Need to impose a _maximum_ width on edit boxes, as well as a minimum
[sgt/puzzles] / osx.m
CommitLineData
9494d866 1/*
2 * Mac OS X / Cocoa front end to puzzles.
00461804 3 *
fccfd04d 4 * Still to do:
5 *
8709d5d9 6 * - I'd like to be able to call up context help for a specific
7 * game at a time.
a5102461 8 *
a5102461 9 * Mac interface issues that possibly could be done better:
10 *
11 * - is there a better approach to frontend_default_colour?
12 *
13 * - do we need any more options in the Window menu?
00461804 14 *
2411c162 15 * - can / should we be doing anything with the titles of the
16 * configuration boxes?
17 *
9494d866 18 * - not sure what I should be doing about default window
19 * placement. Centring new windows is a bit feeble, but what's
20 * better? Is there a standard way to tell the OS "here's the
21 * _size_ of window I want, now use your best judgment about the
22 * initial position"?
00461804 23 *
9494d866 24 * - a brief frob of the Mac numeric keypad suggests that it
25 * generates numbers no matter what you do. I wonder if I should
26 * try to figure out a way of detecting keypad codes so I can
6d634196 27 * implement UP_LEFT and friends. Alternatively, perhaps I
28 * should simply assign the number keys to UP_LEFT et al?
29 * They're not in use for anything else right now.
00461804 30 *
00461804 31 * - see if we can do anything to one-button-ise the multi-button
32 * dependent puzzle UIs:
33 * - Pattern is a _little_ unwieldy but not too bad (since
34 * generally you never need the middle button unless you've
35 * made a mistake, so it's just click versus command-click).
36 * - Net is utterly vile; having normal click be one rotate and
37 * command-click be the other introduces a horrid asymmetry,
38 * and yet requiring a shift key for _each_ click would be
39 * even worse because rotation feels as if it ought to be the
40 * default action. I fear this is why the Flash Net had the
41 * UI it did...
42 *
e1107f8b 43 * - Should we _return_ to a game configuration sheet once an
44 * error is reported by midend_set_config, to allow the user to
45 * correct the one faulty input and keep the other five OK ones?
46 * The Apple `one sheet at a time' restriction would require me
47 * to do this by closing the config sheet, opening the alert
48 * sheet, and then reopening the config sheet when the alert is
49 * closed; and the human interface types, who presumably
50 * invented the one-sheet-at-a-time rule for good reasons, might
51 * look with disfavour on me trying to get round them to fake a
52 * nested sheet. On the other hand I think there are good
53 * practical reasons for wanting it that way. Uncertain.
54 *
7e04cb48 55 * Grotty implementation details that could probably be improved:
56 *
57 * - I am _utterly_ unconvinced that NSImageView was the right way
58 * to go about having a window with a reliable backing store! It
59 * just doesn't feel right; NSImageView is a _control_. Is there
60 * a simpler way?
61 *
62 * - Resizing is currently very bad; rather than bother to work
63 * out how to resize the NSImageView, I just splatter and
64 * recreate it.
9494d866 65 */
66
67#include <ctype.h>
68#include <sys/time.h>
69#import <Cocoa/Cocoa.h>
70#include "puzzles.h"
71
e7fabdfa 72/* ----------------------------------------------------------------------
73 * Global variables.
74 */
75
76/*
77 * The `Type' menu. We frob this dynamically to allow the user to
78 * choose a preset set of settings from the current game.
79 */
80NSMenu *typemenu;
81
82/* ----------------------------------------------------------------------
83 * Miscellaneous support routines that aren't part of any object or
84 * clearly defined subsystem.
85 */
86
9494d866 87void fatal(char *fmt, ...)
88{
9494d866 89 va_list ap;
e7fabdfa 90 char errorbuf[2048];
91 NSAlert *alert;
9494d866 92
93 va_start(ap, fmt);
e7fabdfa 94 vsnprintf(errorbuf, lenof(errorbuf), fmt, ap);
9494d866 95 va_end(ap);
96
e7fabdfa 97 alert = [NSAlert alloc];
98 /*
99 * We may have come here because we ran out of memory, in which
100 * case it's entirely likely that that alloc will fail, so we
101 * should have a fallback of some sort.
102 */
103 if (!alert) {
104 fprintf(stderr, "fatal error (and NSAlert failed): %s\n", errorbuf);
105 } else {
106 alert = [[alert init] autorelease];
107 [alert addButtonWithTitle:@"Oh dear"];
108 [alert setInformativeText:[NSString stringWithCString:errorbuf]];
109 [alert runModal];
110 }
9494d866 111 exit(1);
112}
113
114void frontend_default_colour(frontend *fe, float *output)
115{
e7fabdfa 116 /* FIXME: Is there a system default we can tap into for this? */
9494d866 117 output[0] = output[1] = output[2] = 0.8F;
118}
9494d866 119
120void get_random_seed(void **randseed, int *randseedsize)
121{
122 time_t *tp = snew(time_t);
123 time(tp);
124 *randseed = (void *)tp;
125 *randseedsize = sizeof(time_t);
126}
127
128/* ----------------------------------------------------------------------
7e04cb48 129 * Tiny extension to NSMenuItem which carries a payload of a `void
130 * *', allowing several menu items to invoke the same message but
131 * pass different data through it.
