= thish;
|
|
}
|
|
|
|
assert(k == cfg_ncontrols);
|
|
|
|
[cancel setFrame:NSMakeRect(SPACING+totalw/4-actw/2, SPACING, actw, acth)];
|
|
[ok setFrame:NSMakeRect(SPACING+3*totalw/4-actw/2, SPACING, actw, acth)];
|
|
|
|
sheet = [[NSWindow alloc]
|
|
initWithContentRect:NSMakeRect(0,0,totalw + 2*SPACING,h)
|
|
styleMask:NSTitledWindowMask | NSClosableWindowMask
|
|
backing:NSBackingStoreBuffered
|
|
defer:YES];
|
|
|
|
[[sheet contentView] addSubview:cancel];
|
|
[[sheet contentView] addSubview:ok];
|
|
|
|
for (k = 0; k < cfg_ncontrols; k++)
|
|
[[sheet contentView] addSubview:cfg_controls[k]];
|
|
|
|
[NSApp beginSheet:sheet modalForWindow:self
|
|
modalDelegate:nil didEndSelector:nil contextInfo:nil];
|
|
}
|
|
|
|
- (void)specificGame:(id)sender
|
|
{
|
|
[self startConfigureSheet:CFG_SEED];
|
|
}
|
|
|
|
- (void)customGameType:(id)sender
|
|
{
|
|
[self startConfigureSheet:CFG_SETTINGS];
|
|
}
|
|
|
|
- (void)sheetEndWithStatus:(BOOL)update
|
|
{
|
|
assert(sheet != NULL);
|
|
[NSApp endSheet:sheet];
|
|
[sheet orderOut:self];
|
|
sheet = NULL;
|
|
if (update) {
|
|
int k;
|
|
config_item *i;
|
|
char *error;
|
|
|
|
k = 0;
|
|
for (i = cfg; i->type != C_END; i++) {
|
|
switch (i->type) {
|
|
case C_STRING:
|
|
sfree(i->sval);
|
|
i->sval = dupstr([[[(id)cfg_controls[k+1] cell]
|
|
title] cString]);
|
|
k += 2;
|
|
break;
|
|
case C_BOOLEAN:
|
|
i->ival = [(id)cfg_controls[k] state] == NSOnState;
|
|
k++;
|
|
break;
|
|
case C_CHOICES:
|
|
i->ival = [(id)cfg_controls[k+1] indexOfSelectedItem];
|
|
k += 2;
|
|
break;
|
|
}
|
|
}
|
|
|
|
error = midend_set_config(me, cfg_which, cfg);
|
|
if (error) {
|
|
NSAlert *alert = [[[NSAlert alloc] init] autorelease];
|
|
[alert addButtonWithTitle:@"Bah"];
|
|
[alert setInformativeText:[NSString stringWithCString:error]];
|
|
[alert beginSheetModalForWindow:self modalDelegate:nil
|
|
didEndSelector:nil contextInfo:nil];
|
|
} else {
|
|
midend_new_game(me);
|
|
[self resizeForNewGameParams];
|
|
}
|
|
}
|
|
sfree(cfg_controls);
|
|
cfg_controls = NULL;
|
|
}
|
|
- (void)sheetOKButton:(id)sender
|
|
{
|
|
[self sheetEndWithStatus:YES];
|
|
}
|
|
- (void)sheetCancelButton:(id)sender
|
|
{
|
|
[self sheetEndWithStatus:NO];
|
|
}
|
|
|
|
- (void)setStatusLine:(NSString *)text
|
|
{
|
|
[[status cell] setTitle:text];
|
|
}
|
|
|
|
@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: 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)
|
|
{
|
|
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];
|
|
}
|
|
|
|
void status_bar(frontend *fe, char *text)
|
|
{
|
|
[fe->window setStatusLine:[NSString stringWithCString:text]];
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* AppController: the object which receives the messages from all
|
|
* menu selections that aren't standard OS X functions.
|
|
*/
|
|
@interface AppController : NSObject
|
|
{
|
|
}
|
|
- (void)newGame:(id)sender;
|
|
@end
|
|
|
|
@implementation AppController
|
|
|
|
- (void)newGame:(id)sender
|
|
{
|
|
const game *g = [sender getPayload];
|
|
id win;
|
|
|
|
win = [[GameWindow alloc] initWithGame:g];
|
|
[win makeKeyAndOrderFront:self];
|
|
}
|
|
|
|
- (NSMenu *)applicationDockMenu:(NSApplication *)sender
|
|
{
|
|
NSMenu *menu = newmenu("Dock Menu");
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < gamecount; i++) {
|
|
id item =
|
|
initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
|
|
menu, gamelist[i]->name, "", self,
|
|
@selector(newGame:));
|
|
[item setPayload:(void *)gamelist[i]];
|
|
}
|
|
}
|
|
return menu;
|
|
}
|
|
|
|
@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 setDelegate:controller];
|
|
|
|
[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:));
|
|
|
|
menu = newsubmenu([NSApp mainMenu], "Help");
|
|
item = newitem(menu, "Puzzles Help", "?", NSApp, @selector(showHelp:));
|
|
|
|
[NSApp run];
|
|
[pool release];
|
|
}
|