I _think_ this has just fixed an uninitialised-memory bug, but I'm
[sgt/puzzles] / macosx.m
1 /*
2 * Mac OS X / Cocoa front end to puzzles.
3 *
4 * TODO:
5 *
6 * - status bar support.
7 *
8 * - configurability. Will no doubt involve learning all about the
9 * dialog control side of Cocoa.
10 *
11 * - needs an icon.
12 *
13 * - not sure what I should be doing about default window
14 * placement. Centring new windows is a bit feeble, but what's
15 * better? Is there a standard way to tell the OS "here's the
16 * _size_ of window I want, now use your best judgment about the
17 * initial position"?
18 *
19 * - a brief frob of the Mac numeric keypad suggests that it
20 * generates numbers no matter what you do. I wonder if I should
21 * try to figure out a way of detecting keypad codes so I can
22 * implement UP_LEFT and friends. Alternatively, perhaps I
23 * should simply assign the number keys to UP_LEFT et al?
24 * They're not in use for anything else right now.
25 *
26 * - proper fatal errors.
27 *
28 * - is there a better approach to frontend_default_colour?
29 *
30 * - do we need any more options in the Window menu?
31 *
32 * - see if we can do anything to one-button-ise the multi-button
33 * dependent puzzle UIs:
34 * - Pattern is a _little_ unwieldy but not too bad (since
35 * generally you never need the middle button unless you've
36 * made a mistake, so it's just click versus command-click).
37 * - Net is utterly vile; having normal click be one rotate and
38 * command-click be the other introduces a horrid asymmetry,
39 * and yet requiring a shift key for _each_ click would be
40 * even worse because rotation feels as if it ought to be the
41 * default action. I fear this is why the Flash Net had the
42 * UI it did...
43 *
44 * - Find out how to do help, and do some. We have a help file; at
45 * _worst_ this should involve a new Halibut back end, but I
46 * think help is HTML round here anyway so perhaps we can work
47 * with what we already have.
48 *
49 * - Can we arrange for a pop-up menu from the Dock icon which
50 * launches specific games, perhaps?
51 *
52 * - Why are the right and bottom edges of the Pattern grid one
53 * pixel thinner than they should be?
54 *
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.
65 */
66
67 #include <ctype.h>
68 #include <sys/time.h>
69 #import <Cocoa/Cocoa.h>
70 #include "puzzles.h"
71
72 void fatal(char *fmt, ...)
73 {
74 /* FIXME: This will do for testing, but should be GUI-ish instead. */
75 va_list ap;
76
77 fprintf(stderr, "fatal error: ");
78
79 va_start(ap, fmt);
80 vfprintf(stderr, fmt, ap);
81 va_end(ap);
82
83 fprintf(stderr, "\n");
84 exit(1);
85 }
86
87 void frontend_default_colour(frontend *fe, float *output)
88 {
89 /* FIXME */
90 output[0] = output[1] = output[2] = 0.8F;
91 }
92 void status_bar(frontend *fe, char *text)
93 {
94 /* FIXME */
95 }
96
97 void 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 /* ----------------------------------------------------------------------
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 */
113 NSMenu *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;
123 int payload_free;
124 }
125 - (void)setPayload:(void *)d;
126 - (void)setPayloadFree:(BOOL)yesno;
127 - (void *)getPayload;
128 @end
129 @implementation DataMenuItem
130 - (id)initWithTitle:(NSString *)title
131 action:(SEL)act
132 keyEquivalent:(NSString *)key
133 {
134 id ret = [super initWithTitle:title action:act keyEquivalent:key];
135 payload = NULL;
136 payload_free = NO;
137 return ret;
138 }
139 - (void)setPayload:(void *)d
140 {
141 payload = d;
142 }
143 - (void)setPayloadFree:(BOOL)yesno
144 {
145 payload_free = yesno;
146 }
147 - (void *)getPayload
148 {
149 return payload;
150 }
151 - (void)dealloc
152 {
153 if (payload_free)
154 sfree(payload);
155 [super dealloc];
156 }
157 @end
158
159 /* ----------------------------------------------------------------------
160 * The front end presented to midend.c.