132 */
133@interface DataMenuItem : NSMenuItem
134{
135 void *payload;
7e04cb48 136}
137- (void)setPayload:(void *)d;
7e04cb48 138- (void *)getPayload;
139@end
140@implementation DataMenuItem
7e04cb48 141- (void)setPayload:(void *)d
142{
143 payload = d;
144}
7e04cb48 145- (void *)getPayload
146{
147 return payload;
148}
7e04cb48 149@end
150
151/* ----------------------------------------------------------------------
e1107f8b 152 * Utility routines for constructing OS X menus.
153 */
154
155NSMenu *newmenu(const char *title)
156{
157 return [[[NSMenu allocWithZone:[NSMenu menuZone]]
158 initWithTitle:[NSString stringWithCString:title]]
159 autorelease];
160}
161
162NSMenu *newsubmenu(NSMenu *parent, const char *title)
163{
164 NSMenuItem *item;
165 NSMenu *child;
166
167 item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]]
168 initWithTitle:[NSString stringWithCString:title]
169 action:NULL
170 keyEquivalent:@""]
171 autorelease];
172 child = newmenu(title);
173 [item setEnabled:YES];
174 [item setSubmenu:child];
175 [parent addItem:item];
176 return child;
177}
178
179id initnewitem(NSMenuItem *item, NSMenu *parent, const char *title,
180 const char *key, id target, SEL action)
181{
182 unsigned mask = NSCommandKeyMask;
183
184 if (key[strcspn(key, "-")]) {
185 while (*key && *key != '-') {
186 int c = tolower((unsigned char)*key);
187 if (c == 's') {
188 mask |= NSShiftKeyMask;
189 } else if (c == 'o' || c == 'a') {
190 mask |= NSAlternateKeyMask;
191 }
192 key++;
193 }
194 if (*key)
195 key++;
196 }
197
198 item = [[item initWithTitle:[NSString stringWithCString:title]
199 action:NULL
200 keyEquivalent:[NSString stringWithCString:key]]
201 autorelease];
202
203 if (*key)
204 [item setKeyEquivalentModifierMask: mask];
205
206 [item setEnabled:YES];
207 [item setTarget:target];
208 [item setAction:action];
209
210 [parent addItem:item];
211
212 return item;
213}
214
215NSMenuItem *newitem(NSMenu *parent, char *title, char *key,
216 id target, SEL action)
217{
218 return initnewitem([NSMenuItem allocWithZone:[NSMenu menuZone]],
219 parent, title, key, target, action);
220}
221
222/* ----------------------------------------------------------------------
9494d866 223 * The front end presented to midend.c.
224 *
225 * This is mostly a subclass of NSWindow. The actual `frontend'
226 * structure passed to the midend contains a variety of pointers,
227 * including that window object but also including the image we
228 * draw on, an ImageView to display it in the window, and so on.
229 */
230
231@class GameWindow;
232@class MyImageView;
233
234struct frontend {
235 GameWindow *window;
236 NSImage *image;
237 MyImageView *view;
238 NSColor **colours;
239 int ncolours;
240 int clipped;
241};
242
243@interface MyImageView : NSImageView
244{
245 GameWindow *ourwin;
246}
247- (void)setWindow:(GameWindow *)win;
248- (BOOL)isFlipped;
249- (void)mouseEvent:(NSEvent *)ev button:(int)b;
250- (void)mouseDown:(NSEvent *)ev;
251- (void)mouseDragged:(NSEvent *)ev;
252- (void)mouseUp:(NSEvent *)ev;
253- (void)rightMouseDown:(NSEvent *)ev;
254- (void)rightMouseDragged:(NSEvent *)ev;
255- (void)rightMouseUp:(NSEvent *)ev;
256- (void)otherMouseDown:(NSEvent *)ev;
257- (void)otherMouseDragged:(NSEvent *)ev;
258- (void)otherMouseUp:(NSEvent *)ev;
259@end
260
261@interface GameWindow : NSWindow
262{
263 const game *ourgame;
264 midend_data *me;
265 struct frontend fe;
266 struct timeval last_time;
267 NSTimer *timer;
e1107f8b 268 NSWindow *sheet;
269 config_item *cfg;
270 int cfg_which;
271 NSView **cfg_controls;
272 int cfg_ncontrols;
a5102461 273 NSTextField *status;
9494d866 274}
275- (id)initWithGame:(const game *)g;
276- dealloc;
277- (void)processButton:(int)b x:(int)x y:(int)y;
278- (void)keyDown:(NSEvent *)ev;
279- (void)activateTimer;
280- (void)deactivateTimer;
a5102461 281- (void)setStatusLine:(NSString *)text;
9494d866 282@end
283
284@implementation MyImageView
285
286- (void)setWindow:(GameWindow *)win
287{
288 ourwin = win;
289}
290
291- (BOOL)isFlipped
292{
293 return YES;
294}
295
296- (void)mouseEvent:(NSEvent *)ev button:(int)b
297{
298 NSPoint point = [self convertPoint:[ev locationInWindow] fromView:nil];
299 [ourwin processButton:b x:point.x y:point.y];
300}
301
302- (void)mouseDown:(NSEvent *)ev
303{
304 unsigned mod = [ev modifierFlags];
305 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_BUTTON :
306 (mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
307 LEFT_BUTTON)];
308}
309- (void)mouseDragged:(NSEvent *)ev
310{
311 unsigned mod = [ev modifierFlags];
