Added a dock menu which makes it more convenient to launch a new
[sgt/puzzles] / osx.m
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9494d866 1/*
2 * Mac OS X / Cocoa front end to puzzles.
00461804 3 *
a5102461 4 * Actually unfinished things left to do:
00461804 5 *
a5102461 6 * - proper fatal errors.
7 *
8 * - Find out how to do help, and do some. We have a help file; at
9 * _worst_ this should involve a new Halibut back end, but I
10 * think help is HTML round here anyway so perhaps we can work
11 * with what we already have.
12 *
a5102461 13 * - Why are the right and bottom edges of the Pattern grid one
14 * pixel thinner than they should be?
15 *
16 * Mac interface issues that possibly could be done better:
17 *
18 * - is there a better approach to frontend_default_colour?
19 *
20 * - do we need any more options in the Window menu?
00461804 21 *
9494d866 22 * - not sure what I should be doing about default window
23 * placement. Centring new windows is a bit feeble, but what's
24 * better? Is there a standard way to tell the OS "here's the
25 * _size_ of window I want, now use your best judgment about the
26 * initial position"?
00461804 27 *
9494d866 28 * - a brief frob of the Mac numeric keypad suggests that it
29 * generates numbers no matter what you do. I wonder if I should
30 * try to figure out a way of detecting keypad codes so I can
6d634196 31 * implement UP_LEFT and friends. Alternatively, perhaps I
32 * should simply assign the number keys to UP_LEFT et al?
33 * They're not in use for anything else right now.
00461804 34 *
00461804 35 * - see if we can do anything to one-button-ise the multi-button
36 * dependent puzzle UIs:
37 * - Pattern is a _little_ unwieldy but not too bad (since
38 * generally you never need the middle button unless you've
39 * made a mistake, so it's just click versus command-click).
40 * - Net is utterly vile; having normal click be one rotate and
41 * command-click be the other introduces a horrid asymmetry,
42 * and yet requiring a shift key for _each_ click would be
43 * even worse because rotation feels as if it ought to be the
44 * default action. I fear this is why the Flash Net had the
45 * UI it did...
46 *
e1107f8b 47 * - Should we _return_ to a game configuration sheet once an
48 * error is reported by midend_set_config, to allow the user to
49 * correct the one faulty input and keep the other five OK ones?
50 * The Apple `one sheet at a time' restriction would require me
51 * to do this by closing the config sheet, opening the alert
52 * sheet, and then reopening the config sheet when the alert is
53 * closed; and the human interface types, who presumably
54 * invented the one-sheet-at-a-time rule for good reasons, might
55 * look with disfavour on me trying to get round them to fake a
56 * nested sheet. On the other hand I think there are good
57 * practical reasons for wanting it that way. Uncertain.
58 *
7e04cb48 59 * Grotty implementation details that could probably be improved:
60 *
61 * - I am _utterly_ unconvinced that NSImageView was the right way
62 * to go about having a window with a reliable backing store! It
63 * just doesn't feel right; NSImageView is a _control_. Is there
64 * a simpler way?
65 *
66 * - Resizing is currently very bad; rather than bother to work
67 * out how to resize the NSImageView, I just splatter and
68 * recreate it.
9494d866 69 */
70
71#include <ctype.h>
72#include <sys/time.h>
73#import <Cocoa/Cocoa.h>
74#include "puzzles.h"
75
76void fatal(char *fmt, ...)
77{
78 /* FIXME: This will do for testing, but should be GUI-ish instead. */
79 va_list ap;
80
81 fprintf(stderr, "fatal error: ");
82
83 va_start(ap, fmt);
84 vfprintf(stderr, fmt, ap);
85 va_end(ap);
86
87 fprintf(stderr, "\n");
88 exit(1);
89}
90
91void frontend_default_colour(frontend *fe, float *output)
92{
93 /* FIXME */
94 output[0] = output[1] = output[2] = 0.8F;
95}
9494d866 96
97void get_random_seed(void **randseed, int *randseedsize)
98{
99 time_t *tp = snew(time_t);
100 time(tp);
101 *randseed = (void *)tp;
102 *randseedsize = sizeof(time_t);
103}
104
105/* ----------------------------------------------------------------------
7e04cb48 106 * Global variables.
107 */
108
109/*
110 * The `Type' menu. We frob this dynamically to allow the user to
111 * choose a preset set of settings from the current game.
112 */
113NSMenu *typemenu;
114
115/* ----------------------------------------------------------------------
116 * Tiny extension to NSMenuItem which carries a payload of a `void
117 * *', allowing several menu items to invoke the same message but
118 * pass different data through it.