161 *
162 * This is mostly a subclass of NSWindow. The actual `frontend'
163 * structure passed to the midend contains a variety of pointers,
164 * including that window object but also including the image we
165 * draw on, an ImageView to display it in the window, and so on.
166 */
167
168 @class GameWindow;
169 @class MyImageView;
170
171 struct frontend {
172 GameWindow *window;
173 NSImage *image;
174 MyImageView *view;
175 NSColor **colours;
176 int ncolours;
177 int clipped;
178 };
179
180 @interface MyImageView : NSImageView
181 {
182 GameWindow *ourwin;
183 }
184 - (void)setWindow:(GameWindow *)win;
185 - (BOOL)isFlipped;
186 - (void)mouseEvent:(NSEvent *)ev button:(int)b;
187 - (void)mouseDown:(NSEvent *)ev;
188 - (void)mouseDragged:(NSEvent *)ev;
189 - (void)mouseUp:(NSEvent *)ev;
190 - (void)rightMouseDown:(NSEvent *)ev;
191 - (void)rightMouseDragged:(NSEvent *)ev;
192 - (void)rightMouseUp:(NSEvent *)ev;
193 - (void)otherMouseDown:(NSEvent *)ev;
194 - (void)otherMouseDragged:(NSEvent *)ev;
195 - (void)otherMouseUp:(NSEvent *)ev;
196 @end
197
198 @interface GameWindow : NSWindow
199 {
200 const game *ourgame;
201 midend_data *me;
202 struct frontend fe;
203 struct timeval last_time;
204 NSTimer *timer;
205 }
206 - (id)initWithGame:(const game *)g;
207 - dealloc;
208 - (void)processButton:(int)b x:(int)x y:(int)y;
209 - (void)keyDown:(NSEvent *)ev;
210 - (void)activateTimer;
211 - (void)deactivateTimer;
212 @end
213
214 @implementation MyImageView
215
216 - (void)setWindow:(GameWindow *)win
217 {
218 ourwin = win;
219 }
220
221 - (BOOL)isFlipped
222 {
223 return YES;
224 }
225
226 - (void)mouseEvent:(NSEvent *)ev button:(int)b
227 {
228 NSPoint point = [self convertPoint:[ev locationInWindow] fromView:nil];
229 [ourwin processButton:b x:point.x y:point.y];
230 }
231
232 - (void)mouseDown:(NSEvent *)ev
233 {
234 unsigned mod = [ev modifierFlags];
235 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_BUTTON :
236 (mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
237 LEFT_BUTTON)];
238 }
239 - (void)mouseDragged:(NSEvent *)ev
240 {
241 unsigned mod = [ev modifierFlags];
242 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_DRAG :
243 (mod & NSShiftKeyMask) ? MIDDLE_DRAG :
244 LEFT_DRAG)];
245 }
246 - (void)mouseUp:(NSEvent *)ev
247 {
248 unsigned mod = [ev modifierFlags];
249 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_RELEASE :
250 (mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
251 LEFT_RELEASE)];
252 }
253 - (void)rightMouseDown:(NSEvent *)ev
254 {
255 unsigned mod = [ev modifierFlags];
256 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
257 RIGHT_BUTTON)];
258 }
259 - (void)rightMouseDragged:(NSEvent *)ev
260 {
261 unsigned mod = [ev modifierFlags];
262 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_DRAG :
263 RIGHT_DRAG)];
264 }
265 - (void)rightMouseUp:(NSEvent *)ev
