Implemented the configurable dialog box mechanism, allowing custom
[sgt/puzzles] / osx.m
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9494d866 1/*
2 * Mac OS X / Cocoa front end to puzzles.
00461804 3 *
9494d866 4 * TODO:
00461804 5 *
9494d866 6 * - status bar support.
00461804 7 *
9494d866 8 * - not sure what I should be doing about default window
9 * placement. Centring new windows is a bit feeble, but what's
10 * better? Is there a standard way to tell the OS "here's the
11 * _size_ of window I want, now use your best judgment about the
12 * initial position"?
00461804 13 *
9494d866 14 * - a brief frob of the Mac numeric keypad suggests that it
15 * generates numbers no matter what you do. I wonder if I should
16 * try to figure out a way of detecting keypad codes so I can
6d634196 17 * implement UP_LEFT and friends. Alternatively, perhaps I
18 * should simply assign the number keys to UP_LEFT et al?
19 * They're not in use for anything else right now.
00461804 20 *
9494d866 21 * - proper fatal errors.
00461804 22 *
9494d866 23 * - is there a better approach to frontend_default_colour?
00461804 24 *
25 * - do we need any more options in the Window menu?
26 *
27 * - see if we can do anything to one-button-ise the multi-button
28 * dependent puzzle UIs:
29 * - Pattern is a _little_ unwieldy but not too bad (since
30 * generally you never need the middle button unless you've
31 * made a mistake, so it's just click versus command-click).
32 * - Net is utterly vile; having normal click be one rotate and
33 * command-click be the other introduces a horrid asymmetry,
34 * and yet requiring a shift key for _each_ click would be
35 * even worse because rotation feels as if it ought to be the
36 * default action. I fear this is why the Flash Net had the
37 * UI it did...
38 *
6d634196 39 * - Find out how to do help, and do some. We have a help file; at
40 * _worst_ this should involve a new Halibut back end, but I
41 * think help is HTML round here anyway so perhaps we can work
42 * with what we already have.
7e04cb48 43 *
44 * - Can we arrange for a pop-up menu from the Dock icon which
45 * launches specific games, perhaps?
e1107f8b 46 * + apparently we can; see the NSApplication method
47 * `applicationDockMenu:'. Good good. Do so.
48 *
0584a008 49 * - Why are the right and bottom edges of the Pattern grid one
50 * pixel thinner than they should be?
51 *
e1107f8b 52 * - Should we _return_ to a game configuration sheet once an
53 * error is reported by midend_set_config, to allow the user to
54 * correct the one faulty input and keep the other five OK ones?
55 * The Apple `one sheet at a time' restriction would require me
56 * to do this by closing the config sheet, opening the alert
57 * sheet, and then reopening the config sheet when the alert is
58 * closed; and the human interface types, who presumably
59 * invented the one-sheet-at-a-time rule for good reasons, might
60 * look with disfavour on me trying to get round them to fake a
61 * nested sheet. On the other hand I think there are good
62 * practical reasons for wanting it that way. Uncertain.
63 *
7e04cb48 64 * Grotty implementation details that could probably be improved:
65 *
66 * - I am _utterly_ unconvinced that NSImageView was the right way
67 * to go about having a window with a reliable backing store! It
68 * just doesn't feel right; NSImageView is a _control_. Is there
69 * a simpler way?
70 *
71 * - Resizing is currently very bad; rather than bother to work
72 * out how to resize the NSImageView, I just splatter and
73 * recreate it.
9494d866 74 */
75
76#include <ctype.h>
77#include <sys/time.h>
78#import <Cocoa/Cocoa.h>
79#include "puzzles.h"
80
81void fatal(char *fmt, ...)
82{
83 /* FIXME: This will do for testing, but should be GUI-ish instead. */
84 va_list ap;
85
86 fprintf(stderr, "fatal error: ");
87
88 va_start(ap, fmt);
89 vfprintf(stderr, fmt, ap);
90 va_end(ap);
91
92 fprintf(stderr, "\n");
93 exit(1);
94}
95
96void frontend_default_colour(frontend *fe, float *output)
97{
98 /* FIXME */
99 output[0] = output[1] = output[2] = 0.8F;
100}
101void status_bar(frontend *fe, char *text)
102{
103 /* FIXME */
104}
105
106void get_random_seed(void **randseed, int *randseedsize)
107{
108 time_t *tp = snew(time_t);
109 time(tp);
110 *randseed = (void *)tp;
111 *randseedsize = sizeof(time_t);
112}
113
114/* ----------------------------------------------------------------------
7e04cb48 115 * Global variables.