119 */
120@interface DataMenuItem : NSMenuItem
121{
122 void *payload;
7e04cb48 123}
124- (void)setPayload:(void *)d;
7e04cb48 125- (void *)getPayload;
126@end
127@implementation DataMenuItem
7e04cb48 128- (void)setPayload:(void *)d
129{
130 payload = d;
131}
7e04cb48 132- (void *)getPayload
133{
134 return payload;
135}
7e04cb48 136@end
137
138/* ----------------------------------------------------------------------
e1107f8b 139 * Utility routines for constructing OS X menus.
140 */
141
142NSMenu *newmenu(const char *title)
143{
144 return [[[NSMenu allocWithZone:[NSMenu menuZone]]
145 initWithTitle:[NSString stringWithCString:title]]
146 autorelease];
147}
148
149NSMenu *newsubmenu(NSMenu *parent, const char *title)
150{
151 NSMenuItem *item;
152 NSMenu *child;
153
154 item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]]
155 initWithTitle:[NSString stringWithCString:title]
156 action:NULL
157 keyEquivalent:@""]
158 autorelease];
159 child = newmenu(title);
160 [item setEnabled:YES];
161 [item setSubmenu:child];
162 [parent addItem:item];
163 return child;
164}
165
166id initnewitem(NSMenuItem *item, NSMenu *parent, const char *title,
167 const char *key, id target, SEL action)
168{
169 unsigned mask = NSCommandKeyMask;
170
171 if (key[strcspn(key, "-")]) {
172 while (*key && *key != '-') {
173 int c = tolower((unsigned char)*key);
174 if (c == 's') {
175 mask |= NSShiftKeyMask;
176 } else if (c == 'o' || c == 'a') {
177 mask |= NSAlternateKeyMask;
178 }
179 key++;
180 }
181 if (*key)
182 key++;
183 }
184
185 item = [[item initWithTitle:[NSString stringWithCString:title]
186 action:NULL
187 keyEquivalent:[NSString stringWithCString:key]]
188 autorelease];
189
190 if (*key)
191 [item setKeyEquivalentModifierMask: mask];
192
193 [item setEnabled:YES];
194 [item setTarget:target];
195 [item setAction:action];
196
197 [parent addItem:item];
198
199 return item;
200}
201
202NSMenuItem *newitem(NSMenu *parent, char *title, char *key,
203 id target, SEL action)
204{
205 return initnewitem([NSMenuItem allocWithZone:[NSMenu menuZone]],
206 parent, title, key, target, action);
207}
208
209/* ----------------------------------------------------------------------
9494d866 210 * The front end presented to midend.c.
211 *
212 * This is mostly a subclass of NSWindow. The actual `frontend'
213 * structure passed to the midend contains a variety of pointers,
214 * including that window object but also including the image we
215 * draw on, an ImageView to display it in the window, and so on.
216 */
217
218@class GameWindow;
219@class MyImageView;
220
221struct frontend {
222 GameWindow *window;
223 NSImage *image;
224 MyImageView *view;
225 NSColor **colours;
226 int ncolours;
227 int clipped;
228};
229
230@interface MyImageView : NSImageView
231{
232 GameWindow *ourwin;
233}
234- (void)setWindow:(GameWindow *)win;
235- (BOOL)isFlipped;
236- (void)mouseEvent:(NSEvent *)ev button:(int)b;
237- (void)mouseDown:(NSEvent *)ev;
238- (void)mouseDragged:(NSEvent *)ev;
239- (void)mouseUp:(NSEvent *)ev;
240- (void)rightMouseDown:(NSEvent *)ev;
241- (void)rightMouseDragged:(NSEvent *)ev;
242- (void)rightMouseUp:(NSEvent *)ev;
243- (void)otherMouseDown:(NSEvent *)ev;
244- (void)otherMouseDragged:(NSEvent *)ev;
245- (void)otherMouseUp:(NSEvent *)ev;
246@end
247
248@interface GameWindow : NSWindow
249{
250 const game *ourgame;
251 midend_data *me;
252 struct frontend fe;
253 struct timeval last_time;
254 NSTimer *timer;
e1107f8b 255 NSWindow *sheet;
256 config_item *cfg;
257 int cfg_which;
258 NSView **cfg_controls;
259 int cfg_ncontrols;
a5102461 260 NSTextField *status;
9494d866 261}
262- (id)initWithGame:(const game *)g;
263- dealloc;
264- (void)processButton:(int)b x:(int)x y:(int)y;
265- (void)keyDown:(NSEvent *)ev;
266- (void)activateTimer;
267- (void)deactivateTimer;
a5102461 268- (void)setStatusLine:(NSString *)text;
9494d866 269@end
270
271@implementation MyImageView
272
273- (void)setWindow:(GameWindow *)win
274{
275 ourwin = win;
276}
277
278- (BOOL)isFlipped
279{
280 return YES;
281}
282
283- (void)mouseEvent:(NSEvent *)ev button:(int)b
284{
285 NSPoint point = [self convertPoint:[ev locationInWindow] fromView:nil];
286 [ourwin processButton:b x:point.x y:point.y];
287}
288
289- (void)mouseDown:(NSEvent *)ev
290{
291 unsigned mod = [ev modifierFlags];
292 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_BUTTON :
293 (mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
294 LEFT_BUTTON)];
295}
296- (void)mouseDragged:(NSEvent *)ev
297{
298 unsigned mod = [ev modifierFlags];