266 {
267 unsigned mod = [ev modifierFlags];
268 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
269 RIGHT_RELEASE)];
270 }
271 - (void)otherMouseDown:(NSEvent *)ev
272 {
273 [self mouseEvent:ev button:MIDDLE_BUTTON];
274 }
275 - (void)otherMouseDragged:(NSEvent *)ev
276 {
277 [self mouseEvent:ev button:MIDDLE_DRAG];
278 }
279 - (void)otherMouseUp:(NSEvent *)ev
280 {
281 [self mouseEvent:ev button:MIDDLE_RELEASE];
282 }
283 @end
284
285 @implementation GameWindow
286 - (void)setupContentView
287 {
288 NSSize size = {0,0};
289 int w, h;
290
291 midend_size(me, &w, &h);
292 size.width = w;
293 size.height = h;
294
295 fe.image = [[NSImage alloc] initWithSize:size];
296 [fe.image setFlipped:YES];
297 fe.view = [[MyImageView alloc]
298 initWithFrame:[self contentRectForFrameRect:[self frame]]];
299 [fe.view setImage:fe.image];
300 [fe.view setWindow:self];
301
302 midend_redraw(me);
303
304 [self setContentView:fe.view];
305 }
306 - (id)initWithGame:(const game *)g
307 {
308 NSRect rect = { {0,0}, {0,0} };
309 int w, h;
310
311 ourgame = g;
312
313 fe.window = self;
314
315 me = midend_new(&fe, ourgame);
316 /*
317 * If we ever need to open a fresh window using a provided game
318 * ID, I think the right thing is to move most of this method
319 * into a new initWithGame:gameID: method, and have
320 * initWithGame: simply call that one and pass it NULL.
321 */
322 midend_new_game(me);
323 midend_size(me, &w, &h);
324 rect.size.width = w;
325 rect.size.height = h;
326
327 self = [super initWithContentRect:rect
328 styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
329 NSClosableWindowMask)
330 backing:NSBackingStoreBuffered
331 defer:true];
332 [self setTitle:[NSString stringWithCString:ourgame->name]];
333
334 {
335 float *colours;
336 int i, ncolours;
337
338 colours = midend_colours(me, &ncolours);
339 fe.ncolours = ncolours;
340 fe.colours = snewn(ncolours, NSColor *);
341
342 for (i = 0; i < ncolours; i++) {
343 fe.colours[i] = [[NSColor colorWithDeviceRed:colours[i*3]
344 green:colours[i*3+1] blue:colours[i*3+2]
345 alpha:1.0] retain];
346 }
347 }
348
349 [self setupContentView];
350 [self setIgnoresMouseEvents:NO];
351
352 [self center]; /* :-) */
353
354 return self;
355 }
356
357 - dealloc
358 {
359 int i;
360 for (i = 0; i < fe.ncolours; i++) {
361 [fe.colours[i] release];
362 }
363 sfree(fe.colours);
364 midend_free(me);
365 return [super dealloc];
366 }
367
368 - (void)processButton:(int)b x:(int)x y:(int)y
369 {
370 if (!midend_process_key(me, x, y, b))
371 [self close];
372 }
373
374 - (void)keyDown:(NSEvent *)ev
375 {
376 NSString *s = [ev characters];
377 int i, n = [s length];
378
379 for (i = 0; i < n; i++) {
380 int c = [s characterAtIndex:i];
381
382 /*
383 * ASCII gets passed straight to midend_process_key.
384 * Anything above that has to be translated to our own
385 * function key codes.
