Files
puzzles/osx.m
Simon Tatham b176767dfa New front end functions to save and restore a region of the puzzle
bitmap. Can be used to implement sprite-like animations: for
example, useful for games that wish to implement a user interface
which involves dragging an object around the playing area.

[originally from svn r5987]
2005-06-22 08:30:31 +00:00

1449 lines
37 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.
*/
#include <ctype.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;
/* ----------------------------------------------------------------------
* Miscellaneous support routines that aren't part of any object or
* clearly defined subsystem.
*/
void fatal(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 stringWithCString: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);
}
/* ----------------------------------------------------------------------
* 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 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);
}
/* ----------------------------------------------------------------------
* 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 stringWithCString: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;
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;
NSWindow *sheet;
config_item *cfg;
int cfg_which;
NSView **cfg_controls;
int cfg_ncontrols;
NSTextField *status;
}
- (id)initWithGame:(const game *)g;
- dealloc;
- (void)processButton:(int)b x:(int)x y:(int)y;
- (void)keyDown:(NSEvent *)ev;
- (void)activateTimer;
- (void)deactivateTimer;
- (void)setStatusLine:(char *)text;
@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
- (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);
frame.size.width = w;
frame.size.height = h;
fe.image = [[NSImage alloc] initWithSize:frame.size];
[fe.image setFlipped:YES];
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;
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);
w = h = INT_MAX;
midend_size(me, &w, &h, FALSE);
rect.size.width = w;
rect.size.height = h;
/*
* Create the status bar, which will just be an NSTextField.
*/
if (ourgame->wants_statusbar()) {
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:@""];
[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 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];
}
}
[self setupContentView];
if (status)
[[self contentView] addSubview:status];
[self setIgnoresMouseEvents:NO];
[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) {
int 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;
[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;
}
- (void)newGame:(id)sender
{
[self processButton:'n' x:-1 y:-1];
}
- (void)restartGame:(id)sender
{
midend_restart_game(me);
}
- (void)undoMove:(id)sender
{
[self processButton:'u' x:-1 y:-1];
}
- (void)redoMove:(id)sender
{
[self processButton:'r'&0x1F x:-1 y:-1];
}
- (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 stringWithCString:text]
forType:NSStringPboardType];
} else
NSBeep();
}
- (void)solveGame:(id)sender
{
char *msg;
NSAlert *alert;
msg = midend_solve(me);
if (msg) {
alert = [[[NSAlert alloc] init] autorelease];
[alert addButtonWithTitle:@"Bah"];
[alert setInformativeText:[NSString stringWithCString:msg]];
[alert beginSheetModalForWindow:self modalDelegate:nil
didEndSelector:nil contextInfo:nil];
}
}
- (BOOL)validateMenuItem:(NSMenuItem *)item
{
if ([item action] == @selector(copy:))
return (ourgame->can_format_as_text ? YES : NO);
else if ([item action] == @selector(solveGame:))
return (ourgame->can_solve ? YES : NO);
else
return [super validateMenuItem:item];
}
- (void)clearTypeMenu
{
while ([typemenu numberOfItems] > 1)
[typemenu removeItemAtIndex:0];
}
- (void)becomeKeyWindow
{
int n;
[self clearTypeMenu];
[super becomeKeyWindow];
n = midend_num_presets(me);
if (n > 0) {
[typemenu insertItem:[NSMenuItem separatorItem] atIndex:0];
while (n--) {
char *name;
game_params *params;
DataMenuItem *item;
midend_fetch_preset(me, n, &name, &params);
item = [[[DataMenuItem alloc]
initWithTitle:[NSString stringWithCString:name]
action:NULL keyEquivalent:@""]
autorelease];
[item setEnabled:YES];
[item setTarget:self];
[item setAction:@selector(presetGame:)];
[item setPayload:params];
[typemenu insertItem:item atIndex:0];
}
}
}
- (void)resignKeyWindow
{
[self clearTypeMenu];
[super resignKeyWindow];
}
- (void)close
{
[self clearTypeMenu];
[super close];
}
- (void)resizeForNewGameParams
{
NSSize size = {0,0};
int w, h;
w = h = INT_MAX;
midend_size(me, &w, &h, FALSE);
size.width = w;
size.height = h;
if (status) {
NSRect frame = [status frame];
size.height += frame.size.height;
frame.size.width = size.width;
[status setFrame:frame];
}
NSDisableScreenUpdates();
[self setContentSize:size];
[self setupContentView];
NSEnableScreenUpdates();
}
- (void)presetGame:(id)sender
{
game_params *params = [sender getPayload];
midend_set_params(me, params);
midend_new_game(me);
[self resizeForNewGameParams];
}
- (void)startConfigureSheet:(int)which
{
NSButton *ok, *cancel;
int actw, acth, leftw, rightw, totalw, h, thish, y;
int k;
NSRect rect, tmprect;
const int SPACING = 16;
char *title;
config_item *i;
int cfg_controlsize;
NSTextField *tf;
NSButton *b;
NSPopUpButton *pb;
assert(sheet == NULL);
/*
* Every control we create here is going to have this size
* until we tell it to calculate a better one.