299 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_DRAG :
300 (mod & NSShiftKeyMask) ? MIDDLE_DRAG :
301 LEFT_DRAG)];
302}
303- (void)mouseUp:(NSEvent *)ev
304{
305 unsigned mod = [ev modifierFlags];
306 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_RELEASE :
307 (mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
308 LEFT_RELEASE)];
309}
310- (void)rightMouseDown:(NSEvent *)ev
311{
312 unsigned mod = [ev modifierFlags];
313 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
314 RIGHT_BUTTON)];
315}
316- (void)rightMouseDragged:(NSEvent *)ev
317{
318 unsigned mod = [ev modifierFlags];
319 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_DRAG :
320 RIGHT_DRAG)];
321}
322- (void)rightMouseUp:(NSEvent *)ev
323{
324 unsigned mod = [ev modifierFlags];
325 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
326 RIGHT_RELEASE)];
327}
328- (void)otherMouseDown:(NSEvent *)ev
329{
330 [self mouseEvent:ev button:MIDDLE_BUTTON];
331}
332- (void)otherMouseDragged:(NSEvent *)ev
333{
334 [self mouseEvent:ev button:MIDDLE_DRAG];
335}
336- (void)otherMouseUp:(NSEvent *)ev
337{
338 [self mouseEvent:ev button:MIDDLE_RELEASE];
339}
340@end
341
342@implementation GameWindow
7e04cb48 343- (void)setupContentView
344{
a5102461 345 NSRect frame;
7e04cb48 346 int w, h;
347
a5102461 348 if (status) {
349 frame = [status frame];
350 frame.origin.y = frame.size.height;
351 } else
352 frame.origin.y = 0;
353 frame.origin.x = 0;
354
7e04cb48 355 midend_size(me, &w, &h);
a5102461 356 frame.size.width = w;
357 frame.size.height = h;
7e04cb48 358
a5102461 359 fe.image = [[NSImage alloc] initWithSize:frame.size];
7e04cb48 360 [fe.image setFlipped:YES];
a5102461 361 fe.view = [[MyImageView alloc] initWithFrame:frame];
7e04cb48 362 [fe.view setImage:fe.image];
363 [fe.view setWindow:self];
364
365 midend_redraw(me);
366
a5102461 367 [[self contentView] addSubview:fe.view];
7e04cb48 368}
9494d866 369- (id)initWithGame:(const game *)g
370{
a5102461 371 NSRect rect = { {0,0}, {0,0} }, rect2;
9494d866 372 int w, h;
373
374 ourgame = g;
375
376 fe.window = self;
377
378 me = midend_new(&fe, ourgame);
379 /*
380 * If we ever need to open a fresh window using a provided game
381 * ID, I think the right thing is to move most of this method
382 * into a new initWithGame:gameID: method, and have
383 * initWithGame: simply call that one and pass it NULL.
384 */
385 midend_new_game(me);
386 midend_size(me, &w, &h);
387 rect.size.width = w;
388 rect.size.height = h;
389
a5102461 390 /*
391 * Create the status bar, which will just be an NSTextField.
392 */
393 if (ourgame->wants_statusbar()) {
394 status = [[NSTextField alloc] initWithFrame:NSMakeRect(0,0,100,50)];
395 [status setEditable:NO];
396 [status setSelectable:NO];
397 [status setBordered:YES];
398 [status setBezeled:YES];
399 [status setBezelStyle:NSTextFieldSquareBezel];
400 [status setDrawsBackground:YES];
401 [[status cell] setTitle:@""];
402 [status sizeToFit];
403 rect2 = [status frame];
404 rect.size.height += rect2.size.height;
405 rect2.size.width = rect.size.width;
406 rect2.origin.x = rect2.origin.y = 0;
407 [status setFrame:rect2];
408 } else
409 status = nil;
410
9494d866 411 self = [super initWithContentRect:rect
412 styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
413 NSClosableWindowMask)
414 backing:NSBackingStoreBuffered
e1107f8b 415 defer:YES];
9494d866 416 [self setTitle:[NSString stringWithCString:ourgame->name]];
417
418 {
419 float *colours;
420 int i, ncolours;
421
422 colours = midend_colours(me, &ncolours);
423 fe.ncolours = ncolours;
424 fe.colours = snewn(ncolours, NSColor *);
425
426 for (i = 0; i < ncolours; i++) {
427 fe.colours[i] = [[NSColor colorWithDeviceRed:colours[i*3]
428 green:colours[i*3+1] blue:colours[i*3+2]
429 alpha:1.0] retain];
430 }
431 }
432
7e04cb48 433 [self setupContentView];
a5102461 434 if (status)
435 [[self contentView] addSubview:status];
9494d866 436 [self setIgnoresMouseEvents:NO];
437
9494d866 438 [self center]; /* :-) */
439
440 return self;
441}
442
443- dealloc
444{
445 int i;
446 for (i = 0; i < fe.ncolours; i++) {
447 [fe.colours[i] release];
448 }
449 sfree(fe.colours);
450 midend_free(me);
451 return [super dealloc];
452}
453
454- (void)processButton:(int)b x:(int)x y:(int)y
455{
456 if (!midend_process_key(me, x, y, b))
457 [self close];
458}
459
460- (void)keyDown:(NSEvent *)ev
461{
462 NSString *s = [ev characters];
463 int i, n = [s length];
464
465 for (i = 0; i < n; i++) {
466 int c = [s characterAtIndex:i];
467
468 /*
469 * ASCII gets passed straight to midend_process_key.