386 */
387 if (c >= 0x80) {
388 switch (c) {
389 case NSUpArrowFunctionKey:
390 c = CURSOR_UP;
391 break;
392 case NSDownArrowFunctionKey:
393 c = CURSOR_DOWN;
394 break;
395 case NSLeftArrowFunctionKey:
396 c = CURSOR_LEFT;
397 break;
398 case NSRightArrowFunctionKey:
399 c = CURSOR_RIGHT;
400 break;
401 default:
402 continue;
403 }
404 }
405
406 [self processButton:c x:-1 y:-1];
407 }
408 }
409
410 - (void)activateTimer
411 {
412 if (timer != nil)
413 return;
414
415 timer = [NSTimer scheduledTimerWithTimeInterval:0.02
416 target:self selector:@selector(timerTick:)
417 userInfo:nil repeats:YES];
418 gettimeofday(&last_time, NULL);
419 }
420
421 - (void)deactivateTimer
422 {
423 if (timer == nil)
424 return;
425
426 [timer invalidate];
427 timer = nil;
428 }
429
430 - (void)timerTick:(id)sender
431 {
432 struct timeval now;
433 float elapsed;
434 gettimeofday(&now, NULL);
435 elapsed = ((now.tv_usec - last_time.tv_usec) * 0.000001F +
436 (now.tv_sec - last_time.tv_sec));
437 midend_timer(me, elapsed);
438 last_time = now;
439 }
440
441 - (void)newGame:(id)sender
442 {
443 [self processButton:'n' x:-1 y:-1];
444 }
445 - (void)restartGame:(id)sender
446 {
447 [self processButton:'r' x:-1 y:-1];
448 }
449 - (void)undoMove:(id)sender
450 {
451 [self processButton:'u' x:-1 y:-1];
452 }
453 - (void)redoMove:(id)sender
454 {
455 [self processButton:'r'&0x1F x:-1 y:-1];
456 }
457
458 - (void)clearTypeMenu
459 {
460 while ([typemenu numberOfItems] > 1)
461 [typemenu removeItemAtIndex:0];
462 }
463
464 - (void)becomeKeyWindow
465 {
466 int n;
467
468 [self clearTypeMenu];
469
470 [super becomeKeyWindow];
471
472 n = midend_num_presets(me);
473
474 if (n > 0) {
475 [typemenu insertItem:[NSMenuItem separatorItem] atIndex:0];
476 while (n--) {
477 char *name;
478 game_params *params;
479 DataMenuItem *item;
480
481 midend_fetch_preset(me, n, &name, &params);
482
483 item = [[[DataMenuItem alloc]
484 initWithTitle:[NSString stringWithCString:name]
485 action:NULL keyEquivalent:@""]
486 autorelease];
487
488 [item setEnabled:YES];
489 [item setTarget:self];
490 [item setAction:@selector(presetGame:)];
491 [item setPayload:params];
492 [item setPayloadFree:YES];
493
494 [typemenu insertItem:item atIndex:0];
495 }
496 }
497 }
498
499 - (void)resignKeyWindow
500 {
501 [self clearTypeMenu];
502 [super resignKeyWindow];
503 }
504
505 - (void)close
506 {
507 [self clearTypeMenu];
508 [super close];
509 }
510
511 - (void)resizeForNewGameParams
512 {
513 NSSize size = {0,0};
514 int w, h;
515
516 midend_size(me, &w, &h);
517 size.width = w;
518 size.height = h;
519
520 NSDisableScreenUpdates();
521 [self setContentSize:size];
522 [self setupContentView];
523 NSEnableScreenUpdates();
524 }
525
526 - (void)presetGame:(id)sender
527 {
528 game_params *params = [sender getPayload];
529
530 midend_set_params(me, params);
531 midend_new_game(me);
532
533 [self resizeForNewGameParams];
534 }
535
536 @end
537
538 /*
539 * Drawing routines called by the midend.