116 */
117
118/*
119 * The `Type' menu. We frob this dynamically to allow the user to
120 * choose a preset set of settings from the current game.
121 */
122NSMenu *typemenu;
123
124/* ----------------------------------------------------------------------
125 * Tiny extension to NSMenuItem which carries a payload of a `void
126 * *', allowing several menu items to invoke the same message but
127 * pass different data through it.
128 */
129@interface DataMenuItem : NSMenuItem
130{
131 void *payload;
7e04cb48 132}
133- (void)setPayload:(void *)d;
7e04cb48 134- (void *)getPayload;
135@end
136@implementation DataMenuItem
7e04cb48 137- (void)setPayload:(void *)d
138{
139 payload = d;
140}
7e04cb48 141- (void *)getPayload
142{
143 return payload;
144}
7e04cb48 145@end
146
147/* ----------------------------------------------------------------------
e1107f8b 148 * Utility routines for constructing OS X menus.
149 */
150
151NSMenu *newmenu(const char *title)
152{
153 return [[[NSMenu allocWithZone:[NSMenu menuZone]]
154 initWithTitle:[NSString stringWithCString:title]]
155 autorelease];
156}
157
158NSMenu *newsubmenu(NSMenu *parent, const char *title)
159{
160 NSMenuItem *item;
161 NSMenu *child;
162
163 item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]]
164 initWithTitle:[NSString stringWithCString:title]
165 action:NULL
166 keyEquivalent:@""]
167 autorelease];
168 child = newmenu(title);
169 [item setEnabled:YES];
170 [item setSubmenu:child];
171 [parent addItem:item];
172 return child;
173}
174
175id initnewitem(NSMenuItem *item, NSMenu *parent, const char *title,
176 const char *key, id target, SEL action)
177{
178 unsigned mask = NSCommandKeyMask;
179
180 if (key[strcspn(key, "-")]) {
181 while (*key && *key != '-') {
182 int c = tolower((unsigned char)*key);
183 if (c == 's') {
184 mask |= NSShiftKeyMask;
185 } else if (c == 'o' || c == 'a') {
186 mask |= NSAlternateKeyMask;
187 }
188 key++;
189 }
190 if (*key)
191 key++;
192 }
193
194 item = [[item initWithTitle:[NSString stringWithCString:title]
195 action:NULL
196 keyEquivalent:[NSString stringWithCString:key]]
197 autorelease];
198
199 if (*key)
200 [item setKeyEquivalentModifierMask: mask];
201
202 [item setEnabled:YES];
203 [item setTarget:target];
204 [item setAction:action];
205
206 [parent addItem:item];
207
208 return item;
209}
210
211NSMenuItem *newitem(NSMenu *parent, char *title, char *key,
212 id target, SEL action)
213{
214 return initnewitem([NSMenuItem allocWithZone:[NSMenu menuZone]],
215 parent, title, key, target, action);
216}
217
218/* ----------------------------------------------------------------------
9494d866 219 * The front end presented to midend.c.
220 *
221 * This is mostly a subclass of NSWindow. The actual `frontend'
222 * structure passed to the midend contains a variety of pointers,
223 * including that window object but also including the image we
224 * draw on, an ImageView to display it in the window, and so on.
225 */
226
227@class GameWindow;
228@class MyImageView;
229
230struct frontend {
231 GameWindow *window;
232 NSImage *image;
233 MyImageView *view;
234 NSColor **colours;
235 int ncolours;
236 int clipped;
237};
238
239@interface MyImageView : NSImageView
240{
241 GameWindow *ourwin;
242}
243- (void)setWindow:(GameWindow *)win;
244- (BOOL)isFlipped;
245- (void)mouseEvent:(NSEvent *)ev button:(int)b;
246- (void)mouseDown:(NSEvent *)ev;
247- (void)mouseDragged:(NSEvent *)ev;
248- (void)mouseUp:(NSEvent *)ev;
249- (void)rightMouseDown:(NSEvent *)ev;
250- (void)rightMouseDragged:(NSEvent *)ev;
251- (void)rightMouseUp:(NSEvent *)ev;
252- (void)otherMouseDown:(NSEvent *)ev;
253- (void)otherMouseDragged:(NSEvent *)ev;
254- (void)otherMouseUp:(NSEvent *)ev;
255@end
256
257@interface GameWindow : NSWindow
258{
259 const game *ourgame;
260 midend_data *me;
261 struct frontend fe;
262 struct timeval last_time;
263 NSTimer *timer;
e1107f8b 264 NSWindow *sheet;
265 config_item *cfg;
266 int cfg_which;
267 NSView **cfg_controls;
268 int cfg_ncontrols;
9494d866 269}
270- (id)initWithGame:(const game *)g;
271- dealloc;
272- (void)processButton:(int)b x:(int)x y:(int)y;
273- (void)keyDown:(NSEvent *)ev;
274- (void)activateTimer;
275- (void)deactivateTimer;
276@end