312 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_DRAG :
313 (mod & NSShiftKeyMask) ? MIDDLE_DRAG :
314 LEFT_DRAG)];
315}
316- (void)mouseUp:(NSEvent *)ev
317{
318 unsigned mod = [ev modifierFlags];
319 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_RELEASE :
320 (mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
321 LEFT_RELEASE)];
322}
323- (void)rightMouseDown:(NSEvent *)ev
324{
325 unsigned mod = [ev modifierFlags];
326 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
327 RIGHT_BUTTON)];
328}
329- (void)rightMouseDragged:(NSEvent *)ev
330{
331 unsigned mod = [ev modifierFlags];
332 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_DRAG :
333 RIGHT_DRAG)];
334}
335- (void)rightMouseUp:(NSEvent *)ev
336{
337 unsigned mod = [ev modifierFlags];
338 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
339 RIGHT_RELEASE)];
340}
341- (void)otherMouseDown:(NSEvent *)ev
342{
343 [self mouseEvent:ev button:MIDDLE_BUTTON];
344}
345- (void)otherMouseDragged:(NSEvent *)ev
346{
347 [self mouseEvent:ev button:MIDDLE_DRAG];
348}
349- (void)otherMouseUp:(NSEvent *)ev
350{
351 [self mouseEvent:ev button:MIDDLE_RELEASE];
352}
353@end
354
355@implementation GameWindow
7e04cb48 356- (void)setupContentView
357{
a5102461 358 NSRect frame;
7e04cb48 359 int w, h;
360
a5102461 361 if (status) {
362 frame = [status frame];
363 frame.origin.y = frame.size.height;
364 } else
365 frame.origin.y = 0;
366 frame.origin.x = 0;
367
7e04cb48 368 midend_size(me, &w, &h);
a5102461 369 frame.size.width = w;
370 frame.size.height = h;
7e04cb48 371
a5102461 372 fe.image = [[NSImage alloc] initWithSize:frame.size];
7e04cb48 373 [fe.image setFlipped:YES];
a5102461 374 fe.view = [[MyImageView alloc] initWithFrame:frame];
7e04cb48 375 [fe.view setImage:fe.image];
376 [fe.view setWindow:self];
377
378 midend_redraw(me);
379
a5102461 380 [[self contentView] addSubview:fe.view];
7e04cb48 381}
9494d866 382- (id)initWithGame:(const game *)g
383{
a5102461 384 NSRect rect = { {0,0}, {0,0} }, rect2;
9494d866 385 int w, h;
386
387 ourgame = g;
388
389 fe.window = self;
390
391 me = midend_new(&fe, ourgame);
392 /*
393 * If we ever need to open a fresh window using a provided game
394 * ID, I think the right thing is to move most of this method
395 * into a new initWithGame:gameID: method, and have
396 * initWithGame: simply call that one and pass it NULL.
397 */
398 midend_new_game(me);
399 midend_size(me, &w, &h);
400 rect.size.width = w;
401 rect.size.height = h;
402
a5102461 403 /*
404 * Create the status bar, which will just be an NSTextField.
405 */
406 if (ourgame->wants_statusbar()) {
407 status = [[NSTextField alloc] initWithFrame:NSMakeRect(0,0,100,50)];
408 [status setEditable:NO];
409 [status setSelectable:NO];
410 [status setBordered:YES];
411 [status setBezeled:YES];
412 [status setBezelStyle:NSTextFieldSquareBezel];
413 [status setDrawsBackground:YES];
414 [[status cell] setTitle:@""];
415 [status sizeToFit];
416 rect2 = [status frame];
417 rect.size.height += rect2.size.height;
418 rect2.size.width = rect.size.width;
419 rect2.origin.x = rect2.origin.y = 0;
420 [status setFrame:rect2];
421 } else
422 status = nil;
423
9494d866 424 self = [super initWithContentRect:rect
425 styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
426 NSClosableWindowMask)
427 backing:NSBackingStoreBuffered
e1107f8b 428 defer:YES];
9494d866 429 [self setTitle:[NSString stringWithCString:ourgame->name]];
430
431 {
432 float *colours;
433 int i, ncolours;
434
435 colours = midend_colours(me, &ncolours);
436 fe.ncolours = ncolours;
437 fe.colours = snewn(ncolours, NSColor *);
438
439 for (i = 0; i < ncolours; i++) {
440 fe.colours[i] = [[NSColor colorWithDeviceRed:colours[i*3]
441 green:colours[i*3+1] blue:colours[i*3+2]
442 alpha:1.0] retain];
443 }
444 }
445
7e04cb48 446 [self setupContentView];
a5102461 447 if (status)
448 [[self contentView] addSubview:status];
9494d866 449 [self setIgnoresMouseEvents:NO];
450
9494d866 451 [self center]; /* :-) */
452
453 return self;
454}
455
456- dealloc
457{
458 int i;
459 for (i = 0; i < fe.ncolours; i++) {
460 [fe.colours[i] release];
461 }
462 sfree(fe.colours);
463 midend_free(me);
464 return [super dealloc];
465}
466
467- (void)processButton:(int)b x:(int)x y:(int)y
468{
469 if (!midend_process_key(me, x, y, b))
470 [self close];
471}
472
473- (void)keyDown:(NSEvent *)ev
474{
475 NSString *s = [ev characters];
476 int i, n = [s length];
477
478 for (i = 0; i < n; i++) {
479 int c = [s characterAtIndex:i];
480
481 /*
482 * ASCII gets passed straight to midend_process_key.
