Files
puzzles/macosx.m
Simon Tatham 84a73c30ac Update TODO.
[originally from svn r5174]
2005-01-22 18:46:51 +00:00

656 lines
16 KiB
Objective-C

/*
* Mac OS X / Cocoa front end to puzzles.
*
* TODO:
*
* - status bar support.
*
* - preset selection. Should be reasonably simple: just a matter
* of dynamically frobbing the menu bar.
*
* - configurability. Will no doubt involve learning all about the
* dialog control side of Cocoa.
*
* - needs an icon.
*
* - not sure what I should be doing about default window
* placement. Centring new windows is a bit feeble, but what's
* better? Is there a standard way to tell the OS "here's the
* _size_ of window I want, now use your best judgment about the
* initial position"?
*
* - a brief frob of the Mac numeric keypad suggests that it
* generates numbers no matter what you do. I wonder if I should
* try to figure out a way of detecting keypad codes so I can
* implement UP_LEFT and friends. Alternatively, perhaps I
* should simply assign the number keys to UP_LEFT et al?
* They're not in use for anything else right now.
*
* - proper fatal errors.
*
* - is there a better approach to frontend_default_colour?
*
* - some options in the Window menu! Close and Minimise, I think,
* at least.
*
* - more Mac-ish key bindings. I suspect, for example, that Undo
* should be Command-Z as well as (or even instead of?) Ctrl-Z.
*
* - Which reminds me, commands like Undo and Redo also ought to
* be available from the menus. Actually, the sensible thing is
* probably to go and look at the menus on Unix and make sure
* everything is there.
*
* - see if we can do anything to one-button-ise the puzzle UIs.
* Some are fine as is (Sixteen, Fifteen, Rectangles, Netslide,
* Cube), some are a little unwieldy with Command-clicking
* (Pattern), and some are utterly horrid (Net).
*
* - Find out how to do help, and do some. We have a help file; at
* _worst_ this should involve a new Halibut back end, but I
* think help is HTML round here anyway so perhaps we can work
* with what we already have.
*/
#include <ctype.h>
#include <sys/time.h>
#import <Cocoa/Cocoa.h>
#include "puzzles.h"
void fatal(char *fmt, ...)
{
/* FIXME: This will do for testing, but should be GUI-ish instead. */
va_list ap;
fprintf(stderr, "fatal error: ");
va_start(ap, fmt);
vfprintf(stderr, fmt, ap);
va_end(ap);
fprintf(stderr, "\n");
exit(1);
}
void frontend_default_colour(frontend *fe, float *output)
{
/* FIXME */
output[0] = output[1] = output[2] = 0.8F;
}
void status_bar(frontend *fe, char *text)
{
/* FIXME */
}
void get_random_seed(void **randseed, int *randseedsize)
{
time_t *tp = snew(time_t);
time(tp);
*randseed = (void *)tp;
*randseedsize = sizeof(time_t);
}
/* ----------------------------------------------------------------------
* The front end presented to midend.c.
*
* This is mostly a subclass of NSWindow. The actual `frontend'
* structure passed to the midend contains a variety of pointers,
* including that window object but also including the image we
* draw on, an ImageView to display it in the window, and so on.
*/
@class GameWindow;
@class MyImageView;
struct frontend {
GameWindow *window;
NSImage *image;
MyImageView *view;
NSColor **colours;
int ncolours;
int clipped;
};
@interface MyImageView : NSImageView
{
GameWindow *ourwin;
}
- (void)setWindow:(GameWindow *)win;
- (BOOL)isFlipped;
- (void)mouseEvent:(NSEvent *)ev button:(int)b;
- (void)mouseDown:(NSEvent *)ev;
- (void)mouseDragged:(NSEvent *)ev;
- (void)mouseUp:(NSEvent *)ev;
- (void)rightMouseDown:(NSEvent *)ev;
- (void)rightMouseDragged:(NSEvent *)ev;
- (void)rightMouseUp:(NSEvent *)ev;
- (void)otherMouseDown:(NSEvent *)ev;
- (void)otherMouseDragged:(NSEvent *)ev;
- (void)otherMouseUp:(NSEvent *)ev;
@end
@interface GameWindow : NSWindow
{
const game *ourgame;
midend_data *me;
struct frontend fe;
struct timeval last_time;
NSTimer *timer;
}
- (id)initWithGame:(const game *)g;
- dealloc;
- (void)processButton:(int)b x:(int)x y:(int)y;
- (void)keyDown:(NSEvent *)ev;
- (void)activateTimer;
- (void)deactivateTimer;
@end
@implementation MyImageView
- (void)setWindow:(GameWindow *)win
{
ourwin = win;
}
- (BOOL)isFlipped
{
return YES;
}
- (void)mouseEvent:(NSEvent *)ev button:(int)b
{