277
278@implementation MyImageView
279
280- (void)setWindow:(GameWindow *)win
281{
282 ourwin = win;
283}
284
285- (BOOL)isFlipped
286{
287 return YES;
288}
289
290- (void)mouseEvent:(NSEvent *)ev button:(int)b
291{
292 NSPoint point = [self convertPoint:[ev locationInWindow] fromView:nil];
293 [ourwin processButton:b x:point.x y:point.y];
294}
295
296- (void)mouseDown:(NSEvent *)ev
297{
298 unsigned mod = [ev modifierFlags];
299 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_BUTTON :
300 (mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
301 LEFT_BUTTON)];
302}
303- (void)mouseDragged:(NSEvent *)ev
304{
305 unsigned mod = [ev modifierFlags];
306 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_DRAG :
307 (mod & NSShiftKeyMask) ? MIDDLE_DRAG :
308 LEFT_DRAG)];
309}
310- (void)mouseUp:(NSEvent *)ev
311{
312 unsigned mod = [ev modifierFlags];
313 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_RELEASE :
314 (mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
315 LEFT_RELEASE)];
316}
317- (void)rightMouseDown:(NSEvent *)ev
318{
319 unsigned mod = [ev modifierFlags];
320 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
321 RIGHT_BUTTON)];
322}
323- (void)rightMouseDragged:(NSEvent *)ev
324{
325 unsigned mod = [ev modifierFlags];
326 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_DRAG :
327 RIGHT_DRAG)];
328}
329- (void)rightMouseUp:(NSEvent *)ev
330{
331 unsigned mod = [ev modifierFlags];
332 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
333 RIGHT_RELEASE)];
334}
335- (void)otherMouseDown:(NSEvent *)ev
336{
337 [self mouseEvent:ev button:MIDDLE_BUTTON];
338}
339- (void)otherMouseDragged:(NSEvent *)ev
340{
341 [self mouseEvent:ev button:MIDDLE_DRAG];
342}
343- (void)otherMouseUp:(NSEvent *)ev
344{
345 [self mouseEvent:ev button:MIDDLE_RELEASE];
346}
347@end
348
349@implementation GameWindow
7e04cb48 350- (void)setupContentView
351{
352 NSSize size = {0,0};
353 int w, h;
354
355 midend_size(me, &w, &h);
356 size.width = w;
357 size.height = h;
358
359 fe.image = [[NSImage alloc] initWithSize:size];
360 [fe.image setFlipped:YES];
361 fe.view = [[MyImageView alloc]
362 initWithFrame:[self contentRectForFrameRect:[self frame]]];
363 [fe.view setImage:fe.image];
364 [fe.view setWindow:self];
365
366 midend_redraw(me);
367
368 [self setContentView:fe.view];
369}
9494d866 370- (id)initWithGame:(const game *)g
371{
372 NSRect rect = { {0,0}, {0,0} };
373 int w, h;
374
375 ourgame = g;
376
377 fe.window = self;
378
379 me = midend_new(&fe, ourgame);
380 /*
381 * If we ever need to open a fresh window using a provided game
382 * ID, I think the right thing is to move most of this method
383 * into a new initWithGame:gameID: method, and have
384 * initWithGame: simply call that one and pass it NULL.
385 */
386 midend_new_game(me);
387 midend_size(me, &w, &h);
388 rect.size.width = w;
389 rect.size.height = h;
390
391 self = [super initWithContentRect:rect
392 styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
393 NSClosableWindowMask)
394 backing:NSBackingStoreBuffered
e1107f8b 395 defer:YES];
9494d866 396 [self setTitle:[NSString stringWithCString:ourgame->name]];
397
398 {
399 float *colours;
400 int i, ncolours;
401
402 colours = midend_colours(me, &ncolours);
403 fe.ncolours = ncolours;
404 fe.colours = snewn(ncolours, NSColor *);
405
406 for (i = 0; i < ncolours; i++) {
407 fe.colours[i] = [[NSColor colorWithDeviceRed:colours[i*3]
408 green:colours[i*3+1] blue:colours[i*3+2]
409 alpha:1.0] retain];
410 }
411 }
412
7e04cb48 413 [self setupContentView];
9494d866 414 [self setIgnoresMouseEvents:NO];
415
9494d866 416 [self center]; /* :-) */
417
418 return self;
419}
420
421- dealloc
422{
423 int i;
424 for (i = 0; i < fe.ncolours; i++) {
425 [fe.colours[i] release];
426 }
427 sfree(fe.colours);
428 midend_free(me);
429 return [super dealloc];
430}
431
432- (void)processButton:(int)b x:(int)x y:(int)y
433{
434 if (!midend_process_key(me, x, y, b))
435 [self close];
436}
437
438- (void)keyDown:(NSEvent *)ev
439{
440 NSString *s = [ev characters];
441 int i, n = [s length];
442
443 for (i = 0; i < n; i++) {
444 int c = [s characterAtIndex:i];
445
446 /*
447 * ASCII gets passed straight to midend_process_key.