540 */
541 void draw_polygon(frontend *fe, int *coords, int npoints,
542 int fill, int colour)
543 {
544 NSBezierPath *path = [NSBezierPath bezierPath];
545 int i;
546
547 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
548
549 assert(colour >= 0 && colour < fe->ncolours);
550 [fe->colours[colour] set];
551
552 for (i = 0; i < npoints; i++) {
553 NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
554 if (i == 0)
555 [path moveToPoint:p];
556 else
557 [path lineToPoint:p];
558 }
559
560 [path closePath];
561
562 if (fill)
563 [path fill];
564 else
565 [path stroke];
566 }
567 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
568 {
569 NSBezierPath *path = [NSBezierPath bezierPath];
570 NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, y2 + 0.5 };
571
572 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
573
574 assert(colour >= 0 && colour < fe->ncolours);
575 [fe->colours[colour] set];
576
577 [path moveToPoint:p1];
578 [path lineToPoint:p2];
579 [path stroke];
580 }
581 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
582 {
583 NSRect r = { {x,y}, {w,h} };
584
585 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
586
587 assert(colour >= 0 && colour < fe->ncolours);
588 [fe->colours[colour] set];
589
590 NSRectFill(r);
591 }
592 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
593 int align, int colour, char *text)
594 {
595 NSString *string = [NSString stringWithCString:text];
596 NSDictionary *attr;
597 NSFont *font;
598 NSSize size;
599 NSPoint point;
600
601 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
602
603 assert(colour >= 0 && colour < fe->ncolours);
604
605 if (fonttype == FONT_FIXED)
606 font = [NSFont userFixedPitchFontOfSize:fontsize];
607 else
608 font = [NSFont userFontOfSize:fontsize];
609
610 attr = [NSDictionary dictionaryWithObjectsAndKeys:
611 fe->colours[colour], NSForegroundColorAttributeName,
612 font, NSFontAttributeName, nil];
613
614 point.x = x;
615 point.y = y;
616
617 size = [string sizeWithAttributes:attr];
618 if (align & ALIGN_HRIGHT)
619 point.x -= size.width;
620 else if (align & ALIGN_HCENTRE)
621 point.x -= size.width / 2;
622 if (align & ALIGN_VCENTRE)
623 point.y -= size.height / 2;
624
625 [string drawAtPoint:point withAttributes:attr];
626 }
627 void draw_update(frontend *fe, int x, int y, int w, int h)
628 {
629 /* FIXME */
630 }
631 void clip(frontend *fe, int x, int y, int w, int h)
632 {
633 NSRect r = { {x,y}, {w,h} };
634
635 if (!fe->clipped)
636 [[NSGraphicsContext currentContext] saveGraphicsState];
637 [NSBezierPath clipRect:r];
638 fe->clipped = TRUE;
639 }
640 void unclip(frontend *fe)
641 {
642 if (fe->clipped)
643 [[NSGraphicsContext currentContext] restoreGraphicsState];
644 fe->clipped = FALSE;
645 }
646 void start_draw(frontend *fe)
647 {
648 [fe->image lockFocus];
649 fe->clipped = FALSE;
650 }
651 void end_draw(frontend *fe)
652 {
653 [fe->image unlockFocus];
654 [fe->view setNeedsDisplay];
655 }
656
657 void deactivate_timer(frontend *fe)
658 {
659 [fe->window deactivateTimer];
660 }
661 void activate_timer(frontend *fe)
662 {
663 [fe->window activateTimer];
664 }
665
666 /* ----------------------------------------------------------------------
667 * Utility routines for constructing OS X menus.