470 * Anything above that has to be translated to our own
471 * function key codes.
472 */
473 if (c >= 0x80) {
474 switch (c) {
475 case NSUpArrowFunctionKey:
476 c = CURSOR_UP;
477 break;
478 case NSDownArrowFunctionKey:
479 c = CURSOR_DOWN;
480 break;
481 case NSLeftArrowFunctionKey:
482 c = CURSOR_LEFT;
483 break;
484 case NSRightArrowFunctionKey:
485 c = CURSOR_RIGHT;
486 break;
487 default:
488 continue;
489 }
490 }
491
492 [self processButton:c x:-1 y:-1];
493 }
494}
495
496- (void)activateTimer
497{
498 if (timer != nil)
499 return;
500
501 timer = [NSTimer scheduledTimerWithTimeInterval:0.02
502 target:self selector:@selector(timerTick:)
503 userInfo:nil repeats:YES];
504 gettimeofday(&last_time, NULL);
505}
506
507- (void)deactivateTimer
508{
509 if (timer == nil)
510 return;
511
512 [timer invalidate];
513 timer = nil;
514}
515
516- (void)timerTick:(id)sender
517{
518 struct timeval now;
519 float elapsed;
520 gettimeofday(&now, NULL);
521 elapsed = ((now.tv_usec - last_time.tv_usec) * 0.000001F +
522 (now.tv_sec - last_time.tv_sec));
523 midend_timer(me, elapsed);
524 last_time = now;
525}
526
00461804 527- (void)newGame:(id)sender
528{
529 [self processButton:'n' x:-1 y:-1];
530}
531- (void)restartGame:(id)sender
532{
533 [self processButton:'r' x:-1 y:-1];
534}
535- (void)undoMove:(id)sender
536{
537 [self processButton:'u' x:-1 y:-1];
538}
539- (void)redoMove:(id)sender
540{
541 [self processButton:'r'&0x1F x:-1 y:-1];
542}
543
7e04cb48 544- (void)clearTypeMenu
545{
546 while ([typemenu numberOfItems] > 1)
547 [typemenu removeItemAtIndex:0];
548}
549
550- (void)becomeKeyWindow
551{
552 int n;
553
554 [self clearTypeMenu];
555
556 [super becomeKeyWindow];
557
558 n = midend_num_presets(me);
559
560 if (n > 0) {
561 [typemenu insertItem:[NSMenuItem separatorItem] atIndex:0];
562 while (n--) {
563 char *name;
564 game_params *params;
565 DataMenuItem *item;
566
567 midend_fetch_preset(me, n, &name, &params);
568
569 item = [[[DataMenuItem alloc]
570 initWithTitle:[NSString stringWithCString:name]
571 action:NULL keyEquivalent:@""]
572 autorelease];
573
574 [item setEnabled:YES];
575 [item setTarget:self];
576 [item setAction:@selector(presetGame:)];
577 [item setPayload:params];
7e04cb48 578
579 [typemenu insertItem:item atIndex:0];
580 }
581 }
582}
583
584- (void)resignKeyWindow
585{
586 [self clearTypeMenu];
587 [super resignKeyWindow];
588}
589
590- (void)close
591{
592 [self clearTypeMenu];
593 [super close];
594}
595
596- (void)resizeForNewGameParams
597{
598 NSSize size = {0,0};
599 int w, h;
600
601 midend_size(me, &w, &h);
602 size.width = w;
603 size.height = h;
604
605 NSDisableScreenUpdates();
606 [self setContentSize:size];
607 [self setupContentView];
608 NSEnableScreenUpdates();
609}
610
611- (void)presetGame:(id)sender
612{
613 game_params *params = [sender getPayload];
614
615 midend_set_params(me, params);
616 midend_new_game(me);
617
618 [self resizeForNewGameParams];
619}
620
e1107f8b 621- (void)startConfigureSheet:(int)which
622{
623 NSButton *ok, *cancel;
624 int actw, acth, leftw, rightw, totalw, h, thish, y;
625 int k;
626 NSRect rect, tmprect;
627 const int SPACING = 16;
628 char *title;
629 config_item *i;
630 int cfg_controlsize;
631 NSTextField *tf;
632 NSButton *b;
633 NSPopUpButton *pb;
634
635 assert(sheet == NULL);
636
637 /*
638 * Every control we create here is going to have this size
639 * until we tell it to calculate a better one.
