Files
puzzles/osx.m
Franklin Wei a8b544d2aa Add USE_DRAW_POLYGON_FALLBACK build option for testing.
This new option, when enabled, forces the in-tree front ends
(Emcscripten, GTK, NestedVM, OS X, and Windows) to use the recently
introduced draw_polygon_fallback() in place of their native
draw_poly(). This will enable easy testing of this function in the
future.

This new option is off by default. To enable it, run CMake as:

$ cmake -DUSE_DRAW_POLYGON_FALLBACK=on

Note that I did _not_ update the Postscript frontend (ps.c) to use
this new option, as I don't think draw_polygon_fallback() would work
at all in Postscript, where the drawing units are no longer guaranteed
to be pixels. The envisioned use case for this option is a developer
testing changes to this function for sanity and/or performance, which
I only foresee happening on a standard GUI front end.
2024-08-15 08:45:59 +01:00

1941 lines
52 KiB
Objective-C

/*
* Mac OS X / Cocoa front end to puzzles.
*
* Still to do:
*
* - I'd like to be able to call up context help for a specific
* game at a time.
*
* Mac interface issues that possibly could be done better:
*
* - is there a better approach to frontend_default_colour?
*
* - do we need any more options in the Window menu?
*
* - can / should we be doing anything with the titles of the
* configuration boxes?
*
* - 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"?
* + there's a standard _policy_ on window placement, given in
* the HI guidelines. Have to implement it ourselves though,
* bah.
*
* - 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.
*
* - see if we can do anything to one-button-ise the multi-button
* dependent puzzle UIs:
* - Pattern is a _little_ unwieldy but not too bad (since
* generally you never need the middle button unless you've
* made a mistake, so it's just click versus command-click).
* - Net is utterly vile; having normal click be one rotate and
* command-click be the other introduces a horrid asymmetry,
* and yet requiring a shift key for _each_ click would be
* even worse because rotation feels as if it ought to be the
* default action. I fear this is why the Flash Net had the
* UI it did...
* + I've tried out an alternative dragging interface for
* Net; it might work nicely for stylus-based platforms
* where you have better hand/eye feedback for the thing
* you're clicking on, but it's rather unwieldy on the
* Mac. I fear even shift-clicking is better than that.
*
* - Should we _return_ to a game configuration sheet once an
* error is reported by midend_set_config, to allow the user to
* correct the one faulty input and keep the other five OK ones?
* The Apple `one sheet at a time' restriction would require me
* to do this by closing the config sheet, opening the alert
* sheet, and then reopening the config sheet when the alert is
* closed; and the human interface types, who presumably
* invented the one-sheet-at-a-time rule for good reasons, might
* look with disfavour on me trying to get round them to fake a
* nested sheet. On the other hand I think there are good
* practical reasons for wanting it that way. Uncertain.
*
* - User feedback dislikes nothing happening when you start the
* app; they suggest a finder-like window containing an icon for
* each puzzle type, enabling you to start one easily. Needs
* thought.
*
* Grotty implementation details that could probably be improved:
*
* - I am _utterly_ unconvinced that NSImageView was the right way
* to go about having a window with a reliable backing store! It
* just doesn't feel right; NSImageView is a _control_. Is there
* a simpler way?
*
* - Resizing is currently very bad; rather than bother to work
* out how to resize the NSImageView, I just splatter and
* recreate it.
*/
#ifndef COMBINED
#error Expected -DCOMBINED to come from the makefile
#endif
#include <ctype.h>
#include <time.h>
#include <fcntl.h>
#include <sys/stat.h>
#include <sys/time.h>
#import <Cocoa/Cocoa.h>
#include "puzzles.h"
/* ----------------------------------------------------------------------
* Global variables.
*/
/*
* The `Type' menu. We frob this dynamically to allow the user to
* choose a preset set of settings from the current game.
*/
NSMenu *typemenu;
/*
* Forward reference.
*/
extern const struct drawing_api osx_drawing;
/*
* The NSApplication shared instance, which I'll want to refer to from
* a few places here and there.
*/
NSApplication *app;
/* ----------------------------------------------------------------------
* Miscellaneous support routines that aren't part of any object or
* clearly defined subsystem.
*/
void fatal(const char *fmt, ...)
{
va_list ap;
char errorbuf[2048];
NSAlert *alert;
va_start(ap, fmt);
vsnprintf(errorbuf, lenof(errorbuf), fmt, ap);
va_end(ap);
alert = [NSAlert alloc];
/*
* We may have come here because we ran out of memory, in which
* case it's entirely likely that that alloc will fail, so we
* should have a fallback of some sort.