483 * Anything above that has to be translated to our own
484 * function key codes.
485 */
486 if (c >= 0x80) {
487 switch (c) {
488 case NSUpArrowFunctionKey:
489 c = CURSOR_UP;
490 break;
491 case NSDownArrowFunctionKey:
492 c = CURSOR_DOWN;
493 break;
494 case NSLeftArrowFunctionKey:
495 c = CURSOR_LEFT;
496 break;
497 case NSRightArrowFunctionKey:
498 c = CURSOR_RIGHT;
499 break;
500 default:
501 continue;
502 }
503 }
504
505 [self processButton:c x:-1 y:-1];
506 }
507}
508
509- (void)activateTimer
510{
511 if (timer != nil)
512 return;
513
514 timer = [NSTimer scheduledTimerWithTimeInterval:0.02
515 target:self selector:@selector(timerTick:)
516 userInfo:nil repeats:YES];
517 gettimeofday(&last_time, NULL);
518}
519
520- (void)deactivateTimer
521{
522 if (timer == nil)
523 return;
524
525 [timer invalidate];
526 timer = nil;
527}
528
529- (void)timerTick:(id)sender
530{
531 struct timeval now;
532 float elapsed;
533 gettimeofday(&now, NULL);
534 elapsed = ((now.tv_usec - last_time.tv_usec) * 0.000001F +
535 (now.tv_sec - last_time.tv_sec));
536 midend_timer(me, elapsed);
537 last_time = now;
538}
539
00461804 540- (void)newGame:(id)sender
541{
542 [self processButton:'n' x:-1 y:-1];
543}
544- (void)restartGame:(id)sender
545{
546 [self processButton:'r' x:-1 y:-1];
547}
548- (void)undoMove:(id)sender
549{
550 [self processButton:'u' x:-1 y:-1];
551}
552- (void)redoMove:(id)sender
553{
554 [self processButton:'r'&0x1F x:-1 y:-1];
555}
556
7e04cb48 557- (void)clearTypeMenu
558{
559 while ([typemenu numberOfItems] > 1)
560 [typemenu removeItemAtIndex:0];
561}
562
563- (void)becomeKeyWindow
564{
565 int n;
566
567 [self clearTypeMenu];
568
569 [super becomeKeyWindow];
570
571 n = midend_num_presets(me);
572
573 if (n > 0) {
574 [typemenu insertItem:[NSMenuItem separatorItem] atIndex:0];
575 while (n--) {
576 char *name;
577 game_params *params;
578 DataMenuItem *item;
579
580 midend_fetch_preset(me, n, &name, &params);
581
582 item = [[[DataMenuItem alloc]
583 initWithTitle:[NSString stringWithCString:name]
584 action:NULL keyEquivalent:@""]
585 autorelease];
586
587 [item setEnabled:YES];
588 [item setTarget:self];
589 [item setAction:@selector(presetGame:)];
590 [item setPayload:params];
7e04cb48 591
592 [typemenu insertItem:item atIndex:0];
593 }
594 }
595}
596
597- (void)resignKeyWindow
598{
599 [self clearTypeMenu];
600 [super resignKeyWindow];
601}
602
603- (void)close
604{
605 [self clearTypeMenu];
606 [super close];
607}
608
609- (void)resizeForNewGameParams
610{
611 NSSize size = {0,0};
612 int w, h;
613
614 midend_size(me, &w, &h);
615 size.width = w;
616 size.height = h;
617
2411c162 618 if (status) {
619 NSRect frame = [status frame];
620 size.height += frame.size.height;
621 frame.size.width = size.width;
622 [status setFrame:frame];
623 }
624
7e04cb48 625 NSDisableScreenUpdates();
626 [self setContentSize:size];
627 [self setupContentView];
628 NSEnableScreenUpdates();
629}
630
631- (void)presetGame:(id)sender
632{
633 game_params *params = [sender getPayload];
634
635 midend_set_params(me, params);
636 midend_new_game(me);
637
638 [self resizeForNewGameParams];
639}
640
e1107f8b 641- (void)startConfigureSheet:(int)which
642{
643 NSButton *ok, *cancel;
644 int actw, acth, leftw, rightw, totalw, h, thish, y;
645 int k;
646 NSRect rect, tmprect;
647 const int SPACING = 16;
648 char *title;
649 config_item *i;
650 int cfg_controlsize;
651 NSTextField *tf;
652 NSButton *b;
653 NSPopUpButton *pb;
654
655 assert(sheet == NULL);
656
657 /*
658 * Every control we create here is going to have this size
659 * until we tell it to calculate a better one.