640 */
641 tmprect = NSMakeRect(0, 0, 100, 50);
642
643 /*
644 * Set up OK and Cancel buttons. (Actually, MacOS doesn't seem
645 * to be fond of generic OK and Cancel wording, so I'm going to
646 * rename them to something nicer.)
647 */
648 actw = acth = 0;
649
650 cancel = [[NSButton alloc] initWithFrame:tmprect];
651 [cancel setBezelStyle:NSRoundedBezelStyle];
652 [cancel setTitle:@"Abandon"];
653 [cancel setTarget:self];
654 [cancel setKeyEquivalent:@"\033"];
655 [cancel setAction:@selector(sheetCancelButton:)];
656 [cancel sizeToFit];
657 rect = [cancel frame];
658 if (actw < rect.size.width) actw = rect.size.width;
659 if (acth < rect.size.height) acth = rect.size.height;
660
661 ok = [[NSButton alloc] initWithFrame:tmprect];
662 [ok setBezelStyle:NSRoundedBezelStyle];
663 [ok setTitle:@"Accept"];
664 [ok setTarget:self];
665 [ok setKeyEquivalent:@"\r"];
666 [ok setAction:@selector(sheetOKButton:)];
667 [ok sizeToFit];
668 rect = [ok frame];
669 if (actw < rect.size.width) actw = rect.size.width;
670 if (acth < rect.size.height) acth = rect.size.height;
671
672 totalw = SPACING + 2 * actw;
673 h = 2 * SPACING + acth;
674
675 /*
676 * Now fetch the midend config data and go through it creating
677 * controls.
678 */
679 cfg = midend_get_config(me, which, &title);
680 sfree(title); /* FIXME: should we use this somehow? */
681 cfg_which = which;
682
683 cfg_ncontrols = cfg_controlsize = 0;
684 cfg_controls = NULL;
685 leftw = rightw = 0;
686 for (i = cfg; i->type != C_END; i++) {
687 if (cfg_controlsize < cfg_ncontrols + 5) {
688 cfg_controlsize = cfg_ncontrols + 32;
689 cfg_controls = sresize(cfg_controls, cfg_controlsize, NSView *);
690 }
691
692 thish = 0;
693
694 switch (i->type) {
695 case C_STRING:
696 /*
697 * Two NSTextFields, one being a label and the other
698 * being an edit box.
699 */
700
701 tf = [[NSTextField alloc] initWithFrame:tmprect];
702 [tf setEditable:NO];
703 [tf setSelectable:NO];
704 [tf setBordered:NO];
705 [tf setDrawsBackground:NO];
706 [[tf cell] setTitle:[NSString stringWithCString:i->name]];
707 [tf sizeToFit];
708 rect = [tf frame];
709 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
710 if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
711 cfg_controls[cfg_ncontrols++] = tf;
712
713 /* We impose a minimum width on editable NSTextFields to
714 * stop them looking _completely_ silly. */
715 if (rightw < 75) rightw = 75;
716
717 tf = [[NSTextField alloc] initWithFrame:tmprect];
718 [tf setEditable:YES];
719 [tf setSelectable:YES];
720 [tf setBordered:YES];
721 [[tf cell] setTitle:[NSString stringWithCString:i->sval]];
722 [tf sizeToFit];
723 rect = [tf frame];
724 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
725 if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
726 cfg_controls[cfg_ncontrols++] = tf;
727 break;
728
729 case C_BOOLEAN:
730 /*
731 * A checkbox is an NSButton with a type of
732 * NSSwitchButton.
733 */
734 b = [[NSButton alloc] initWithFrame:tmprect];
735 [b setBezelStyle:NSRoundedBezelStyle];
736 [b setButtonType:NSSwitchButton];
737 [b setTitle:[NSString stringWithCString:i->name]];
738 [b sizeToFit];
739 [b setState:(i->ival ? NSOnState : NSOffState)];
740 rect = [b frame];
741 if (totalw < rect.size.width + 1) totalw = rect.size.width + 1;
742 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
743 cfg_controls[cfg_ncontrols++] = b;
744 break;
745
746 case C_CHOICES:
747 /*
748 * A pop-up menu control is an NSPopUpButton, which
749 * takes an embedded NSMenu. We also need an
750 * NSTextField to act as a label.