448 * Anything above that has to be translated to our own
449 * function key codes.
450 */
451 if (c >= 0x80) {
452 switch (c) {
453 case NSUpArrowFunctionKey:
454 c = CURSOR_UP;
455 break;
456 case NSDownArrowFunctionKey:
457 c = CURSOR_DOWN;
458 break;
459 case NSLeftArrowFunctionKey:
460 c = CURSOR_LEFT;
461 break;
462 case NSRightArrowFunctionKey:
463 c = CURSOR_RIGHT;
464 break;
465 default:
466 continue;
467 }
468 }
469
470 [self processButton:c x:-1 y:-1];
471 }
472}
473
474- (void)activateTimer
475{
476 if (timer != nil)
477 return;
478
479 timer = [NSTimer scheduledTimerWithTimeInterval:0.02
480 target:self selector:@selector(timerTick:)
481 userInfo:nil repeats:YES];
482 gettimeofday(&last_time, NULL);
483}
484
485- (void)deactivateTimer
486{
487 if (timer == nil)
488 return;
489
490 [timer invalidate];
491 timer = nil;
492}
493
494- (void)timerTick:(id)sender
495{
496 struct timeval now;
497 float elapsed;
498 gettimeofday(&now, NULL);
499 elapsed = ((now.tv_usec - last_time.tv_usec) * 0.000001F +
500 (now.tv_sec - last_time.tv_sec));
501 midend_timer(me, elapsed);
502 last_time = now;
503}
504
00461804 505- (void)newGame:(id)sender
506{
507 [self processButton:'n' x:-1 y:-1];
508}
509- (void)restartGame:(id)sender
510{
511 [self processButton:'r' x:-1 y:-1];
512}
513- (void)undoMove:(id)sender
514{
515 [self processButton:'u' x:-1 y:-1];
516}
517- (void)redoMove:(id)sender
518{
519 [self processButton:'r'&0x1F x:-1 y:-1];
520}
521
7e04cb48 522- (void)clearTypeMenu
523{
524 while ([typemenu numberOfItems] > 1)
525 [typemenu removeItemAtIndex:0];
526}
527
528- (void)becomeKeyWindow
529{
530 int n;
531
532 [self clearTypeMenu];
533
534 [super becomeKeyWindow];
535
536 n = midend_num_presets(me);
537
538 if (n > 0) {
539 [typemenu insertItem:[NSMenuItem separatorItem] atIndex:0];
540 while (n--) {
541 char *name;
542 game_params *params;
543 DataMenuItem *item;
544
545 midend_fetch_preset(me, n, &name, &params);
546
547 item = [[[DataMenuItem alloc]
548 initWithTitle:[NSString stringWithCString:name]
549 action:NULL keyEquivalent:@""]
550 autorelease];
551
552 [item setEnabled:YES];
553 [item setTarget:self];
554 [item setAction:@selector(presetGame:)];
555 [item setPayload:params];
7e04cb48 556
557 [typemenu insertItem:item atIndex:0];
558 }
559 }
560}
561
562- (void)resignKeyWindow
563{
564 [self clearTypeMenu];
565 [super resignKeyWindow];
566}
567
568- (void)close
569{
570 [self clearTypeMenu];
571 [super close];
572}
573
574- (void)resizeForNewGameParams
575{
576 NSSize size = {0,0};
577 int w, h;
578
579 midend_size(me, &w, &h);
580 size.width = w;
581 size.height = h;
582
583 NSDisableScreenUpdates();
584 [self setContentSize:size];
585 [self setupContentView];
586 NSEnableScreenUpdates();
587}
588
589- (void)presetGame:(id)sender
590{
591 game_params *params = [sender getPayload];
592
593 midend_set_params(me, params);
594 midend_new_game(me);
595
596 [self resizeForNewGameParams];
597}
598
e1107f8b 599- (void)startConfigureSheet:(int)which
600{
601 NSButton *ok, *cancel;
602 int actw, acth, leftw, rightw, totalw, h, thish, y;
603 int k;
604 NSRect rect, tmprect;
605 const int SPACING = 16;
606 char *title;
607 config_item *i;
608 int cfg_controlsize;
609 NSTextField *tf;
610 NSButton *b;
611 NSPopUpButton *pb;
612
613 assert(sheet == NULL);
614
615 /*
616 * Every control we create here is going to have this size
617 * until we tell it to calculate a better one.