*/
if (!alert) {
fprintf(stderr, "fatal error (and NSAlert failed): %s\n", errorbuf);
} else {
alert = [[alert init] autorelease];
[alert addButtonWithTitle:@"Oh dear"];
[alert setInformativeText:[NSString stringWithUTF8String:errorbuf]];
[alert runModal];
}
exit(1);
}
void frontend_default_colour(frontend *fe, float *output)
{
/* FIXME: Is there a system default we can tap into for this? */
output[0] = output[1] = output[2] = 0.8F;
}
void get_random_seed(void **randseed, int *randseedsize)
{
time_t *tp = snew(time_t);
time(tp);
*randseed = (void *)tp;
*randseedsize = sizeof(time_t);
}
static void savefile_write(void *wctx, const void *buf, int len)
{
FILE *fp = (FILE *)wctx;
fwrite(buf, 1, len, fp);
}
static bool savefile_read(void *wctx, void *buf, int len)
{
FILE *fp = (FILE *)wctx;
int ret;
ret = fread(buf, 1, len, fp);
return (ret == len);
}
/*
* Since this front end does not support printing (yet), we need
* this stub to satisfy the reference in midend_print_puzzle().
*/
void document_add_puzzle(document *doc, const game *game, game_params *par,
game_ui *ui, game_state *st, game_state *st2)
{
}
static char *prefs_dir(void)
{
const char *var;
if ((var = getenv("SGT_PUZZLES_DIR")) != NULL)
return dupstr(var);
if ((var = getenv("HOME")) != NULL) {
size_t size = strlen(var) + 128;
char *dir = snewn(size, char);
sprintf(dir, "%s/Library/Application Support/"
"Simon Tatham's Portable Puzzle Collection", var);
return dir;
}
return NULL;
}
static char *prefs_path_general(const game *game, const char *suffix)
{
char *dir, *path;
dir = prefs_dir();
if (!dir)
return NULL;
path = make_prefs_path(dir, "/", game, suffix);
sfree(dir);
return path;
}
static char *prefs_path(const game *game)
{
return prefs_path_general(game, ".conf");
}
static char *prefs_tmp_path(const game *game)
{
return prefs_path_general(game, ".conf.tmp");
}
static void load_prefs(midend *me)
{
const game *game = midend_which_game(me);
char *path = prefs_path(game);
if (!path)
return;
FILE *fp = fopen(path, "r");
if (!fp)
return;
const char *err = midend_load_prefs(me, savefile_read, fp);
fclose(fp);
if (err)
fprintf(stderr, "Unable to load preferences file %s:\n%s\n",
path, err);
sfree(path);
}
static char *save_prefs(midend *me)
{
const game *game = midend_which_game(me);
char *dir_path = prefs_dir();
char *file_path = prefs_path(game);
char *tmp_path = prefs_tmp_path(game);
int fd;
FILE *fp;
bool cleanup_dir = false, cleanup_tmpfile = false;
char *err = NULL;
if (!dir_path || !file_path || !tmp_path) {
sprintf(err = snewn(256, char),
"Unable to save preferences:\n"
"Could not determine pathname for configuration files");
goto out;
}
if (mkdir(dir_path, 0777) < 0) {
/* Ignore errors while trying to make the directory. It may
* well already exist, and even if we got some error code
* other than EEXIST, it's still worth at least _trying_ to
* make the file inside it, and see if that goes wrong. */
} else {
cleanup_dir = true;
}
fd = open(tmp_path, O_CREAT | O_WRONLY | O_TRUNC | O_EXCL, 0666);
if (fd < 0) {
const char *os_err = strerror(errno);
sprintf(err = snewn(256 + strlen(tmp_path) + strlen(os_err), char),
"Unable to save preferences:\n"
"Unable to create file '%s': %s", tmp_path, os_err);
goto out;
} else {
cleanup_tmpfile = true;
}
errno = 0;
fp = fdopen(fd, "w");
midend_save_prefs(me, savefile_write, fp);
fclose(fp);
if (errno) {
const char *os_err = strerror(errno);
sprintf(err = snewn(80 + strlen(tmp_path) + strlen(os_err), char),
"Unable to write file '%s': %s", tmp_path, os_err);
goto out;
}
if (rename(tmp_path, file_path) < 0) {
const char *os_err = strerror(errno);
sprintf(err = snewn(256 + strlen(tmp_path) + strlen(file_path) +
strlen(os_err), char),
"Unable to save preferences:\n"
"Unable to rename '%s' to '%s': %s", tmp_path, file_path,
os_err);
goto out;
} else {
cleanup_dir = false;
cleanup_tmpfile = false;
}
out:
if (cleanup_tmpfile) {
if (unlink(tmp_path) < 0) { /* can't do anything about this */ }
}
if (cleanup_dir) {
if (rmdir(dir_path) < 0) { /* can't do anything about this */ }
}
sfree(dir_path);
sfree(file_path);
sfree(tmp_path);
return err;
}
/*
* setAppleMenu isn't listed in the NSApplication header, but an
* NSApp responds to it, so we're adding it here to silence
* warnings. (This was removed from the headers in 10.4, so we
* only need to include it for 10.4+.)
*/
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1040
@interface NSApplication(NSAppleMenu)
- (void)setAppleMenu:(NSMenu *)menu;
@end
#endif
/* ----------------------------------------------------------------------
* Tiny extension to NSMenuItem which carries a payload of a `void
* *', allowing several menu items to invoke the same message but
* pass different data through it.
*/
@interface DataMenuItem : NSMenuItem
{
void *payload;
}
- (void)setPayload:(void *)d;
- (void *)getPayload;
@end
@implementation DataMenuItem
- (void)setPayload:(void *)d
{
payload = d;
}
- (void *)getPayload
{
return payload;
}
@end
/* ----------------------------------------------------------------------
* Utility routines for constructing OS X menus.