660 */
661 tmprect = NSMakeRect(0, 0, 100, 50);
662
663 /*
664 * Set up OK and Cancel buttons. (Actually, MacOS doesn't seem
665 * to be fond of generic OK and Cancel wording, so I'm going to
666 * rename them to something nicer.)
667 */
668 actw = acth = 0;
669
670 cancel = [[NSButton alloc] initWithFrame:tmprect];
671 [cancel setBezelStyle:NSRoundedBezelStyle];
672 [cancel setTitle:@"Abandon"];
673 [cancel setTarget:self];
674 [cancel setKeyEquivalent:@"\033"];
675 [cancel setAction:@selector(sheetCancelButton:)];
676 [cancel sizeToFit];
677 rect = [cancel frame];
678 if (actw < rect.size.width) actw = rect.size.width;
679 if (acth < rect.size.height) acth = rect.size.height;
680
681 ok = [[NSButton alloc] initWithFrame:tmprect];
682 [ok setBezelStyle:NSRoundedBezelStyle];
683 [ok setTitle:@"Accept"];
684 [ok setTarget:self];
685 [ok setKeyEquivalent:@"\r"];
686 [ok setAction:@selector(sheetOKButton:)];
687 [ok sizeToFit];
688 rect = [ok frame];
689 if (actw < rect.size.width) actw = rect.size.width;
690 if (acth < rect.size.height) acth = rect.size.height;
691
692 totalw = SPACING + 2 * actw;
693 h = 2 * SPACING + acth;
694
695 /*
696 * Now fetch the midend config data and go through it creating
697 * controls.
698 */
699 cfg = midend_get_config(me, which, &title);
700 sfree(title); /* FIXME: should we use this somehow? */
701 cfg_which = which;
702
703 cfg_ncontrols = cfg_controlsize = 0;
704 cfg_controls = NULL;
705 leftw = rightw = 0;
706 for (i = cfg; i->type != C_END; i++) {
707 if (cfg_controlsize < cfg_ncontrols + 5) {
708 cfg_controlsize = cfg_ncontrols + 32;
709 cfg_controls = sresize(cfg_controls, cfg_controlsize, NSView *);
710 }
711
712 thish = 0;
713
714 switch (i->type) {
715 case C_STRING:
716 /*
717 * Two NSTextFields, one being a label and the other
718 * being an edit box.
719 */
720
721 tf = [[NSTextField alloc] initWithFrame:tmprect];
722 [tf setEditable:NO];
723 [tf setSelectable:NO];
724 [tf setBordered:NO];
725 [tf setDrawsBackground:NO];
726 [[tf cell] setTitle:[NSString stringWithCString:i->name]];
727 [tf sizeToFit];
728 rect = [tf frame];
729 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
730 if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
731 cfg_controls[cfg_ncontrols++] = tf;
732
e1107f8b 733 tf = [[NSTextField alloc] initWithFrame:tmprect];
734 [tf setEditable:YES];
735 [tf setSelectable:YES];
736 [tf setBordered:YES];
737 [[tf cell] setTitle:[NSString stringWithCString:i->sval]];
738 [tf sizeToFit];
739 rect = [tf frame];
6958e513 740 /*
741 * We impose a minimum and maximum width on editable
742 * NSTextFields. If we allow them to size themselves to
743 * the contents of the text within them, then they will
744 * look very silly if that text is only one or two
745 * characters, and equally silly if it's an absolutely
746 * enormous Rectangles or Pattern game ID!
747 */
748 if (rect.size.width < 75) rect.size.width = 75;
749 if (rect.size.width > 400) rect.size.width = 400;
750
e1107f8b 751 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
752 if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
753 cfg_controls[cfg_ncontrols++] = tf;
754 break;
755
756 case C_BOOLEAN:
757 /*
758 * A checkbox is an NSButton with a type of
759 * NSSwitchButton.
760 */
761 b = [[NSButton alloc] initWithFrame:tmprect];
762 [b setBezelStyle:NSRoundedBezelStyle];
763 [b setButtonType:NSSwitchButton];
764 [b setTitle:[NSString stringWithCString:i->name]];
765 [b sizeToFit];
766 [b setState:(i->ival ? NSOnState : NSOffState)];
767 rect = [b frame];
768 if (totalw < rect.size.width + 1) totalw = rect.size.width + 1;
769 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
770 cfg_controls[cfg_ncontrols++] = b;
771 break;
772
773 case C_CHOICES:
774 /*
775 * A pop-up menu control is an NSPopUpButton, which
776 * takes an embedded NSMenu. We also need an
777 * NSTextField to act as a label.