618 */
619 tmprect = NSMakeRect(0, 0, 100, 50);
620
621 /*
622 * Set up OK and Cancel buttons. (Actually, MacOS doesn't seem
623 * to be fond of generic OK and Cancel wording, so I'm going to
624 * rename them to something nicer.)
625 */
626 actw = acth = 0;
627
628 cancel = [[NSButton alloc] initWithFrame:tmprect];
629 [cancel setBezelStyle:NSRoundedBezelStyle];
630 [cancel setTitle:@"Abandon"];
631 [cancel setTarget:self];
632 [cancel setKeyEquivalent:@"\033"];
633 [cancel setAction:@selector(sheetCancelButton:)];
634 [cancel sizeToFit];
635 rect = [cancel frame];
636 if (actw < rect.size.width) actw = rect.size.width;
637 if (acth < rect.size.height) acth = rect.size.height;
638
639 ok = [[NSButton alloc] initWithFrame:tmprect];
640 [ok setBezelStyle:NSRoundedBezelStyle];
641 [ok setTitle:@"Accept"];
642 [ok setTarget:self];
643 [ok setKeyEquivalent:@"\r"];
644 [ok setAction:@selector(sheetOKButton:)];
645 [ok sizeToFit];
646 rect = [ok frame];
647 if (actw < rect.size.width) actw = rect.size.width;
648 if (acth < rect.size.height) acth = rect.size.height;
649
650 totalw = SPACING + 2 * actw;
651 h = 2 * SPACING + acth;
652
653 /*
654 * Now fetch the midend config data and go through it creating
655 * controls.
656 */
657 cfg = midend_get_config(me, which, &title);
658 sfree(title); /* FIXME: should we use this somehow? */
659 cfg_which = which;
660
661 cfg_ncontrols = cfg_controlsize = 0;
662 cfg_controls = NULL;
663 leftw = rightw = 0;
664 for (i = cfg; i->type != C_END; i++) {
665 if (cfg_controlsize < cfg_ncontrols + 5) {
666 cfg_controlsize = cfg_ncontrols + 32;
667 cfg_controls = sresize(cfg_controls, cfg_controlsize, NSView *);
668 }
669
670 thish = 0;
671
672 switch (i->type) {
673 case C_STRING:
674 /*
675 * Two NSTextFields, one being a label and the other
676 * being an edit box.
677 */
678
679 tf = [[NSTextField alloc] initWithFrame:tmprect];
680 [tf setEditable:NO];
681 [tf setSelectable:NO];
682 [tf setBordered:NO];
683 [tf setDrawsBackground:NO];
684 [[tf cell] setTitle:[NSString stringWithCString:i->name]];
685 [tf sizeToFit];
686 rect = [tf frame];
687 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
688 if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
689 cfg_controls[cfg_ncontrols++] = tf;
690
691 /* We impose a minimum width on editable NSTextFields to
692 * stop them looking _completely_ silly. */
693 if (rightw < 75) rightw = 75;
694
695 tf = [[NSTextField alloc] initWithFrame:tmprect];
696 [tf setEditable:YES];
697 [tf setSelectable:YES];
698 [tf setBordered:YES];
699 [[tf cell] setTitle:[NSString stringWithCString:i->sval]];
700 [tf sizeToFit];
701 rect = [tf frame];
702 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
703 if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
704 cfg_controls[cfg_ncontrols++] = tf;
705 break;
706
707 case C_BOOLEAN:
708 /*
709 * A checkbox is an NSButton with a type of
710 * NSSwitchButton.
711 */
712 b = [[NSButton alloc] initWithFrame:tmprect];
713 [b setBezelStyle:NSRoundedBezelStyle];
714 [b setButtonType:NSSwitchButton];
715 [b setTitle:[NSString stringWithCString:i->name]];
716 [b sizeToFit];
717 [b setState:(i->ival ? NSOnState : NSOffState)];
718 rect = [b frame];
719 if (totalw < rect.size.width + 1) totalw = rect.size.width + 1;
720 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
721 cfg_controls[cfg_ncontrols++] = b;
722 break;
723
724 case C_CHOICES:
725 /*
726 * A pop-up menu control is an NSPopUpButton, which
727 * takes an embedded NSMenu. We also need an
728 * NSTextField to act as a label.