*/
NSMenu *newmenu(const char *title)
{
return [[[NSMenu allocWithZone:[NSMenu menuZone]]
initWithTitle:[NSString stringWithUTF8String:title]]
autorelease];
}
NSMenu *newsubmenu(NSMenu *parent, const char *title)
{
NSMenuItem *item;
NSMenu *child;
item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]]
initWithTitle:[NSString stringWithUTF8String: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 stringWithUTF8String:title]
action:NULL
keyEquivalent:[NSString stringWithUTF8String: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, const char *title, const char *key,
id target, SEL action)
{
return initnewitem([NSMenuItem allocWithZone:[NSMenu menuZone]],
parent, title, key, target, action);
}
/* ----------------------------------------------------------------------
* About box.
*/
@class AboutBox;
@interface AboutBox : NSWindow
{
}
- (id)init;
@end
@implementation AboutBox
- (id)init
{
NSRect totalrect;
NSView *views[16];
int nviews = 0;
NSImageView *iv;
NSTextField *tf;
NSFont *font1 = [NSFont systemFontOfSize:0];
NSFont *font2 = [NSFont boldSystemFontOfSize:[font1 pointSize] * 1.1];
const int border = 24;
int i;
double y;
/*
* Construct the controls that go in the About box.
*/
iv = [[NSImageView alloc] initWithFrame:NSMakeRect(0,0,64,64)];
[iv setImage:[NSImage imageNamed:@"NSApplicationIcon"]];
views[nviews++] = iv;
tf = [[NSTextField alloc]
initWithFrame:NSMakeRect(0,0,400,1)];
[tf setEditable:NO];
[tf setSelectable:NO];
[tf setBordered:NO];
[tf setDrawsBackground:NO];
[tf setFont:font2];
[tf setStringValue:@"Simon Tatham's Portable Puzzle Collection"];
[tf sizeToFit];
views[nviews++] = tf;
tf = [[NSTextField alloc]
initWithFrame:NSMakeRect(0,0,400,1)];
[tf setEditable:NO];
[tf setSelectable:NO];
[tf setBordered:NO];
[tf setDrawsBackground:NO];
[tf setFont:font1];
[tf setStringValue:[NSString stringWithUTF8String:ver]];
[tf sizeToFit];
views[nviews++] = tf;
/*
* Lay the controls out.
*/
totalrect = NSMakeRect(0,0,0,0);
for (i = 0; i < nviews; i++) {
NSRect r = [views[i] frame];
if (totalrect.size.width < r.size.width)
totalrect.size.width = r.size.width;
totalrect.size.height += border + r.size.height;
}
totalrect.size.width += 2 * border;
totalrect.size.height += border;
y = totalrect.size.height;
for (i = 0; i < nviews; i++) {
NSRect r = [views[i] frame];
r.origin.x = (totalrect.size.width - r.size.width) / 2;
y -= border + r.size.height;
r.origin.y = y;
[views[i] setFrame:r];
}
self = [super initWithContentRect:totalrect
styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
NSClosableWindowMask)
backing:NSBackingStoreBuffered
defer:YES];
for (i = 0; i < nviews; i++)
[[self contentView] addSubview:views[i]];
[self center]; /* :-) */
return self;
}
@end
/* ----------------------------------------------------------------------
* 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;
bool clipped;
int w, h;
};
@interface MyImageView : NSImageView
{
GameWindow *ourwin;
}
- (void)setWindow:(GameWindow *)win;
- (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 *me;
struct frontend fe;
struct timeval last_time;
NSTimer *timer;
NSWindow *sheet;
config_item *cfg;
int cfg_which;
NSView **cfg_controls;
int cfg_ncontrols;
NSTextField *status;
struct preset_menu *preset_menu;
NSMenuItem **preset_menu_items;
int n_preset_menu_items;
}
- (id)initWithGame:(const game *)g;
- (void)dealloc;
- (void)processButton:(int)b x:(int)x y:(int)y;
- (void)processKey:(int)b;
- (void)keyDown:(NSEvent *)ev;
- (void)activateTimer;
- (void)deactivateTimer;
- (void)setStatusLine:(const char *)text;
- (void)resizeForNewGameParams;
- (void)updateTypeMenuTick;
@end
@implementation MyImageView
- (void)setWindow:(GameWindow *)win
{
ourwin = win;
}
- (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
- (void)setupContentView
{
NSRect frame;
int w, h;
if (status) {
frame = [status frame];
frame.origin.y = frame.size.height;
} else
frame.origin.y = 0;
frame.origin.x = 0;
w = h = INT_MAX;
midend_size(me, &w, &h, false, 1.0);
frame.size.width = w;
frame.size.height = h;
fe.w = w;
fe.h = h;
fe.image = [[NSImage alloc] initWithSize:frame.size];
fe.view = [[MyImageView alloc] initWithFrame:frame];
[fe.view setImage:fe.image];
[fe.view setWindow:self];
midend_redraw(me);
[[self contentView] addSubview:fe.view];
}
- (id)initWithGame:(const game *)g
{
NSRect rect = { {0,0}, {0,0} }, rect2;
int w, h;
ourgame = g;
preset_menu = NULL;
preset_menu_items = NULL;
fe.window = self;
me = midend_new(&fe, ourgame, &osx_drawing, &fe);
load_prefs(me);
/*
* 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);
w = h = INT_MAX;
midend_size(me, &w, &h, false, 1.0);
rect.size.width = w;
rect.size.height = h;
fe.w = w;
fe.h = h;
/*
* Create the status bar, which will just be an NSTextField.