778 */
779
780 tf = [[NSTextField alloc] initWithFrame:tmprect];
781 [tf setEditable:NO];
782 [tf setSelectable:NO];
783 [tf setBordered:NO];
784 [tf setDrawsBackground:NO];
785 [[tf cell] setTitle:[NSString stringWithCString:i->name]];
786 [tf sizeToFit];
787 rect = [tf frame];
788 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
789 if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
790 cfg_controls[cfg_ncontrols++] = tf;
791
792 pb = [[NSPopUpButton alloc] initWithFrame:tmprect pullsDown:NO];
793 [pb setBezelStyle:NSRoundedBezelStyle];
794 {
795 char c, *p;
796
797 p = i->sval;
798 c = *p++;
799 while (*p) {
800 char *q;
801
802 q = p;
803 while (*p && *p != c) p++;
804
805 [pb addItemWithTitle:[NSString stringWithCString:q
806 length:p-q]];
807
808 if (*p) p++;
809 }
810 }
811 [pb selectItemAtIndex:i->ival];
812 [pb sizeToFit];
813
814 rect = [pb frame];
815 if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
816 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
817 cfg_controls[cfg_ncontrols++] = pb;
818 break;
819 }
820
821 h += SPACING + thish;
822 }
823
824 if (totalw < leftw + SPACING + rightw)
825 totalw = leftw + SPACING + rightw;
826 if (totalw > leftw + SPACING + rightw) {
827 int excess = totalw - (leftw + SPACING + rightw);
828 int leftexcess = leftw * excess / (leftw + rightw);
829 int rightexcess = excess - leftexcess;
830 leftw += leftexcess;
831 rightw += rightexcess;
832 }
833
834 /*
835 * Now go through the list again, setting the final position
836 * for each control.
837 */
838 k = 0;
839 y = h;
840 for (i = cfg; i->type != C_END; i++) {
841 y -= SPACING;
842 thish = 0;
843 switch (i->type) {
844 case C_STRING:
845 case C_CHOICES:
846 /*
847 * These two are treated identically, since both expect
848 * a control on the left and another on the right.
849 */
850 rect = [cfg_controls[k] frame];
851 if (thish < rect.size.height + 1)
852 thish = rect.size.height + 1;
853 rect = [cfg_controls[k+1] frame];
854 if (thish < rect.size.height + 1)
855 thish = rect.size.height + 1;
856 rect = [cfg_controls[k] frame];
857 rect.origin.y = y - thish/2 - rect.size.height/2;
858 rect.origin.x = SPACING;
859 rect.size.width = leftw;
860 [cfg_controls[k] setFrame:rect];
861 rect = [cfg_controls[k+1] frame];
862 rect.origin.y = y - thish/2 - rect.size.height/2;
863 rect.origin.x = 2 * SPACING + leftw;
864 rect.size.width = rightw;
865 [cfg_controls[k+1] setFrame:rect];
866 k += 2;
867 break;
868
869 case C_BOOLEAN:
870 rect = [cfg_controls[k] frame];
871 if (thish < rect.size.height + 1)
872 thish = rect.size.height + 1;
873 rect.origin.y = y - thish/2 - rect.size.height/2;
874 rect.origin.x = SPACING;
875 rect.size.width = totalw;
876 [cfg_controls[k] setFrame:rect];
877 k++;
878 break;
879 }
880 y -= thish;
881 }
882
883 assert(k == cfg_ncontrols);
884
885 [cancel setFrame:NSMakeRect(SPACING+totalw/4-actw/2, SPACING, actw, acth)];
886 [ok setFrame:NSMakeRect(SPACING+3*totalw/4-actw/2, SPACING, actw, acth)];
887
888 sheet = [[NSWindow alloc]
889 initWithContentRect:NSMakeRect(0,0,totalw + 2*SPACING,h)
890 styleMask:NSTitledWindowMask | NSClosableWindowMask
891 backing:NSBackingStoreBuffered
892 defer:YES];
893
894 [[sheet contentView] addSubview:cancel];
895 [[sheet contentView] addSubview:ok];
896
897 for (k = 0; k < cfg_ncontrols; k++)
898 [[sheet contentView] addSubview:cfg_controls[k]];
899
900 [NSApp beginSheet:sheet modalForWindow:self
901 modalDelegate:nil didEndSelector:nil contextInfo:nil];
902}
903
904- (void)specificGame:(id)sender
905{
906 [self startConfigureSheet:CFG_SEED];
907}
908
909- (void)customGameType:(id)sender
910{
911 [self startConfigureSheet:CFG_SETTINGS];
912}
913
914- (void)sheetEndWithStatus:(BOOL)update
915{
916 assert(sheet != NULL);
917 [NSApp endSheet:sheet];
918 [sheet orderOut:self];
919 sheet = NULL;
920 if (update) {
921 int k;
922 config_item *i;
923 char *error;
924
925 k = 0;