668 */
669
670 NSMenu *newmenu(const char *title)
671 {
672 return [[[NSMenu allocWithZone:[NSMenu menuZone]]
673 initWithTitle:[NSString stringWithCString:title]]
674 autorelease];
675 }
676
677 NSMenu *newsubmenu(NSMenu *parent, const char *title)
678 {
679 NSMenuItem *item;
680 NSMenu *child;
681
682 item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]]
683 initWithTitle:[NSString stringWithCString:title]
684 action:NULL
685 keyEquivalent:@""]
686 autorelease];
687 child = newmenu(title);
688 [item setEnabled:YES];
689 [item setSubmenu:child];
690 [parent addItem:item];
691 return child;
692 }
693
694 id initnewitem(NSMenuItem *item, NSMenu *parent, const char *title,
695 const char *key, id target, SEL action)
696 {
697 unsigned mask = NSCommandKeyMask;
698
699 if (key[strcspn(key, "-")]) {
700 while (*key && *key != '-') {
701 int c = tolower((unsigned char)*key);
702 if (c == 's') {
703 mask |= NSShiftKeyMask;
704 } else if (c == 'o' || c == 'a') {
705 mask |= NSAlternateKeyMask;
706 }
707 key++;
708 }
709 if (*key)
710 key++;
711 }
712
713 item = [[item initWithTitle:[NSString stringWithCString:title]
714 action:NULL
715 keyEquivalent:[NSString stringWithCString:key]]
716 autorelease];
717
718 if (*key)
719 [item setKeyEquivalentModifierMask: mask];
720
721 [item setEnabled:YES];
722 [item setTarget:target];
723 [item setAction:action];
724
725 [parent addItem:item];
726
727 return item;
728 }
729
730 NSMenuItem *newitem(NSMenu *parent, char *title, char *key,
731 id target, SEL action)
732 {
733 return initnewitem([NSMenuItem allocWithZone:[NSMenu menuZone]],
734 parent, title, key, target, action);
735 }
736
737 /* ----------------------------------------------------------------------
738 * AppController: the object which receives the messages from all
739 * menu selections that aren't standard OS X functions.
740 */
741 @interface AppController : NSObject
742 {
743 }
744 - (IBAction)newGame:(id)sender;
745 @end
746
747 @implementation AppController
748
749 - (IBAction)newGame:(id)sender
750 {
751 const game *g = [sender getPayload];
752 id win;
753
754 win = [[GameWindow alloc] initWithGame:g];
755 [win makeKeyAndOrderFront:self];
756 }
757
758 @end
759
760 /* ----------------------------------------------------------------------
761 * Main program. Constructs the menus and runs the application.
762 */
763 int main(int argc, char **argv)
764 {
765 NSAutoreleasePool *pool;
766 NSMenu *menu;
767 NSMenuItem *item;
768 AppController *controller;
769
770 pool = [[NSAutoreleasePool alloc] init];
771 [NSApplication sharedApplication];
772
773 controller = [[[AppController alloc] init] autorelease];
774
775 [NSApp setMainMenu: newmenu("Main Menu")];
776
777 menu = newsubmenu([NSApp mainMenu], "Apple Menu");
778 [NSApp setServicesMenu:newsubmenu(menu, "Services")];
779 [menu addItem:[NSMenuItem separatorItem]];
780 item = newitem(menu, "Hide Puzzles", "h", NSApp, @selector(hide:));
781 item = newitem(menu, "Hide Others", "o-h", NSApp, @selector(hideOtherApplications:));
782 item = newitem(menu, "Show All", "", NSApp, @selector(unhideAllApplications:));
783 [menu addItem:[NSMenuItem separatorItem]];
784 item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
785 [NSApp setAppleMenu: menu];
786
787 menu = newsubmenu([NSApp mainMenu], "Open");
788 {
789 int i;
790
791 for (i = 0; i < gamecount; i++) {
792 id item =
793 initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
794 menu, gamelist[i]->name, "", controller,
795 @selector(newGame:));
796 [item setPayload:(void *)gamelist[i]];
797 }
798 }
799
800 menu = newsubmenu([NSApp mainMenu], "Game");
801 item = newitem(menu, "New", "n", NULL, @selector(newGame:));
802 item = newitem(menu, "Restart", "r", NULL, @selector(restartGame:));
803 item = newitem(menu, "Specific", "", NULL, @selector(specificGame:));
804 [menu addItem:[NSMenuItem separatorItem]];
805 item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
806 item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
807 [menu addItem:[NSMenuItem separatorItem]];
808 item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
809
810 menu = newsubmenu([NSApp mainMenu], "Type");
811 typemenu = menu;
812 item = newitem(menu, "Custom", "", NULL, @selector(customGameType:));
813
814 menu = newsubmenu([NSApp mainMenu], "Window");
815 [NSApp setWindowsMenu: menu];
816 item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
817
818 [NSApp run];
819 [pool release];
820 }