mirror of
git://git.tartarus.org/simon/puzzles.git
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Files
656 lines
16 KiB
Objective-C
656 lines
16 KiB
Objective-C
/*
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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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* - preset selection. Should be reasonably simple: just a matter
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* of dynamically frobbing the menu bar.
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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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* - needs an icon.
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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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* - some options in the Window menu! Close and Minimise, I think,
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* at least.
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*
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* - more Mac-ish key bindings. I suspect, for example, that Undo
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* should be Command-Z as well as (or even instead of?) Ctrl-Z.
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*
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* - Which reminds me, commands like Undo and Redo also ought to
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* be available from the menus. Actually, the sensible thing is
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* probably to go and look at the menus on Unix and make sure
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* everything is there.
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*
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* - see if we can do anything to one-button-ise the puzzle UIs.
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* Some are fine as is (Sixteen, Fifteen, Rectangles, Netslide,
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* Cube), some are a little unwieldy with Command-clicking
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* (Pattern), and some are utterly horrid (Net).
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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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#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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* 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 :
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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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- (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++) {
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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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fe.image = [[NSImage alloc] initWithSize:rect.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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[self setContentView:fe.view];
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[self setIgnoresMouseEvents:NO];
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midend_redraw(me);
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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];
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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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* 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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*/
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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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{
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if (timer != nil)
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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
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{
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if (timer == nil)
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return;
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[timer invalidate];
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timer = nil;
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}
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- (void)timerTick:(id)sender
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{
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struct timeval now;
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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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@end
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/*
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* Drawing routines called by the midend.
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*/
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void draw_polygon(frontend *fe, int *coords, int npoints,
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int fill, int colour)
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{
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NSBezierPath *path = [NSBezierPath bezierPath];
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int i;
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[[NSGraphicsContext currentContext] setShouldAntialias:YES];
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assert(colour >= 0 && colour < fe->ncolours);
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[fe->colours[colour] set];
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for (i = 0; i < npoints; i++) {
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NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
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if (i == 0)
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[path moveToPoint:p];
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else
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[path lineToPoint:p];
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}
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[path closePath];
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if (fill)
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[path fill];
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else
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[path stroke];
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}
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void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
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{
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NSBezierPath *path = [NSBezierPath bezierPath];
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NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, y2 + 0.5 };
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[[NSGraphicsContext currentContext] setShouldAntialias:NO];
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assert(colour >= 0 && colour < fe->ncolours);
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[fe->colours[colour] set];
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[path moveToPoint:p1];
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[path lineToPoint:p2];
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[path stroke];
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}
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void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
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{
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NSRect r = { {x,y}, {w,h} };
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[[NSGraphicsContext currentContext] setShouldAntialias:NO];
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assert(colour >= 0 && colour < fe->ncolours);
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[fe->colours[colour] set];
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NSRectFill(r);
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}
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void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
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int align, int colour, char *text)
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{
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NSString *string = [NSString stringWithCString:text];
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NSDictionary *attr;
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NSFont *font;
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NSSize size;
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NSPoint point;
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[[NSGraphicsContext currentContext] setShouldAntialias:YES];
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assert(colour >= 0 && colour < fe->ncolours);
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if (fonttype == FONT_FIXED)
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font = [NSFont userFixedPitchFontOfSize:fontsize];
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else
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font = [NSFont userFontOfSize:fontsize];
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attr = [NSDictionary dictionaryWithObjectsAndKeys:
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fe->colours[colour], NSForegroundColorAttributeName,
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font, NSFontAttributeName, nil];
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point.x = x;
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point.y = y;
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size = [string sizeWithAttributes:attr];
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if (align & ALIGN_HRIGHT)
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point.x -= size.width;
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else if (align & ALIGN_HCENTRE)
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point.x -= size.width / 2;
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if (align & ALIGN_VCENTRE)
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point.y -= size.height / 2;
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[string drawAtPoint:point withAttributes:attr];
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}
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void draw_update(frontend *fe, int x, int y, int w, int h)
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{
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/* FIXME */
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}
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void clip(frontend *fe, int x, int y, int w, int h)
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{
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NSRect r = { {x,y}, {w,h} };
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if (!fe->clipped)
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[[NSGraphicsContext currentContext] saveGraphicsState];
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[NSBezierPath clipRect:r];
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fe->clipped = TRUE;
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}
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void unclip(frontend *fe)
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{
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if (fe->clipped)
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[[NSGraphicsContext currentContext] restoreGraphicsState];
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fe->clipped = FALSE;
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}
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void start_draw(frontend *fe)
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{
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[fe->image lockFocus];
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fe->clipped = FALSE;
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}
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void end_draw(frontend *fe)
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{
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[fe->image unlockFocus];
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[fe->view setNeedsDisplay];
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}
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void deactivate_timer(frontend *fe)
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{
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[fe->window deactivateTimer];
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}
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void activate_timer(frontend *fe)
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{
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[fe->window activateTimer];
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}
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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];
|
|
|
|
[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);
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Tiny extension to NSMenuItem which carries a payload of a `const
|
|
* game *', allowing our AppController to work out _which_ game
|
|
* needs to be launched when it receives a newGame message.
|
|
*/
|
|
@interface GameMenuItem : NSMenuItem
|
|
{
|
|
const game *ourgame;
|
|
}
|
|
- (void)setGame:(const game *)g;
|
|
- (const game *)getGame;
|
|
@end
|
|
@implementation GameMenuItem
|
|
- (void)setGame:(const game *)g
|
|
{
|
|
ourgame = g;
|
|
}
|
|
- (const game *)getGame
|
|
{
|
|
return ourgame;
|
|
}
|
|
@end
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* 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 getGame];
|
|
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;
|
|
|
|
pool = [[NSAutoreleasePool alloc] init];
|
|
[NSApplication sharedApplication];
|
|
|
|
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], "Game");
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < gamecount; i++) {
|
|
id item =
|
|
initnewitem([GameMenuItem allocWithZone:[NSMenu menuZone]],
|
|
menu, gamelist[i]->name, "", controller,
|
|
@selector(newGame:));
|
|
[item setGame:gamelist[i]];
|
|
}
|
|
}
|
|
|
|
menu = newsubmenu([NSApp mainMenu], "Windows");
|
|
[NSApp setWindowsMenu: menu];
|
|
|
|
[NSApp run];
|
|
[pool release];
|
|
}
|