*/
if (midend_wants_statusbar(me)) {
status = [[NSTextField alloc] initWithFrame:NSMakeRect(0,0,100,50)];
[status setEditable:NO];
[status setSelectable:NO];
[status setBordered:YES];
[status setBezeled:YES];
[status setBezelStyle:NSTextFieldSquareBezel];
[status setDrawsBackground:YES];
[[status cell] setTitle:@DEFAULT_STATUSBAR_TEXT];
[status sizeToFit];
rect2 = [status frame];
rect.size.height += rect2.size.height;
rect2.size.width = rect.size.width;
rect2.origin.x = rect2.origin.y = 0;
[status setFrame:rect2];
} else
status = nil;
self = [super initWithContentRect:rect
styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
NSClosableWindowMask)
backing:NSBackingStoreBuffered
defer:YES];
[self setTitle:[NSString stringWithUTF8String: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];
}
}
[self setupContentView];
if (status)
[[self contentView] addSubview:status];
[self setIgnoresMouseEvents:NO];
[self center]; /* :-) */
return self;
}
- (void)dealloc
{
int i;
for (i = 0; i < fe.ncolours; i++) {
[fe.colours[i] release];
}
sfree(fe.colours);
sfree(preset_menu_items);
midend_free(me);
[super dealloc];
}
- (void)processButton:(int)b x:(int)x y:(int)y
{
if (midend_process_key(me, x, fe.h - 1 - y, b) == PKR_QUIT)
[self close];
}
- (void)processKey:(int)b
{
if (midend_process_key(me, -1, -1, b) == PKR_QUIT)
[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) {
bool mods = false;
switch (c) {
case NSUpArrowFunctionKey:
c = CURSOR_UP;
mods = true;
break;
case NSDownArrowFunctionKey:
c = CURSOR_DOWN;
mods = true;
break;
case NSLeftArrowFunctionKey:
c = CURSOR_LEFT;
mods = true;
break;
case NSRightArrowFunctionKey:
c = CURSOR_RIGHT;
mods = true;
break;
default:
continue;
}
if (mods) {
if ([ev modifierFlags] & NSShiftKeyMask)
c |= MOD_SHFT;
if ([ev modifierFlags] & NSControlKeyMask)
c |= MOD_CTRL;
}
}
if (c >= '0' && c <= '9' && ([ev modifierFlags] & NSNumericPadKeyMask))
c |= MOD_NUM_KEYPAD;
if (c == 26 &&
!((NSShiftKeyMask | NSControlKeyMask) & ~[ev modifierFlags]))
c = UI_REDO;
[self processKey:c];
}
}
- (void)activateTimer
{
if (timer != nil)
return;
timer = [NSTimer scheduledTimerWithTimeInterval:0.02
target:self selector:@selector(timerTick:)
userInfo:nil repeats:YES];
gettimeofday(&last_time, NULL);
}
- (void)deactivateTimer
{
if (timer == nil)
return;
[timer invalidate];
timer = nil;
}
- (void)timerTick:(id)sender
{
struct timeval now;
float elapsed;
gettimeofday(&now, NULL);
elapsed = ((now.tv_usec - last_time.tv_usec) * 0.000001F +
(now.tv_sec - last_time.tv_sec));
midend_timer(me, elapsed);
last_time = now;
}
- (void)showError:(const char *)message
{
NSAlert *alert;
alert = [[[NSAlert alloc] init] autorelease];
[alert addButtonWithTitle:@"Bah"];
[alert setInformativeText:[NSString stringWithUTF8String:message]];
[alert beginSheetModalForWindow:self modalDelegate:nil
didEndSelector:NULL contextInfo:nil];
}
- (void)newGame:(id)sender
{
[self processKey:UI_NEWGAME];
}
- (void)restartGame:(id)sender
{
midend_restart_game(me);
}
- (void)saveGame:(id)sender
{
NSSavePanel *sp = [NSSavePanel savePanel];
if ([sp runModal] == NSFileHandlingPanelOKButton) {
const char *name = [[sp URL] fileSystemRepresentation];
FILE *fp = fopen(name, "w");
if (!fp) {
[self showError:"Unable to open save file"];
return;
}
midend_serialise(me, savefile_write, fp);
fclose(fp);
}
}
- (void)loadSavedGame:(id)sender
{
NSOpenPanel *op = [NSOpenPanel openPanel];
[op setAllowsMultipleSelection:NO];
if ([op runModal] == NSOKButton) {
const char *name = [[[op URLs] objectAtIndex:0]
fileSystemRepresentation];
const char *err;
FILE *fp = fopen(name, "r");
if (!fp) {
[self showError:"Unable to open saved game file"];
return;
}
err = midend_deserialise(me, savefile_read, fp);
fclose(fp);
if (err) {
[self showError:err];
return;
}
[self resizeForNewGameParams];
[self updateTypeMenuTick];
}
}
- (void)undoMove:(id)sender
{
[self processKey:UI_UNDO];
}
- (void)redoMove:(id)sender
{
[self processKey:UI_REDO];
}
- (void)copy:(id)sender
{
char *text;
if ((text = midend_text_format(me)) != NULL) {
NSPasteboard *pb = [NSPasteboard generalPasteboard];
NSArray *a = [NSArray arrayWithObject:NSStringPboardType];