NSPoint point = [self convertPoint:[ev locationInWindow] fromView:nil];
[ourwin processButton:b x:point.x y:point.y];
}
- (void)mouseDown:(NSEvent *)ev
{
unsigned mod = [ev modifierFlags];
[self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_BUTTON :
(mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
LEFT_BUTTON)];
}
- (void)mouseDragged:(NSEvent *)ev
{
unsigned mod = [ev modifierFlags];
[self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_DRAG :
(mod & NSShiftKeyMask) ? MIDDLE_DRAG :
LEFT_DRAG)];
}
- (void)mouseUp:(NSEvent *)ev
{
unsigned mod = [ev modifierFlags];
[self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_RELEASE :
(mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
LEFT_RELEASE)];
}
- (void)rightMouseDown:(NSEvent *)ev
{
unsigned mod = [ev modifierFlags];
[self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
RIGHT_BUTTON)];
}
- (void)rightMouseDragged:(NSEvent *)ev
{
unsigned mod = [ev modifierFlags];
[self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_DRAG :
RIGHT_DRAG)];
}
- (void)rightMouseUp:(NSEvent *)ev
{
unsigned mod = [ev modifierFlags];
[self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
RIGHT_RELEASE)];
}
- (void)otherMouseDown:(NSEvent *)ev
{
[self mouseEvent:ev button:MIDDLE_BUTTON];
}
- (void)otherMouseDragged:(NSEvent *)ev
{
[self mouseEvent:ev button:MIDDLE_DRAG];
}
- (void)otherMouseUp:(NSEvent *)ev
{
[self mouseEvent:ev button:MIDDLE_RELEASE];
}
@end
@implementation GameWindow
- (id)initWithGame:(const game *)g
{
NSRect rect = { {0,0}, {0,0} };
int w, h;
ourgame = g;
fe.window = self;
me = midend_new(&fe, ourgame);
/*
* If we ever need to open a fresh window using a provided game
* ID, I think the right thing is to move most of this method
* into a new initWithGame:gameID: method, and have
* initWithGame: simply call that one and pass it NULL.
*/
midend_new_game(me);
midend_size(me, &w, &h);
rect.size.width = w;
rect.size.height = h;
self = [super initWithContentRect:rect
styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
NSClosableWindowMask)
backing:NSBackingStoreBuffered
defer:true];
[self setTitle:[NSString stringWithCString:ourgame->name]];
{
float *colours;
int i, ncolours;
colours = midend_colours(me, &ncolours);
fe.ncolours = ncolours;
fe.colours = snewn(ncolours, NSColor *);
for (i = 0; i < ncolours; i++) {
fe.colours[i] = [[NSColor colorWithDeviceRed:colours[i*3]
green:colours[i*3+1] blue:colours[i*3+2]
alpha:1.0] retain];
}
}
fe.image = [[NSImage alloc] initWithSize:rect.size];
[fe.image setFlipped:YES];
fe.view = [[MyImageView alloc]
initWithFrame:[self contentRectForFrameRect:[self frame]]];
[fe.view setImage:fe.image];
[fe.view setWindow:self];
[self setContentView:fe.view];
[self setIgnoresMouseEvents:NO];
midend_redraw(me);
[self center]; /* :-) */
return self;
}
- dealloc
{
int i;
for (i = 0; i < fe.ncolours; i++) {
[fe.colours[i] release];
}
sfree(fe.colours);
midend_free(me);
return [super dealloc];
}
- (void)processButton:(int)b x:(int)x y:(int)y
{
if (!midend_process_key(me, x, y, b))
[self close];
}
- (void)keyDown:(NSEvent *)ev
{
NSString *s = [ev characters];
int i, n = [s length];
for (i = 0; i < n; i++) {
int c = [s characterAtIndex:i];
/*
* ASCII gets passed straight to midend_process_key.
* Anything above that has to be translated to our own
* function key codes.
*/
if (c >= 0x80) {
switch (c) {
case NSUpArrowFunctionKey:
c = CURSOR_UP;
break;
case NSDownArrowFunctionKey:
c = CURSOR_DOWN;
break;
case NSLeftArrowFunctionKey:
c = CURSOR_LEFT;
break;
case NSRightArrowFunctionKey:
c = CURSOR_RIGHT;
break;
default:
continue;
}
}
[self processButton:c x:-1 y:-1];
}
}
- (void)activateTimer
{
if (timer != nil)
return;
timer = [NSTimer scheduledTimerWithTimeInterval:0.02
target:self selector:@selector(timerTick:)
userInfo:nil repeats:YES];
gettimeofday(&last_time, NULL);
}
- (void)deactivateTimer
{
if (timer == nil)
return;
[timer invalidate];
timer = nil;
}
- (void)timerTick:(id)sender
{
struct timeval now;
float elapsed;
gettimeofday(&now, NULL);
elapsed = ((now.tv_usec - last_time.tv_usec) * 0.000001F +
(now.tv_sec - last_time.tv_sec));
midend_timer(me, elapsed);
last_time = now;
}
@end
/*
* Drawing routines called by the midend.