751 */
752
753 tf = [[NSTextField alloc] initWithFrame:tmprect];
754 [tf setEditable:NO];
755 [tf setSelectable:NO];
756 [tf setBordered:NO];
757 [tf setDrawsBackground:NO];
758 [[tf cell] setTitle:[NSString stringWithCString:i->name]];
759 [tf sizeToFit];
760 rect = [tf frame];
761 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
762 if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
763 cfg_controls[cfg_ncontrols++] = tf;
764
765 pb = [[NSPopUpButton alloc] initWithFrame:tmprect pullsDown:NO];
766 [pb setBezelStyle:NSRoundedBezelStyle];
767 {
768 char c, *p;
769
770 p = i->sval;
771 c = *p++;
772 while (*p) {
773 char *q;
774
775 q = p;
776 while (*p && *p != c) p++;
777
778 [pb addItemWithTitle:[NSString stringWithCString:q
779 length:p-q]];
780
781 if (*p) p++;
782 }
783 }
784 [pb selectItemAtIndex:i->ival];
785 [pb sizeToFit];
786
787 rect = [pb frame];
788 if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
789 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
790 cfg_controls[cfg_ncontrols++] = pb;
791 break;
792 }
793
794 h += SPACING + thish;
795 }
796
797 if (totalw < leftw + SPACING + rightw)
798 totalw = leftw + SPACING + rightw;
799 if (totalw > leftw + SPACING + rightw) {
800 int excess = totalw - (leftw + SPACING + rightw);
801 int leftexcess = leftw * excess / (leftw + rightw);
802 int rightexcess = excess - leftexcess;
803 leftw += leftexcess;
804 rightw += rightexcess;
805 }
806
807 /*
808 * Now go through the list again, setting the final position
809 * for each control.
810 */
811 k = 0;
812 y = h;
813 for (i = cfg; i->type != C_END; i++) {
814 y -= SPACING;
815 thish = 0;
816 switch (i->type) {
817 case C_STRING:
818 case C_CHOICES:
819 /*
820 * These two are treated identically, since both expect
821 * a control on the left and another on the right.
822 */
823 rect = [cfg_controls[k] frame];
824 if (thish < rect.size.height + 1)
825 thish = rect.size.height + 1;
826 rect = [cfg_controls[k+1] frame];
827 if (thish < rect.size.height + 1)
828 thish = rect.size.height + 1;
829 rect = [cfg_controls[k] frame];
830 rect.origin.y = y - thish/2 - rect.size.height/2;
831 rect.origin.x = SPACING;
832 rect.size.width = leftw;
833 [cfg_controls[k] setFrame:rect];
834 rect = [cfg_controls[k+1] frame];
835 rect.origin.y = y - thish/2 - rect.size.height/2;
836 rect.origin.x = 2 * SPACING + leftw;
837 rect.size.width = rightw;
838 [cfg_controls[k+1] setFrame:rect];
839 k += 2;
840 break;
841
842 case C_BOOLEAN:
843 rect = [cfg_controls[k] frame];
844 if (thish < rect.size.height + 1)
845 thish = rect.size.height + 1;
846 rect.origin.y = y - thish/2 - rect.size.height/2;
847 rect.origin.x = SPACING;
848 rect.size.width = totalw;
849 [cfg_controls[k] setFrame:rect];
850 k++;
851 break;
852 }
853 y -= thish;
854 }
855
856 assert(k == cfg_ncontrols);
857
858 [cancel setFrame:NSMakeRect(SPACING+totalw/4-actw/2, SPACING, actw, acth)];
859 [ok setFrame:NSMakeRect(SPACING+3*totalw/4-actw/2, SPACING, actw, acth)];
860
861 sheet = [[NSWindow alloc]
862 initWithContentRect:NSMakeRect(0,0,totalw + 2*SPACING,h)
863 styleMask:NSTitledWindowMask | NSClosableWindowMask
864 backing:NSBackingStoreBuffered
865 defer:YES];
866
867 [[sheet contentView] addSubview:cancel];
868 [[sheet contentView] addSubview:ok];
869
870 for (k = 0; k < cfg_ncontrols; k++)
871 [[sheet contentView] addSubview:cfg_controls[k]];
872
873 [NSApp beginSheet:sheet modalForWindow:self
874 modalDelegate:nil didEndSelector:nil contextInfo:nil];
875}
876
877- (void)specificGame:(id)sender
878{
879 [self startConfigureSheet:CFG_SEED];
880}
881
882- (void)customGameType:(id)sender
883{
884 [self startConfigureSheet:CFG_SETTINGS];
885}
886
887- (void)sheetEndWithStatus:(BOOL)update
888{
889 assert(sheet != NULL);
890 [NSApp endSheet:sheet];
891 [sheet orderOut:self];
892 sheet = NULL;
893 if (update) {
894 int k;
895 config_item *i;
896 char *error;
897
898 k = 0;
899 for (i = cfg; i->type != C_END; i++) {
900 switch (i->type) {
901 case C_STRING:
902 sfree(i->sval);
903 i->sval = dupstr([[[(id)cfg_controls[k+1] cell]
904 title] cString]);
905 k += 2;
906 break;
907 case C_BOOLEAN:
908 i->ival = [(id)cfg_controls[k] state] == NSOnState;
909 k++;
910 break;
911 case C_CHOICES:
912 i->ival = [(id)cfg_controls[k+1] indexOfSelectedItem];
913 k += 2;
914 break;
915 }
916 }
917