[pb declareTypes:a owner:nil];
[pb setString:[NSString stringWithUTF8String:text]
forType:NSStringPboardType];
} else
NSBeep();
}
- (void)solveGame:(id)sender
{
const char *msg;
msg = midend_solve(me);
if (msg)
[self showError:msg];
}
- (BOOL)validateMenuItem:(NSMenuItem *)item
{
if ([item action] == @selector(copy:))
return (ourgame->can_format_as_text_ever &&
midend_can_format_as_text_now(me) ? YES : NO);
else if ([item action] == @selector(solveGame:))
return (ourgame->can_solve ? YES : NO);
else
return [super validateMenuItem:item];
}
- (void)clearTypeMenu
{
int i;
while ([typemenu numberOfItems] > 1)
[typemenu removeItemAtIndex:0];
[[typemenu itemAtIndex:0] setState:NSOffState];
for (i = 0; i < n_preset_menu_items; i++)
preset_menu_items[i] = NULL;
}
- (void)updateTypeMenuTick
{
int i, n;
n = midend_which_preset(me);
for (i = 0; i < n_preset_menu_items; i++)
if (preset_menu_items[i])
[preset_menu_items[i] setState:(i == n ? NSOnState : NSOffState)];
/*
* The Custom menu item is always right at the bottom of the
* Type menu.
*/
[[typemenu itemAtIndex:[typemenu numberOfItems]-1]
setState:(n < 0 ? NSOnState : NSOffState)];
}
- (void)populateTypeMenu:(NSMenu *)nsmenu from:(struct preset_menu *)menu
{
int i;
/*
* We process the entries in reverse order so that (in the
* top-level Type menu at least) we don't disturb the 'Custom'
* item which remains fixed even when we change back and forth
* between puzzle type windows.
*/
for (i = menu->n_entries; i-- > 0 ;) {
struct preset_menu_entry *entry = &menu->entries[i];
NSMenuItem *item;
if (entry->params) {
DataMenuItem *ditem;
ditem = [[[DataMenuItem alloc]
initWithTitle:[NSString stringWithUTF8String:
entry->title]
action:NULL keyEquivalent:@""]
autorelease];
[ditem setTarget:self];
[ditem setAction:@selector(presetGame:)];
[ditem setPayload:entry->params];
preset_menu_items[entry->id] = ditem;
item = ditem;
} else {
NSMenu *nssubmenu;
item = [[[NSMenuItem alloc]
initWithTitle:[NSString stringWithUTF8String:
entry->title]
action:NULL keyEquivalent:@""]
autorelease];
nssubmenu = newmenu(entry->title);
[item setSubmenu:nssubmenu];
[self populateTypeMenu:nssubmenu from:entry->submenu];
}
[item setEnabled:YES];
[nsmenu insertItem:item atIndex:0];
}
}
- (void)becomeKeyWindow
{
[self clearTypeMenu];
[super becomeKeyWindow];
if (!preset_menu) {
int i;
preset_menu = midend_get_presets(me, &n_preset_menu_items);
preset_menu_items = snewn(n_preset_menu_items, NSMenuItem *);
for (i = 0; i < n_preset_menu_items; i++)
preset_menu_items[i] = NULL;
}
if (preset_menu->n_entries > 0) {
[typemenu insertItem:[NSMenuItem separatorItem] atIndex:0];
[self populateTypeMenu:typemenu from:preset_menu];
}
[self updateTypeMenuTick];
}
- (void)resignKeyWindow
{
[self clearTypeMenu];
[super resignKeyWindow];
}
- (void)close
{
[self clearTypeMenu];
[super close];
}
- (void)resizeForNewGameParams
{
NSSize size = {0,0};
int w, h;
w = h = INT_MAX;
midend_size(me, &w, &h, false, 1.0);
size.width = w;
size.height = h;
fe.w = w;
fe.h = h;
if (status) {
NSRect frame = [status frame];
size.height += frame.size.height;
frame.size.width = size.width;
[status setFrame:frame];
}
#ifndef GNUSTEP
NSDisableScreenUpdates();
#endif
[self setContentSize:size];
[self setupContentView];
#ifndef GNUSTEP
NSEnableScreenUpdates();
#endif
}
- (void)presetGame:(id)sender
{
game_params *params = [sender getPayload];
midend_set_params(me, params);
midend_new_game(me);
[self resizeForNewGameParams];
[self updateTypeMenuTick];
}
- (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 stringWithUTF8String: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;
tf = [[NSTextField alloc] initWithFrame:tmprect];
[tf setEditable:YES];
[tf setSelectable:YES];
[tf setBordered:YES];
[[tf cell] setTitle:[NSString
stringWithUTF8String:i->u.string.sval]];
[tf sizeToFit];
rect = [tf frame];
/*
* We impose a minimum and maximum width on editable
* NSTextFields. If we allow them to size themselves to
* the contents of the text within them, then they will
* look very silly if that text is only one or two
* characters, and equally silly if it's an absolutely
* enormous Rectangles or Pattern game ID!