729 */
730
731 tf = [[NSTextField alloc] initWithFrame:tmprect];
732 [tf setEditable:NO];
733 [tf setSelectable:NO];
734 [tf setBordered:NO];
735 [tf setDrawsBackground:NO];
736 [[tf cell] setTitle:[NSString stringWithCString:i->name]];
737 [tf sizeToFit];
738 rect = [tf frame];
739 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
740 if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
741 cfg_controls[cfg_ncontrols++] = tf;
742
743 pb = [[NSPopUpButton alloc] initWithFrame:tmprect pullsDown:NO];
744 [pb setBezelStyle:NSRoundedBezelStyle];
745 {
746 char c, *p;
747
748 p = i->sval;
749 c = *p++;
750 while (*p) {
751 char *q;
752
753 q = p;
754 while (*p && *p != c) p++;
755
756 [pb addItemWithTitle:[NSString stringWithCString:q
757 length:p-q]];
758
759 if (*p) p++;
760 }
761 }
762 [pb selectItemAtIndex:i->ival];
763 [pb sizeToFit];
764
765 rect = [pb frame];
766 if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
767 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
768 cfg_controls[cfg_ncontrols++] = pb;
769 break;
770 }
771
772 h += SPACING + thish;
773 }
774
775 if (totalw < leftw + SPACING + rightw)
776 totalw = leftw + SPACING + rightw;
777 if (totalw > leftw + SPACING + rightw) {
778 int excess = totalw - (leftw + SPACING + rightw);
779 int leftexcess = leftw * excess / (leftw + rightw);
780 int rightexcess = excess - leftexcess;
781 leftw += leftexcess;
782 rightw += rightexcess;
783 }
784
785 /*
786 * Now go through the list again, setting the final position
787 * for each control.
788 */
789 k = 0;
790 y = h;
791 for (i = cfg; i->type != C_END; i++) {
792 y -= SPACING;
793 thish = 0;
794 switch (i->type) {
795 case C_STRING:
796 case C_CHOICES:
797 /*
798 * These two are treated identically, since both expect
799 * a control on the left and another on the right.
800 */
801 rect = [cfg_controls[k] frame];
802 if (thish < rect.size.height + 1)
803 thish = rect.size.height + 1;
804 rect = [cfg_controls[k+1] frame];
805 if (thish < rect.size.height + 1)
806 thish = rect.size.height + 1;
807 rect = [cfg_controls[k] frame];
808 rect.origin.y = y - thish/2 - rect.size.height/2;
809 rect.origin.x = SPACING;
810 rect.size.width = leftw;
811 [cfg_controls[k] setFrame:rect];
812 rect = [cfg_controls[k+1] frame];
813 rect.origin.y = y - thish/2 - rect.size.height/2;
814 rect.origin.x = 2 * SPACING + leftw;
815 rect.size.width = rightw;
816 [cfg_controls[k+1] setFrame:rect];
817 k += 2;
818 break;
819
820 case C_BOOLEAN:
821 rect = [cfg_controls[k] frame];
822 if (thish < rect.size.height + 1)
823 thish = rect.size.height + 1;
824 rect.origin.y = y - thish/2 - rect.size.height/2;
825 rect.origin.x = SPACING;
826 rect.size.width = totalw;
827 [cfg_controls[k] setFrame:rect];
828 k++;
829 break;
830 }
831 y -= thish;
832 }
833
834 assert(k == cfg_ncontrols);
835
836 [cancel setFrame:NSMakeRect(SPACING+totalw/4-actw/2, SPACING, actw, acth)];
837 [ok setFrame:NSMakeRect(SPACING+3*totalw/4-actw/2, SPACING, actw, acth)];
838
839 sheet = [[NSWindow alloc]
840 initWithContentRect:NSMakeRect(0,0,totalw + 2*SPACING,h)
841 styleMask:NSTitledWindowMask | NSClosableWindowMask
842 backing:NSBackingStoreBuffered
843 defer:YES];
844
845 [[sheet contentView] addSubview:cancel];
846 [[sheet contentView] addSubview:ok];
847
848 for (k = 0; k < cfg_ncontrols; k++)
849 [[sheet contentView] addSubview:cfg_controls[k]];
850
851 [NSApp beginSheet:sheet modalForWindow:self
852 modalDelegate:nil didEndSelector:nil contextInfo:nil];
853}
854
855- (void)specificGame:(id)sender
856{
857 [self startConfigureSheet:CFG_SEED];
858}
859
860- (void)customGameType:(id)sender
861{
862 [self startConfigureSheet:CFG_SETTINGS];
863}
864
865- (void)sheetEndWithStatus:(BOOL)update
866{
867 assert(sheet != NULL);
868 [NSApp endSheet:sheet];
869 [sheet orderOut:self];
870 sheet = NULL;
871 if (update) {
872 int k;
873 config_item *i;
874 char *error;
875
876 k = 0;
877 for (i = cfg; i->type != C_END; i++) {
878 switch (i->type) {
879 case C_STRING:
880 sfree(i->sval);
881 i->sval = dupstr([[[(id)cfg_controls[k+1] cell]
882 title] cString]);
883 k += 2;
884 break;
885 case C_BOOLEAN:
886 i->ival = [(id)cfg_controls[k] state] == NSOnState;
887 k++;
888 break;