918 error = midend_set_config(me, cfg_which, cfg);
919 if (error) {
920 NSAlert *alert = [[[NSAlert alloc] init] autorelease];
921 [alert addButtonWithTitle:@"OK"];
922 [alert setInformativeText:[NSString stringWithCString:error]];
923 [alert beginSheetModalForWindow:self modalDelegate:nil
924 didEndSelector:nil contextInfo:nil];
925 } else {
926 midend_new_game(me);
927 [self resizeForNewGameParams];
928 }
929 }
930 sfree(cfg_controls);
931 cfg_controls = NULL;
932}
933- (void)sheetOKButton:(id)sender
934{
935 [self sheetEndWithStatus:YES];
936}
937- (void)sheetCancelButton:(id)sender
938{
939 [self sheetEndWithStatus:NO];
940}
941
a5102461 942- (void)setStatusLine:(NSString *)text
943{
944 [[status cell] setTitle:text];
945}
946
9494d866 947@end
948
949/*
950 * Drawing routines called by the midend.
951 */
952void draw_polygon(frontend *fe, int *coords, int npoints,
953 int fill, int colour)
954{
955 NSBezierPath *path = [NSBezierPath bezierPath];
956 int i;
957
958 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
959
960 assert(colour >= 0 && colour < fe->ncolours);
961 [fe->colours[colour] set];
962
963 for (i = 0; i < npoints; i++) {
964 NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
965 if (i == 0)
966 [path moveToPoint:p];
967 else
968 [path lineToPoint:p];
969 }
970
971 [path closePath];
972
973 if (fill)
974 [path fill];
975 else
976 [path stroke];
977}
978void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
979{
980 NSBezierPath *path = [NSBezierPath bezierPath];
981 NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, y2 + 0.5 };
982
983 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
984
985 assert(colour >= 0 && colour < fe->ncolours);
986 [fe->colours[colour] set];
987
988 [path moveToPoint:p1];
989 [path lineToPoint:p2];
990 [path stroke];
991}
992void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
993{
994 NSRect r = { {x,y}, {w,h} };
995
996 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
997
998 assert(colour >= 0 && colour < fe->ncolours);
999 [fe->colours[colour] set];
1000
1001 NSRectFill(r);
1002}
1003void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
1004 int align, int colour, char *text)
1005{
1006 NSString *string = [NSString stringWithCString:text];
1007 NSDictionary *attr;
1008 NSFont *font;
1009 NSSize size;
1010 NSPoint point;
1011
1012 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
1013
1014 assert(colour >= 0 && colour < fe->ncolours);
1015
1016 if (fonttype == FONT_FIXED)
1017 font = [NSFont userFixedPitchFontOfSize:fontsize];
1018 else
1019 font = [NSFont userFontOfSize:fontsize];
1020
1021 attr = [NSDictionary dictionaryWithObjectsAndKeys:
1022 fe->colours[colour], NSForegroundColorAttributeName,
1023 font, NSFontAttributeName, nil];
1024
1025 point.x = x;
1026 point.y = y;
1027
1028 size = [string sizeWithAttributes:attr];
1029 if (align & ALIGN_HRIGHT)
1030 point.x -= size.width;
1031 else if (align & ALIGN_HCENTRE)
1032 point.x -= size.width / 2;
1033 if (align & ALIGN_VCENTRE)
1034 point.y -= size.height / 2;
1035
1036 [string drawAtPoint:point withAttributes:attr];
1037}
1038void draw_update(frontend *fe, int x, int y, int w, int h)
1039{
1040 /* FIXME */
1041}
1042void clip(frontend *fe, int x, int y, int w, int h)
1043{
1044 NSRect r = { {x,y}, {w,h} };
1045
1046 if (!fe->clipped)
1047 [[NSGraphicsContext currentContext] saveGraphicsState];
1048 [NSBezierPath clipRect:r];
1049 fe->clipped = TRUE;
1050}
1051void unclip(frontend *fe)
1052{
1053 if (fe->clipped)
1054 [[NSGraphicsContext currentContext] restoreGraphicsState];
1055 fe->clipped = FALSE;
1056}
1057void start_draw(frontend *fe)
1058{
1059 [fe->image lockFocus];
1060 fe->clipped = FALSE;
1061}
1062void end_draw(frontend *fe)
1063{
1064 [fe->image unlockFocus];
1065 [fe->view setNeedsDisplay];
1066}
1067
1068void deactivate_timer(frontend *fe)
1069{
1070 [fe->window deactivateTimer];
1071}
1072void activate_timer(frontend *fe)
1073{
1074 [fe->window activateTimer];
1075}
1076
a5102461 1077void status_bar(frontend *fe, char *text)
1078{
1079 [fe->window setStatusLine:[NSString stringWithCString:text]];
1080}
1081
9494d866 1082/* ----------------------------------------------------------------------
9494d866 1083 * AppController: the object which receives the messages from all
1084 * menu selections that aren't standard OS X functions.