*/
if (rect.size.width < 75) rect.size.width = 75;
if (rect.size.width > 400) rect.size.width = 400;
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 stringWithUTF8String:i->name]];
[b sizeToFit];
[b setState:(i->u.boolean.bval ? 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 stringWithUTF8String: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;
const char *p;
p = i->u.choices.choicenames;
c = *p++;
while (*p) {
const char *q;
char *copy;
q = p;
while (*p && *p != c) p++;
copy = snewn((p-q) + 1, char);
memcpy(copy, q, p-q);
copy[p-q] = '\0';
[pb addItemWithTitle:[NSString stringWithUTF8String:copy]];
sfree(copy);
if (*p) p++;
}
}
[pb selectItemAtIndex:i->u.choices.selected];
[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);
/*
* Distribute the excess in proportion across the left and
* right columns of the sheet, by allocating a proportion
* leftw/(leftw+rightw) to the left one. An exception is if
* leftw+rightw == 0, which can happen if every control in the
* sheet was a C_BOOLEAN which only increments totalw; in that
* case it doesn't much matter what we do, so I just allocate
* the space half and half.
*/
int leftexcess = (leftw + rightw == 0 ? excess / 2 :
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]];
[app beginSheet:sheet modalForWindow:self
modalDelegate:nil didEndSelector:NULL contextInfo:nil];
}
- (void)specificGame:(id)sender
{
[self startConfigureSheet:CFG_DESC];
}
- (void)specificRandomGame:(id)sender
{
[self startConfigureSheet:CFG_SEED];
}
- (void)customGameType:(id)sender
{
[self startConfigureSheet:CFG_SETTINGS];
}
- (void)preferences:(id)sender
{
[self startConfigureSheet:CFG_PREFS];
}
- (void)sheetEndWithStatus:(bool)update
{
assert(sheet != NULL);
[app endSheet:sheet];
[sheet orderOut:self];
sheet = NULL;
if (update) {
int k;
config_item *i;
const char *error;
k = 0;
for (i = cfg; i->type != C_END; i++) {
switch (i->type) {
case C_STRING:
sfree(i->u.string.sval);
i->u.string.sval = dupstr([[[(id)cfg_controls[k+1] cell]
title] UTF8String]);
k += 2;
break;
case C_BOOLEAN:
i->u.boolean.bval = [(id)cfg_controls[k] state] == NSOnState;
k++;
break;
case C_CHOICES:
i->u.choices.selected =
[(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 stringWithUTF8String:error]];
[alert beginSheetModalForWindow:self modalDelegate:nil
didEndSelector:NULL contextInfo:nil];
} else {
if (cfg_which == CFG_PREFS) {
char *prefs_err = save_prefs(me);
if (prefs_err) {
NSAlert *alert = [[[NSAlert alloc] init] autorelease];
[alert addButtonWithTitle:@"Bah"];
[alert setInformativeText:[NSString stringWithUTF8String:
prefs_err]];
[alert beginSheetModalForWindow:self modalDelegate:nil
didEndSelector:NULL contextInfo:nil];
sfree(prefs_err);
}
} else {
midend_new_game(me);
}
[self resizeForNewGameParams];
[self updateTypeMenuTick];
}
}
sfree(cfg_controls);
cfg_controls = NULL;
}
- (void)sheetOKButton:(id)sender
{
[self sheetEndWithStatus:true];
}
- (void)sheetCancelButton:(id)sender
{
[self sheetEndWithStatus:false];
}
- (void)setStatusLine:(const char *)text
{
[[status cell] setTitle:[NSString stringWithUTF8String:text]];
}
@end
/*
* Drawing routines called by the midend.