889 case C_CHOICES:
890 i->ival = [(id)cfg_controls[k+1] indexOfSelectedItem];
891 k += 2;
892 break;
893 }
894 }
895
896 error = midend_set_config(me, cfg_which, cfg);
897 if (error) {
898 NSAlert *alert = [[[NSAlert alloc] init] autorelease];
899 [alert addButtonWithTitle:@"OK"];
900 [alert setInformativeText:[NSString stringWithCString:error]];
901 [alert beginSheetModalForWindow:self modalDelegate:nil
902 didEndSelector:nil contextInfo:nil];
903 } else {
904 midend_new_game(me);
905 [self resizeForNewGameParams];
906 }
907 }
908 sfree(cfg_controls);
909 cfg_controls = NULL;
910}
911- (void)sheetOKButton:(id)sender
912{
913 [self sheetEndWithStatus:YES];
914}
915- (void)sheetCancelButton:(id)sender
916{
917 [self sheetEndWithStatus:NO];
918}
919
9494d866 920@end
921
922/*
923 * Drawing routines called by the midend.
924 */
925void draw_polygon(frontend *fe, int *coords, int npoints,
926 int fill, int colour)
927{
928 NSBezierPath *path = [NSBezierPath bezierPath];
929 int i;
930
931 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
932
933 assert(colour >= 0 && colour < fe->ncolours);
934 [fe->colours[colour] set];
935
936 for (i = 0; i < npoints; i++) {
937 NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
938 if (i == 0)
939 [path moveToPoint:p];
940 else
941 [path lineToPoint:p];
942 }
943
944 [path closePath];
945
946 if (fill)
947 [path fill];
948 else
949 [path stroke];
950}
951void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
952{
953 NSBezierPath *path = [NSBezierPath bezierPath];
954 NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, y2 + 0.5 };
955
956 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
957
958 assert(colour >= 0 && colour < fe->ncolours);
959 [fe->colours[colour] set];
960
961 [path moveToPoint:p1];
962 [path lineToPoint:p2];
963 [path stroke];
964}
965void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
966{
967 NSRect r = { {x,y}, {w,h} };
968
969 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
970
971 assert(colour >= 0 && colour < fe->ncolours);
972 [fe->colours[colour] set];
973
974 NSRectFill(r);
975}
976void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
977 int align, int colour, char *text)
978{
979 NSString *string = [NSString stringWithCString:text];
980 NSDictionary *attr;
981 NSFont *font;
982 NSSize size;
983 NSPoint point;
984
985 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
986
987 assert(colour >= 0 && colour < fe->ncolours);
988
989 if (fonttype == FONT_FIXED)
990 font = [NSFont userFixedPitchFontOfSize:fontsize];
991 else
992 font = [NSFont userFontOfSize:fontsize];
993
994 attr = [NSDictionary dictionaryWithObjectsAndKeys:
995 fe->colours[colour], NSForegroundColorAttributeName,
996 font, NSFontAttributeName, nil];
997
998 point.x = x;
999 point.y = y;
1000
1001 size = [string sizeWithAttributes:attr];
1002 if (align & ALIGN_HRIGHT)
1003 point.x -= size.width;
1004 else if (align & ALIGN_HCENTRE)
1005 point.x -= size.width / 2;
1006 if (align & ALIGN_VCENTRE)
1007 point.y -= size.height / 2;
1008
1009 [string drawAtPoint:point withAttributes:attr];
1010}
1011void draw_update(frontend *fe, int x, int y, int w, int h)
1012{
1013 /* FIXME */
1014}
1015void clip(frontend *fe, int x, int y, int w, int h)
1016{
1017 NSRect r = { {x,y}, {w,h} };
1018
1019 if (!fe->clipped)
1020 [[NSGraphicsContext currentContext] saveGraphicsState];
1021 [NSBezierPath clipRect:r];
1022 fe->clipped = TRUE;
1023}
1024void unclip(frontend *fe)
1025{
1026 if (fe->clipped)
1027 [[NSGraphicsContext currentContext] restoreGraphicsState];
1028 fe->clipped = FALSE;
1029}
1030void start_draw(frontend *fe)
1031{
1032 [fe->image lockFocus];
1033 fe->clipped = FALSE;
1034}
1035void end_draw(frontend *fe)
1036{
1037 [fe->image unlockFocus];
1038 [fe->view setNeedsDisplay];
1039}
1040
1041void deactivate_timer(frontend *fe)
1042{
1043 [fe->window deactivateTimer];
1044}
1045void activate_timer(frontend *fe)
1046{
1047 [fe->window activateTimer];
1048}
1049
1050/* ----------------------------------------------------------------------
9494d866 1051 * AppController: the object which receives the messages from all
1052 * menu selections that aren't standard OS X functions.