*/
tmprect = NSMakeRect(0, 0, 100, 50);
/*
* Set up OK and Cancel buttons. (Actually, MacOS doesn't seem
* to be fond of generic OK and Cancel wording, so I'm going to
* rename them to something nicer.)
*/
actw = acth = 0;
cancel = [[NSButton alloc] initWithFrame:tmprect];
[cancel setBezelStyle:NSRoundedBezelStyle];
[cancel setTitle:@"Abandon"];
[cancel setTarget:self];
[cancel setKeyEquivalent:@"\033"];
[cancel setAction:@selector(sheetCancelButton:)];
[cancel sizeToFit];
rect = [cancel frame];
if (actw < rect.size.width) actw = rect.size.width;
if (acth < rect.size.height) acth = rect.size.height;
ok = [[NSButton alloc] initWithFrame:tmprect];
[ok setBezelStyle:NSRoundedBezelStyle];
[ok setTitle:@"Accept"];
[ok setTarget:self];
[ok setKeyEquivalent:@"\r"];
[ok setAction:@selector(sheetOKButton:)];
[ok sizeToFit];
rect = [ok frame];
if (actw < rect.size.width) actw = rect.size.width;
if (acth < rect.size.height) acth = rect.size.height;
totalw = SPACING + 2 * actw;
h = 2 * SPACING + acth;
/*
* Now fetch the midend config data and go through it creating
* controls.
*/
cfg = midend_get_config(me, which, &title);
sfree(title); /* FIXME: should we use this somehow? */
cfg_which = which;
cfg_ncontrols = cfg_controlsize = 0;
cfg_controls = NULL;
leftw = rightw = 0;
for (i = cfg; i->type != C_END; i++) {
if (cfg_controlsize < cfg_ncontrols + 5) {
cfg_controlsize = cfg_ncontrols + 32;
cfg_controls = sresize(cfg_controls, cfg_controlsize, NSView *);
}
thish = 0;
switch (i->type) {
case C_STRING:
/*
* Two NSTextFields, one being a label and the other
* being an edit box.
*/
tf = [[NSTextField alloc] initWithFrame:tmprect];
[tf setEditable:NO];
[tf setSelectable:NO];
[tf setBordered:NO];
[tf setDrawsBackground:NO];
[[tf cell] setTitle:[NSString stringWithCString:i->name]];
[tf sizeToFit];
rect = [tf frame];
if (thish < rect.size.height + 1) thish = rect.size.height + 1;
if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
cfg_controls[cfg_ncontrols++] = tf;
tf = [[NSTextField alloc] initWithFrame:tmprect];
[tf setEditable:YES];
[tf setSelectable:YES];
[tf setBordered:YES];
[[tf cell] setTitle:[NSString stringWithCString:i->sval]];
[tf sizeToFit];
rect = [tf frame];
/*
* 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 stringWithCString:i->name]];
[b sizeToFit];
[b setState:(i->ival ? NSOnState : NSOffState)];
rect = [b frame];
if (totalw < rect.size.width + 1) totalw = rect.size.width + 1;
if (thish < rect.size.height + 1) thish = rect.size.height + 1;
cfg_controls[cfg_ncontrols++] = b;
break;
case C_CHOICES:
/*
* A pop-up menu control is an NSPopUpButton, which
* takes an embedded NSMenu. We also need an
* NSTextField to act as a label.