*/
static void osx_draw_polygon(drawing *dr, const int *coords, int npoints,
int fillcolour, int outlinecolour)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
NSBezierPath *path = [NSBezierPath bezierPath];
int i;
[[NSGraphicsContext currentContext] setShouldAntialias:YES];
for (i = 0; i < npoints; i++) {
NSPoint p = { coords[i*2] + 0.5, fe->h - coords[i*2+1] - 0.5 };
if (i == 0)
[path moveToPoint:p];
else
[path lineToPoint:p];
}
[path closePath];
if (fillcolour >= 0) {
assert(fillcolour >= 0 && fillcolour < fe->ncolours);
[fe->colours[fillcolour] set];
[path fill];
}
assert(outlinecolour >= 0 && outlinecolour < fe->ncolours);
[fe->colours[outlinecolour] set];
[path stroke];
}
static void osx_draw_circle(drawing *dr, int cx, int cy, int radius,
int fillcolour, int outlinecolour)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
NSBezierPath *path = [NSBezierPath bezierPath];
[[NSGraphicsContext currentContext] setShouldAntialias:YES];
[path appendBezierPathWithArcWithCenter:NSMakePoint(cx+0.5, fe->h-cy-0.5)
radius:radius startAngle:0.0 endAngle:360.0];
[path closePath];
if (fillcolour >= 0) {
assert(fillcolour >= 0 && fillcolour < fe->ncolours);
[fe->colours[fillcolour] set];
[path fill];
}
assert(outlinecolour >= 0 && outlinecolour < fe->ncolours);
[fe->colours[outlinecolour] set];
[path stroke];
}
static void osx_draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
NSBezierPath *path = [NSBezierPath bezierPath];
NSPoint p1 = { x1 + 0.5, fe->h - y1 - 0.5 };
NSPoint p2 = { x2 + 0.5, fe->h - 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];
NSRectFill(NSMakeRect(x1, fe->h-y1-1, 1, 1));
NSRectFill(NSMakeRect(x2, fe->h-y2-1, 1, 1));
}
static void osx_draw_thick_line(
drawing *dr, float thickness,
float x1, float y1,
float x2, float y2,
int colour)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
NSBezierPath *path = [NSBezierPath bezierPath];
assert(colour >= 0 && colour < fe->ncolours);
[fe->colours[colour] set];
[[NSGraphicsContext currentContext] setShouldAntialias: YES];
[path setLineWidth: thickness];
[path setLineCapStyle: NSButtLineCapStyle];
[path moveToPoint: NSMakePoint(x1, fe->h-y1)];
[path lineToPoint: NSMakePoint(x2, fe->h-y2)];
[path stroke];
}
static void osx_draw_rect(drawing *dr, int x, int y, int w, int h, int colour)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
NSRect r = { {x, fe->h - y - h}, {w,h} };
[[NSGraphicsContext currentContext] setShouldAntialias:NO];
assert(colour >= 0 && colour < fe->ncolours);
[fe->colours[colour] set];
NSRectFill(r);
}
static void osx_draw_text(drawing *dr, int x, int y, int fonttype,
int fontsize, int align, int colour,
const char *text)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
NSString *string = [NSString stringWithUTF8String: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 = fe->h - 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];
}
static char *osx_text_fallback(drawing *dr, const char *const *strings,
int nstrings)
{
/*
* We assume OS X can cope with any UTF-8 likely to be emitted
* by a puzzle.
*/
return dupstr(strings[0]);
}
struct blitter {
int w, h;
int x, y;
NSImage *img;
};
static blitter *osx_blitter_new(drawing *dr, int w, int h)
{
blitter *bl = snew(blitter);
bl->x = bl->y = -1;
bl->w = w;
bl->h = h;
bl->img = [[NSImage alloc] initWithSize:NSMakeSize(w, h)];
return bl;
}
static void osx_blitter_free(drawing *dr, blitter *bl)
{
[bl->img release];
sfree(bl);
}
static void osx_blitter_save(drawing *dr, blitter *bl, int x, int y)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
int sx, sy, sX, sY, dx, dy, dX, dY;
[fe->image unlockFocus];
[bl->img lockFocus];
/*
* Find the intersection of the source and destination rectangles,
* so as to avoid trying to copy from outside the source image,
* which GNUstep dislikes.
*
* Lower-case x,y coordinates are bottom left box corners;
* upper-case X,Y are the top right.
*/
sx = x; sy = fe->h - y - bl->h;
sX = sx + bl->w; sY = sy + bl->h;
dx = dy = 0;
dX = bl->w; dY = bl->h;
if (sx < 0) {
dx += -sx;
sx = 0;
}
if (sy < 0) {
dy += -sy;
sy = 0;
}
if (sX > fe->w) {
dX -= (sX - fe->w);
sX = fe->w;
}
if (sY > fe->h) {
dY -= (sY - fe->h);
sY = fe->h;
}
[fe->image drawInRect:NSMakeRect(dx, dy, dX-dx, dY-dy)
fromRect:NSMakeRect(sx, sy, sX-sx, sY-sy)
operation:NSCompositeCopy fraction:1.0];
[bl->img unlockFocus];
[fe->image lockFocus];
bl->x = x;
bl->y = y;
}
static void osx_blitter_load(drawing *dr, blitter *bl, int x, int y)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
if (x == BLITTER_FROMSAVED && y == BLITTER_FROMSAVED) {
x = bl->x;
y = bl->y;
}
[bl->img drawInRect:NSMakeRect(x, fe->h - y - bl->h, bl->w, bl->h)
fromRect:NSMakeRect(0, 0, bl->w, bl->h)
operation:NSCompositeCopy fraction:1.0];
}
static void osx_draw_update(drawing *dr, int x, int y, int w, int h)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
[fe->view setNeedsDisplayInRect:NSMakeRect(x, fe->h - y - h, w, h)];
}
static void osx_clip(drawing *dr, int x, int y, int w, int h)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
NSRect r = { {x, fe->h - y - h}, {w, h} };
if (!fe->clipped)
[[NSGraphicsContext currentContext] saveGraphicsState];
[NSBezierPath clipRect:r];
fe->clipped = true;
}
static void osx_unclip(drawing *dr)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
if (fe->clipped)
[[NSGraphicsContext currentContext] restoreGraphicsState];
fe->clipped = false;
}
static void osx_start_draw(drawing *dr)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
[fe->image lockFocus];
fe->clipped = false;
}
static void osx_end_draw(drawing *dr)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
[fe->image unlockFocus];
}
static void osx_status_bar(drawing *dr, const char *text)
{
frontend *fe = GET_HANDLE_AS_TYPE(dr, frontend);
[fe->window setStatusLine:text];
}
const struct drawing_api osx_drawing = {
1,
osx_draw_text,
osx_draw_rect,
osx_draw_line,
#ifdef USE_DRAW_POLYGON_FALLBACK
draw_polygon_fallback,
#else
osx_draw_polygon,
#endif
osx_draw_circle,
osx_draw_update,
osx_clip,
osx_unclip,
osx_start_draw,
osx_end_draw,
osx_status_bar,
osx_blitter_new,
osx_blitter_free,
osx_blitter_save,
osx_blitter_load,
NULL, NULL, NULL, NULL, NULL, NULL, /* {begin,end}_{doc,page,puzzle} */
NULL, NULL, /* line_width, line_dotted */
osx_text_fallback,
osx_draw_thick_line,
};
void deactivate_timer(frontend *fe)
{
[fe->window deactivateTimer];
}
void activate_timer(frontend *fe)
{
[fe->window activateTimer];
}
/* ----------------------------------------------------------------------
* AppController: the object which receives the messages from all
* menu selections that aren't standard OS X functions.