1053 */
1054@interface AppController : NSObject
1055{
1056}
1057- (IBAction)newGame:(id)sender;
1058@end
1059
1060@implementation AppController
1061
1062- (IBAction)newGame:(id)sender
1063{
7e04cb48 1064 const game *g = [sender getPayload];
9494d866 1065 id win;
1066
1067 win = [[GameWindow alloc] initWithGame:g];
1068 [win makeKeyAndOrderFront:self];
1069}
1070
1071@end
1072
1073/* ----------------------------------------------------------------------
1074 * Main program. Constructs the menus and runs the application.
1075 */
1076int main(int argc, char **argv)
1077{
1078 NSAutoreleasePool *pool;
1079 NSMenu *menu;
1080 NSMenuItem *item;
1081 AppController *controller;
a96edf8a 1082 NSImage *icon;
9494d866 1083
1084 pool = [[NSAutoreleasePool alloc] init];
a96edf8a 1085
1086 icon = [NSImage imageNamed:@"NSApplicationIcon"];
9494d866 1087 [NSApplication sharedApplication];
a96edf8a 1088 [NSApp setApplicationIconImage:icon];
9494d866 1089
1090 controller = [[[AppController alloc] init] autorelease];
1091
1092 [NSApp setMainMenu: newmenu("Main Menu")];
1093
1094 menu = newsubmenu([NSApp mainMenu], "Apple Menu");
1095 [NSApp setServicesMenu:newsubmenu(menu, "Services")];
1096 [menu addItem:[NSMenuItem separatorItem]];
1097 item = newitem(menu, "Hide Puzzles", "h", NSApp, @selector(hide:));
1098 item = newitem(menu, "Hide Others", "o-h", NSApp, @selector(hideOtherApplications:));
1099 item = newitem(menu, "Show All", "", NSApp, @selector(unhideAllApplications:));
1100 [menu addItem:[NSMenuItem separatorItem]];
1101 item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
1102 [NSApp setAppleMenu: menu];
1103
00461804 1104 menu = newsubmenu([NSApp mainMenu], "Open");
9494d866 1105 {
1106 int i;
1107
1108 for (i = 0; i < gamecount; i++) {
1109 id item =
7e04cb48 1110 initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
9494d866 1111 menu, gamelist[i]->name, "", controller,
1112 @selector(newGame:));
7e04cb48 1113 [item setPayload:(void *)gamelist[i]];
9494d866 1114 }
1115 }
1116
00461804 1117 menu = newsubmenu([NSApp mainMenu], "Game");
1118 item = newitem(menu, "New", "n", NULL, @selector(newGame:));
1119 item = newitem(menu, "Restart", "r", NULL, @selector(restartGame:));
1120 item = newitem(menu, "Specific", "", NULL, @selector(specificGame:));
1121 [menu addItem:[NSMenuItem separatorItem]];
1122 item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
1123 item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
1124 [menu addItem:[NSMenuItem separatorItem]];
1125 item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
1126
1127 menu = newsubmenu([NSApp mainMenu], "Type");
7e04cb48 1128 typemenu = menu;
00461804 1129 item = newitem(menu, "Custom", "", NULL, @selector(customGameType:));
1130
1131 menu = newsubmenu([NSApp mainMenu], "Window");
9494d866 1132 [NSApp setWindowsMenu: menu];
00461804 1133 item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
9494d866 1134
1135 [NSApp run];
1136 [pool release];
1137}