926 for (i = cfg; i->type != C_END; i++) {
927 switch (i->type) {
928 case C_STRING:
929 sfree(i->sval);
930 i->sval = dupstr([[[(id)cfg_controls[k+1] cell]
931 title] cString]);
932 k += 2;
933 break;
934 case C_BOOLEAN:
935 i->ival = [(id)cfg_controls[k] state] == NSOnState;
936 k++;
937 break;
938 case C_CHOICES:
939 i->ival = [(id)cfg_controls[k+1] indexOfSelectedItem];
940 k += 2;
941 break;
942 }
943 }
944
945 error = midend_set_config(me, cfg_which, cfg);
946 if (error) {
947 NSAlert *alert = [[[NSAlert alloc] init] autorelease];
e7fabdfa 948 [alert addButtonWithTitle:@"Bah"];
e1107f8b 949 [alert setInformativeText:[NSString stringWithCString:error]];
950 [alert beginSheetModalForWindow:self modalDelegate:nil
951 didEndSelector:nil contextInfo:nil];
952 } else {
953 midend_new_game(me);
954 [self resizeForNewGameParams];
955 }
956 }
957 sfree(cfg_controls);
958 cfg_controls = NULL;
959}
960- (void)sheetOKButton:(id)sender
961{
962 [self sheetEndWithStatus:YES];
963}
964- (void)sheetCancelButton:(id)sender
965{
966 [self sheetEndWithStatus:NO];
967}
968
a5102461 969- (void)setStatusLine:(NSString *)text
970{
971 [[status cell] setTitle:text];
972}
973
9494d866 974@end
975
976/*
977 * Drawing routines called by the midend.
978 */
979void draw_polygon(frontend *fe, int *coords, int npoints,
980 int fill, int colour)
981{
982 NSBezierPath *path = [NSBezierPath bezierPath];
983 int i;
984
985 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
986
987 assert(colour >= 0 && colour < fe->ncolours);
988 [fe->colours[colour] set];
989
990 for (i = 0; i < npoints; i++) {
991 NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
992 if (i == 0)
993 [path moveToPoint:p];
994 else
995 [path lineToPoint:p];
996 }
997
998 [path closePath];
999
1000 if (fill)
1001 [path fill];
1002 else
1003 [path stroke];
1004}
1005void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
1006{
1007 NSBezierPath *path = [NSBezierPath bezierPath];
1008 NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, y2 + 0.5 };
1009
1010 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
1011
1012 assert(colour >= 0 && colour < fe->ncolours);
1013 [fe->colours[colour] set];
1014
1015 [path moveToPoint:p1];
1016 [path lineToPoint:p2];
1017 [path stroke];
1018}
1019void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
1020{
1021 NSRect r = { {x,y}, {w,h} };
1022
1023 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
1024
1025 assert(colour >= 0 && colour < fe->ncolours);
1026 [fe->colours[colour] set];
1027
1028 NSRectFill(r);
1029}
1030void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
1031 int align, int colour, char *text)
1032{
1033 NSString *string = [NSString stringWithCString:text];
1034 NSDictionary *attr;
1035 NSFont *font;
1036 NSSize size;
1037 NSPoint point;
1038
1039 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
1040
1041 assert(colour >= 0 && colour < fe->ncolours);
1042
1043 if (fonttype == FONT_FIXED)
1044 font = [NSFont userFixedPitchFontOfSize:fontsize];
1045 else
1046 font = [NSFont userFontOfSize:fontsize];
1047
1048 attr = [NSDictionary dictionaryWithObjectsAndKeys:
1049 fe->colours[colour], NSForegroundColorAttributeName,
1050 font, NSFontAttributeName, nil];
1051
1052 point.x = x;
1053 point.y = y;
1054
1055 size = [string sizeWithAttributes:attr];
1056 if (align & ALIGN_HRIGHT)
1057 point.x -= size.width;
1058 else if (align & ALIGN_HCENTRE)
1059 point.x -= size.width / 2;
1060 if (align & ALIGN_VCENTRE)
1061 point.y -= size.height / 2;
1062
1063 [string drawAtPoint:point withAttributes:attr];
1064}
1065void draw_update(frontend *fe, int x, int y, int w, int h)
1066{
e7fabdfa 1067 /*
1068 * FIXME: It seems odd that nothing is required here, although
1069 * everything _seems_ to work with this routine empty. Possibly
1070 * we're always updating the entire window, and there's a
1071 * better way which would involve doing something in here?