*/
@interface AppController : NSObject <NSApplicationDelegate>
{
}
- (void)newGameWindow:(id)sender;
- (void)about:(id)sender;
@end
@implementation AppController
- (void)newGameWindow:(id)sender
{
const game *g = [sender getPayload];
id win;
win = [[GameWindow alloc] initWithGame:g];
[win makeKeyAndOrderFront:self];
}
- (void)about:(id)sender
{
id win;
win = [[AboutBox alloc] init];
[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(newGameWindow:));
[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;
AppController *controller;
NSImage *icon;
pool = [[NSAutoreleasePool alloc] init];
icon = [NSImage imageNamed:@"NSApplicationIcon"];
app = [NSApplication sharedApplication];
[app setApplicationIconImage:icon];
controller = [[[AppController alloc] init] autorelease];
[app setDelegate:controller];
[app setMainMenu: newmenu("Main Menu")];
menu = newsubmenu([app mainMenu], "Apple Menu");
newitem(menu, "About Puzzles", "", NULL, @selector(about:));
[menu addItem:[NSMenuItem separatorItem]];
[app setServicesMenu:newsubmenu(menu, "Services")];
[menu addItem:[NSMenuItem separatorItem]];
newitem(menu, "Hide Puzzles", "h", app, @selector(hide:));
newitem(menu, "Hide Others", "o-h", app, @selector(hideOtherApplications:));
newitem(menu, "Show All", "", app, @selector(unhideAllApplications:));
[menu addItem:[NSMenuItem separatorItem]];
newitem(menu, "Quit", "q", app, @selector(terminate:));
[app setAppleMenu: menu];
menu = newsubmenu([app mainMenu], "File");
newitem(menu, "Open", "o", NULL, @selector(loadSavedGame:));
newitem(menu, "Save As", "s", NULL, @selector(saveGame:));
newitem(menu, "New Game", "n", NULL, @selector(newGame:));
newitem(menu, "Restart Game", "r", NULL, @selector(restartGame:));
newitem(menu, "Specific Game", "", NULL, @selector(specificGame:));
newitem(menu, "Specific Random Seed", "", NULL,
@selector(specificRandomGame:));
[menu addItem:[NSMenuItem separatorItem]];
{
NSMenu *submenu = newsubmenu(menu, "New Window");
int i;
for (i = 0; i < gamecount; i++) {
id item =
initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
submenu, gamelist[i]->name, "", controller,
@selector(newGameWindow:));
[item setPayload:(void *)gamelist[i]];
}
}
[menu addItem:[NSMenuItem separatorItem]];
newitem(menu, "Close", "w", NULL, @selector(performClose:));
menu = newsubmenu([app mainMenu], "Edit");
newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
[menu addItem:[NSMenuItem separatorItem]];
newitem(menu, "Cut", "x", NULL, @selector(cut:));
newitem(menu, "Copy", "c", NULL, @selector(copy:));
newitem(menu, "Paste", "v", NULL, @selector(paste:));
[menu addItem:[NSMenuItem separatorItem]];
newitem(menu, "Solve", "S-s", NULL, @selector(solveGame:));
[menu addItem:[NSMenuItem separatorItem]];
newitem(menu, "Preferences", "", NULL, @selector(preferences:));
menu = newsubmenu([app mainMenu], "Type");
typemenu = menu;
newitem(menu, "Custom", "", NULL, @selector(customGameType:));
menu = newsubmenu([app mainMenu], "Window");
[app setWindowsMenu: menu];
newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
menu = newsubmenu([app mainMenu], "Help");
newitem(menu, "Puzzles Help", "?", app, @selector(showHelp:));
[app run];
[pool release];
return 0;
}