*/
void draw_polygon(frontend *fe, int *coords, int npoints,
int fill, int colour)
{
NSBezierPath *path = [NSBezierPath bezierPath];
int i;
[[NSGraphicsContext currentContext] setShouldAntialias:YES];
assert(colour >= 0 && colour < fe->ncolours);
[fe->colours[colour] set];
for (i = 0; i < npoints; i++) {
NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
if (i == 0)
[path moveToPoint:p];
else
[path lineToPoint:p];
}
[path closePath];
if (fill)
[path fill];
else
[path stroke];
}
void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
{
NSBezierPath *path = [NSBezierPath bezierPath];
NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, y2 + 0.5 };
[[NSGraphicsContext currentContext] setShouldAntialias:NO];
assert(colour >= 0 && colour < fe->ncolours);
[fe->colours[colour] set];
[path moveToPoint:p1];
[path lineToPoint:p2];
[path stroke];
}
void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
{
NSRect r = { {x,y}, {w,h} };
[[NSGraphicsContext currentContext] setShouldAntialias:NO];
assert(colour >= 0 && colour < fe->ncolours);
[fe->colours[colour] set];
NSRectFill(r);
}
void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
int align, int colour, char *text)
{
NSString *string = [NSString stringWithCString:text];
NSDictionary *attr;
NSFont *font;
NSSize size;
NSPoint point;
[[NSGraphicsContext currentContext] setShouldAntialias:YES];
assert(colour >= 0 && colour < fe->ncolours);
if (fonttype == FONT_FIXED)
font = [NSFont userFixedPitchFontOfSize:fontsize];
else
font = [NSFont userFontOfSize:fontsize];
attr = [NSDictionary dictionaryWithObjectsAndKeys:
fe->colours[colour], NSForegroundColorAttributeName,
font, NSFontAttributeName, nil];
point.x = x;
point.y = y;
size = [string sizeWithAttributes:attr];
if (align & ALIGN_HRIGHT)
point.x -= size.width;
else if (align & ALIGN_HCENTRE)
point.x -= size.width / 2;
if (align & ALIGN_VCENTRE)
point.y -= size.height / 2;
[string drawAtPoint:point withAttributes:attr];
}
void draw_update(frontend *fe, int x, int y, int w, int h)
{
/* FIXME */
}
void clip(frontend *fe, int x, int y, int w, int h)
{
NSRect r = { {x,y}, {w,h} };
if (!fe->clipped)
[[NSGraphicsContext currentContext] saveGraphicsState];
[NSBezierPath clipRect:r];
fe->clipped = TRUE;
}
void unclip(frontend *fe)
{
if (fe->clipped)
[[NSGraphicsContext currentContext] restoreGraphicsState];
fe->clipped = FALSE;
}
void start_draw(frontend *fe)
{
[fe->image lockFocus];
fe->clipped = FALSE;
}
void end_draw(frontend *fe)
{
[fe->image unlockFocus];
[fe->view setNeedsDisplay];
}
void deactivate_timer(frontend *fe)
{
[fe->window deactivateTimer];
}
void activate_timer(frontend *fe)
{
[fe->window activateTimer];
}
/* ----------------------------------------------------------------------
* Utility routines for constructing OS X menus.
~|~ */
NSMenu *newmenu(const char *title)
{
return [[[NSMenu allocWithZone:[NSMenu menuZone]]
initWithTitle:[NSString stringWithCString:title]]
autorelease];
}
NSMenu *newsubmenu(NSMenu *parent, const char *title)
{
NSMenuItem *item;
NSMenu *child;
item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]]
initWithTitle:[NSString stringWithCString:title]
action:NULL
keyEquivalent:@""]
autorelease];
child = newmenu(title);
[item setEnabled:YES];
[item setSubmenu:child];
[parent addItem:item];
return child;
}
id initnewitem(NSMenuItem *item, NSMenu *parent, const char *title,
const char *key, id target, SEL action)
{
unsigned mask = NSCommandKeyMask;
if (key[strcspn(key, "-")]) {
while (*key && *key != '-') {
int c = tolower((unsigned char)*key);
if (c == 's') {
mask |= NSShiftKeyMask;
} else if (c == 'o' || c == 'a') {
mask |= NSAlternateKeyMask;
}
key++;
}
if (*key)
key++;
}
item = [[item initWithTitle:[NSString stringWithCString:title]
action:NULL
keyEquivalent:[NSString stringWithCString:key]]
autorelease];
if (*key)
[item setKeyEquivalentModifierMask: mask];
[item setEnabled:YES];
[item setTarget:target];
[item setAction:action];
[parent addItem:item];
return item;
}
NSMenuItem *newitem(NSMenu *parent, char *title, char *key,
id target, SEL action)
{
return initnewitem([NSMenuItem allocWithZone:[NSMenu menuZone]],
parent, title, key, target, action);
}
/* ----------------------------------------------------------------------
* 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];
}