1072 */
9494d866 1073}
1074void clip(frontend *fe, int x, int y, int w, int h)
1075{
1076 NSRect r = { {x,y}, {w,h} };
1077
1078 if (!fe->clipped)
1079 [[NSGraphicsContext currentContext] saveGraphicsState];
1080 [NSBezierPath clipRect:r];
1081 fe->clipped = TRUE;
1082}
1083void unclip(frontend *fe)
1084{
1085 if (fe->clipped)
1086 [[NSGraphicsContext currentContext] restoreGraphicsState];
1087 fe->clipped = FALSE;
1088}
1089void start_draw(frontend *fe)
1090{
1091 [fe->image lockFocus];
1092 fe->clipped = FALSE;
1093}
1094void end_draw(frontend *fe)
1095{
1096 [fe->image unlockFocus];
1097 [fe->view setNeedsDisplay];
1098}
1099
1100void deactivate_timer(frontend *fe)
1101{
1102 [fe->window deactivateTimer];
1103}
1104void activate_timer(frontend *fe)
1105{
1106 [fe->window activateTimer];
1107}
1108
a5102461 1109void status_bar(frontend *fe, char *text)
1110{
1111 [fe->window setStatusLine:[NSString stringWithCString:text]];
1112}
1113
9494d866 1114/* ----------------------------------------------------------------------
9494d866 1115 * AppController: the object which receives the messages from all
1116 * menu selections that aren't standard OS X functions.
1117 */
1118@interface AppController : NSObject
1119{
1120}
fccfd04d 1121- (void)newGame:(id)sender;
9494d866 1122@end
1123
1124@implementation AppController
1125
fccfd04d 1126- (void)newGame:(id)sender
9494d866 1127{
7e04cb48 1128 const game *g = [sender getPayload];
9494d866 1129 id win;
1130
1131 win = [[GameWindow alloc] initWithGame:g];
1132 [win makeKeyAndOrderFront:self];
1133}
1134
3041164c 1135- (NSMenu *)applicationDockMenu:(NSApplication *)sender
1136{
1137 NSMenu *menu = newmenu("Dock Menu");
1138 {
1139 int i;
1140
1141 for (i = 0; i < gamecount; i++) {
1142 id item =
1143 initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
1144 menu, gamelist[i]->name, "", self,
1145 @selector(newGame:));
1146 [item setPayload:(void *)gamelist[i]];
1147 }
1148 }
1149 return menu;
1150}
1151
9494d866 1152@end
1153
1154/* ----------------------------------------------------------------------
1155 * Main program. Constructs the menus and runs the application.
1156 */
1157int main(int argc, char **argv)
1158{
1159 NSAutoreleasePool *pool;
1160 NSMenu *menu;
1161 NSMenuItem *item;
1162 AppController *controller;
a96edf8a 1163 NSImage *icon;
9494d866 1164
1165 pool = [[NSAutoreleasePool alloc] init];
a96edf8a 1166
1167 icon = [NSImage imageNamed:@"NSApplicationIcon"];
9494d866 1168 [NSApplication sharedApplication];
a96edf8a 1169 [NSApp setApplicationIconImage:icon];
9494d866 1170
1171 controller = [[[AppController alloc] init] autorelease];
3041164c 1172 [NSApp setDelegate:controller];
9494d866 1173
1174 [NSApp setMainMenu: newmenu("Main Menu")];
1175
1176 menu = newsubmenu([NSApp mainMenu], "Apple Menu");
1177 [NSApp setServicesMenu:newsubmenu(menu, "Services")];
1178 [menu addItem:[NSMenuItem separatorItem]];
1179 item = newitem(menu, "Hide Puzzles", "h", NSApp, @selector(hide:));
1180 item = newitem(menu, "Hide Others", "o-h", NSApp, @selector(hideOtherApplications:));
1181 item = newitem(menu, "Show All", "", NSApp, @selector(unhideAllApplications:));
1182 [menu addItem:[NSMenuItem separatorItem]];
1183 item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
1184 [NSApp setAppleMenu: menu];
1185
00461804 1186 menu = newsubmenu([NSApp mainMenu], "Open");
9494d866 1187 {
1188 int i;
1189
1190 for (i = 0; i < gamecount; i++) {
1191 id item =
7e04cb48 1192 initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
9494d866 1193 menu, gamelist[i]->name, "", controller,
1194 @selector(newGame:));
7e04cb48 1195 [item setPayload:(void *)gamelist[i]];
9494d866 1196 }
1197 }
1198
00461804 1199 menu = newsubmenu([NSApp mainMenu], "Game");
1200 item = newitem(menu, "New", "n", NULL, @selector(newGame:));
1201 item = newitem(menu, "Restart", "r", NULL, @selector(restartGame:));
1202 item = newitem(menu, "Specific", "", NULL, @selector(specificGame:));
1203 [menu addItem:[NSMenuItem separatorItem]];
1204 item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
1205 item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
1206 [menu addItem:[NSMenuItem separatorItem]];
1207 item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
1208
1209 menu = newsubmenu([NSApp mainMenu], "Type");
7e04cb48 1210 typemenu = menu;
00461804 1211 item = newitem(menu, "Custom", "", NULL, @selector(customGameType:));
1212
1213 menu = newsubmenu([NSApp mainMenu], "Window");
9494d866 1214 [NSApp setWindowsMenu: menu];
00461804 1215 item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
9494d866 1216
fccfd04d 1217 menu = newsubmenu([NSApp mainMenu], "Help");
171ee031 1218 item = newitem(menu, "Puzzles Help", "?", NSApp, @selector(showHelp:));
fccfd04d 1219
9494d866 1220 [NSApp run];
1221 [pool release];
1222}