*/
tf = [[NSTextField alloc] initWithFrame:tmprect];
[tf setEditable:NO];
[tf setSelectable:NO];
[tf setBordered:NO];
[tf setDrawsBackground:NO];
[[tf cell] setTitle:[NSString stringWithCString:i->name]];
[tf sizeToFit];
rect = [tf frame];
if (thish < rect.size.height + 1) thish = rect.size.height + 1;
if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
cfg_controls[cfg_ncontrols++] = tf;
pb = [[NSPopUpButton alloc] initWithFrame:tmprect pullsDown:NO];
[pb setBezelStyle:NSRoundedBezelStyle];
{
char c, *p;
p = i->sval;
c = *p++;
while (*p) {
char *q;
q = p;
while (*p && *p != c) p++;
[pb addItemWithTitle:[NSString stringWithCString:q
length:p-q]];
if (*p) p++;
}
}
[pb selectItemAtIndex:i->ival];
[pb sizeToFit];
rect = [pb frame];
if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
if (thish < rect.size.height + 1) thish = rect.size.height + 1;
cfg_controls[cfg_ncontrols++] = pb;
break;
}
h += SPACING + thish;
}
if (totalw < leftw + SPACING + rightw)
totalw = leftw + SPACING + rightw;
if (totalw > leftw + SPACING + rightw) {
int excess = totalw - (leftw + SPACING + rightw);
int leftexcess = leftw * excess / (leftw + rightw);
int rightexcess = excess - leftexcess;
leftw += leftexcess;
rightw += rightexcess;
}
/*
* Now go through the list again, setting the final position
* for each control.
*/
k = 0;
y = h;
for (i = cfg; i->type != C_END; i++) {
y -= SPACING;
thish = 0;
switch (i->type) {
case C_STRING:
case C_CHOICES:
/*
* These two are treated identically, since both expect
* a control on the left and another on the right.
*/
rect = [cfg_controls[k] frame];
if (thish < rect.size.height + 1)
thish = rect.size.height + 1;
rect = [cfg_controls[k+1] frame];
if (thish < rect.size.height + 1)
thish = rect.size.height + 1;
rect = [cfg_controls[k] frame];
rect.origin.y = y - thish/2 - rect.size.height/2;
rect.origin.x = SPACING;
rect.size.width = leftw;
[cfg_controls[k] setFrame:rect];
rect = [cfg_controls[k+1] frame];
rect.origin.y = y - thish/2 - rect.size.height/2;
rect.origin.x = 2 * SPACING + leftw;
rect.size.width = rightw;
[cfg_controls[k+1] setFrame:rect];
k += 2;
break;
case C_BOOLEAN:
rect = [cfg_controls[k] frame];
if (thish < rect.size.height + 1)
thish = rect.size.height + 1;
rect.origin.y = y - thish/2 - rect.size.height/2;
rect.origin.x = SPACING;
rect.size.width = totalw;
[cfg_controls[k] setFrame:rect];
k++;
break;
}
y -= thish;
}
assert(k == cfg_ncontrols);
[cancel setFrame:NSMakeRect(SPACING+totalw/4-actw/2, SPACING, actw, acth)];
[ok setFrame:NSMakeRect(SPACING+3*totalw/4-actw/2, SPACING, actw, acth)];
sheet = [[NSWindow alloc]
initWithContentRect:NSMakeRect(0,0,totalw + 2*SPACING,h)
styleMask:NSTitledWindowMask | NSClosableWindowMask
backing:NSBackingStoreBuffered
defer:YES];
[[sheet contentView] addSubview:cancel];
[[sheet contentView] addSubview:ok];
for (k = 0; k < cfg_ncontrols; k++)
[[sheet contentView] addSubview:cfg_controls[k]];
[NSApp beginSheet:sheet modalForWindow:self
modalDelegate:nil didEndSelector:nil contextInfo:nil];
}
- (void)specificGame:(id)sender
{
[self startConfigureSheet:CFG_DESC];
}
- (void)specificRandomGame:(id)sender
{
[self startConfigureSheet:CFG_SEED];
}
- (void)customGameType:(id)sender
{
[self startConfigureSheet:CFG_SETTINGS];
}
- (void)sheetEndWithStatus:(BOOL)update
{
assert(sheet != NULL);
[NSApp endSheet:sheet];
[sheet orderOut:self];
sheet = NULL;
if (update) {
int k;
config_item *i;
char *error;
k = 0;
for (i = cfg; i->type != C_END; i++) {
switch (i->type) {
case C_STRING:
sfree(i->sval);
i->sval = dupstr([[[(id)cfg_controls[k+1] cell]
title] cString]);
k += 2;
break;
case C_BOOLEAN:
i->ival = [(id)cfg_controls[k] state] == NSOnState;
k++;
break;
case C_CHOICES:
i->ival = [(id)cfg_controls[k+1] indexOfSelectedItem];
k += 2;
break;
}
}
error = midend_set_config(me, cfg_which, cfg);
if (error) {
NSAlert *alert = [[[NSAlert alloc] init] autorelease];
[alert addButtonWithTitle:@"Bah"];