1085 */
1086@interface AppController : NSObject
1087{
1088}
1089- (IBAction)newGame:(id)sender;
1090@end
1091
1092@implementation AppController
1093
1094- (IBAction)newGame:(id)sender
1095{
7e04cb48 1096 const game *g = [sender getPayload];
9494d866 1097 id win;
1098
1099 win = [[GameWindow alloc] initWithGame:g];
1100 [win makeKeyAndOrderFront:self];
1101}
1102
3041164c 1103- (NSMenu *)applicationDockMenu:(NSApplication *)sender
1104{
1105 NSMenu *menu = newmenu("Dock Menu");
1106 {
1107 int i;
1108
1109 for (i = 0; i < gamecount; i++) {
1110 id item =
1111 initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
1112 menu, gamelist[i]->name, "", self,
1113 @selector(newGame:));
1114 [item setPayload:(void *)gamelist[i]];
1115 }
1116 }
1117 return menu;
1118}
1119
9494d866 1120@end
1121
1122/* ----------------------------------------------------------------------
1123 * Main program. Constructs the menus and runs the application.
1124 */
1125int main(int argc, char **argv)
1126{
1127 NSAutoreleasePool *pool;
1128 NSMenu *menu;
1129 NSMenuItem *item;
1130 AppController *controller;
a96edf8a 1131 NSImage *icon;
9494d866 1132
1133 pool = [[NSAutoreleasePool alloc] init];
a96edf8a 1134
1135 icon = [NSImage imageNamed:@"NSApplicationIcon"];
9494d866 1136 [NSApplication sharedApplication];
a96edf8a 1137 [NSApp setApplicationIconImage:icon];
9494d866 1138
1139 controller = [[[AppController alloc] init] autorelease];
3041164c 1140 [NSApp setDelegate:controller];
9494d866 1141
1142 [NSApp setMainMenu: newmenu("Main Menu")];
1143
1144 menu = newsubmenu([NSApp mainMenu], "Apple Menu");
1145 [NSApp setServicesMenu:newsubmenu(menu, "Services")];
1146 [menu addItem:[NSMenuItem separatorItem]];
1147 item = newitem(menu, "Hide Puzzles", "h", NSApp, @selector(hide:));
1148 item = newitem(menu, "Hide Others", "o-h", NSApp, @selector(hideOtherApplications:));
1149 item = newitem(menu, "Show All", "", NSApp, @selector(unhideAllApplications:));
1150 [menu addItem:[NSMenuItem separatorItem]];
1151 item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
1152 [NSApp setAppleMenu: menu];
1153
00461804 1154 menu = newsubmenu([NSApp mainMenu], "Open");
9494d866 1155 {
1156 int i;
1157
1158 for (i = 0; i < gamecount; i++) {
1159 id item =
7e04cb48 1160 initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
9494d866 1161 menu, gamelist[i]->name, "", controller,
1162 @selector(newGame:));
7e04cb48 1163 [item setPayload:(void *)gamelist[i]];
9494d866 1164 }
1165 }
1166
00461804 1167 menu = newsubmenu([NSApp mainMenu], "Game");
1168 item = newitem(menu, "New", "n", NULL, @selector(newGame:));
1169 item = newitem(menu, "Restart", "r", NULL, @selector(restartGame:));
1170 item = newitem(menu, "Specific", "", NULL, @selector(specificGame:));
1171 [menu addItem:[NSMenuItem separatorItem]];
1172 item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
1173 item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
1174 [menu addItem:[NSMenuItem separatorItem]];
1175 item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
1176
1177 menu = newsubmenu([NSApp mainMenu], "Type");
7e04cb48 1178 typemenu = menu;
00461804 1179 item = newitem(menu, "Custom", "", NULL, @selector(customGameType:));
1180
1181 menu = newsubmenu([NSApp mainMenu], "Window");
9494d866 1182 [NSApp setWindowsMenu: menu];
00461804 1183 item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
9494d866 1184
1185 [NSApp run];
1186 [pool release];
1187}