[alert setInformativeText:[NSString stringWithCString:error]];
[alert beginSheetModalForWindow:self modalDelegate:nil
didEndSelector:nil contextInfo:nil];
} else {
midend_new_game(me);
[self resizeForNewGameParams];
}
}
sfree(cfg_controls);
cfg_controls = NULL;
}
- (void)sheetOKButton:(id)sender
{
[self sheetEndWithStatus:YES];
}
- (void)sheetCancelButton:(id)sender
{
[self sheetEndWithStatus:NO];
}
- (void)setStatusLine:(char *)text
{
char *rewritten = midend_rewrite_statusbar(me, text);
[[status cell] setTitle:[NSString stringWithCString:rewritten]];
sfree(rewritten);
}
@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];
}
struct blitter {
int w, h;
int x, y;
NSImage *img;
};
blitter *blitter_new(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)];
[bl->img setFlipped:YES];
return bl;
}
void blitter_free(blitter *bl)
{
[bl->img release];
sfree(bl);
}
void blitter_save(frontend *fe, blitter *bl, int x, int y)
{
[fe->image unlockFocus];
[bl->img lockFocus];
[fe->image drawInRect:NSMakeRect(0, 0, bl->w, bl->h)
fromRect:NSMakeRect(x, y, bl->w, bl->h)
operation:NSCompositeCopy fraction:1.0];
[bl->img unlockFocus];
[fe->image lockFocus];
bl->x = x;
bl->y = y;
}
void blitter_load(frontend *fe, blitter *bl, int x, int y)
{
if (x == BLITTER_FROMSAVED && y == BLITTER_FROMSAVED) {
x = bl->x;
y = bl->y;
}
[bl->img drawInRect:NSMakeRect(x, y, bl->w, bl->h)
fromRect:NSMakeRect(0, 0, bl->w, bl->h)
operation:NSCompositeCopy fraction:1.0];
}
void draw_update(frontend *fe, int x, int y, int w, int h)
{
[fe->view setNeedsDisplayInRect:NSMakeRect(x,y,w,h)];
}
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];
}
void deactivate_timer(frontend *fe)
{
[fe->window deactivateTimer];
}
void activate_timer(frontend *fe)
{
[fe->window activateTimer];
}
void status_bar(frontend *fe, char *text)
{
[fe->window setStatusLine:text];
}
/* ----------------------------------------------------------------------
* AppController: the object which receives the messages from all
* menu selections that aren't standard OS X functions.
*/
@interface AppController : NSObject
{
}
- (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;
NSMenuItem *item;
AppController *controller;
NSImage *icon;
pool = [[NSAutoreleasePool alloc] init];
icon = [NSImage imageNamed:@"NSApplicationIcon"];
[NSApplication sharedApplication];
[NSApp setApplicationIconImage:icon];
controller = [[[AppController alloc] init] autorelease];
[NSApp setDelegate:controller];
[NSApp setMainMenu: newmenu("Main Menu")];
menu = newsubmenu([NSApp mainMenu], "Apple Menu");
item = newitem(menu, "About Puzzles", "", NULL, @selector(about:));
[menu addItem:[NSMenuItem separatorItem]];
[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], "File");
item = newitem(menu, "New Game", "n", NULL, @selector(newGame:));
item = newitem(menu, "Restart Game", "r", NULL, @selector(restartGame:));
item = newitem(menu, "Specific Game", "", NULL, @selector(specificGame:));
item = 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]];
item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
menu = newsubmenu([NSApp mainMenu], "Edit");
item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
[menu addItem:[NSMenuItem separatorItem]];
item = newitem(menu, "Cut", "x", NULL, @selector(cut:));
item = newitem(menu, "Copy", "c", NULL, @selector(copy:));
item = newitem(menu, "Paste", "v", NULL, @selector(paste:));
[menu addItem:[NSMenuItem separatorItem]];
item = newitem(menu, "Solve", "S-s", NULL, @selector(solveGame:));
menu = newsubmenu([NSApp mainMenu], "Type");
typemenu = menu;
item = newitem(menu, "Custom", "", NULL, @selector(customGameType:));
menu = newsubmenu([NSApp mainMenu], "Window");
[NSApp setWindowsMenu: menu];
item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
menu = newsubmenu([NSApp mainMenu], "Help");
item = newitem(menu, "Puzzles Help", "?", NSApp, @selector(showHelp:));
[NSApp run];
[pool release];
}