Null-terminate generated Net/Netslide descriptive game IDs.
[sgt/puzzles] / osx.m
1 /*
2 * Mac OS X / Cocoa front end to puzzles.
3 *
4 * Still to do:
5 *
6 * - I'd like to be able to call up context help for a specific
7 * game at a time.
8 *
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?
14 *
15 * - can / should we be doing anything with the titles of the
16 * configuration boxes?
17 *
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"?
23 * + there's a standard _policy_ on window placement, given in
24 * the HI guidelines. Have to implement it ourselves though,
25 * bah.
26 *
27 * - a brief frob of the Mac numeric keypad suggests that it
28 * generates numbers no matter what you do. I wonder if I should
29 * try to figure out a way of detecting keypad codes so I can
30 * implement UP_LEFT and friends. Alternatively, perhaps I
31 * should simply assign the number keys to UP_LEFT et al?
32 * They're not in use for anything else right now.
33 *
34 * - see if we can do anything to one-button-ise the multi-button
35 * dependent puzzle UIs:
36 * - Pattern is a _little_ unwieldy but not too bad (since
37 * generally you never need the middle button unless you've
38 * made a mistake, so it's just click versus command-click).
39 * - Net is utterly vile; having normal click be one rotate and
40 * command-click be the other introduces a horrid asymmetry,
41 * and yet requiring a shift key for _each_ click would be
42 * even worse because rotation feels as if it ought to be the
43 * default action. I fear this is why the Flash Net had the
44 * UI it did...
45 * + I've tried out an alternative dragging interface for
46 * Net; it might work nicely for stylus-based platforms
47 * where you have better hand/eye feedback for the thing
48 * you're clicking on, but it's rather unwieldy on the
49 * Mac. I fear even shift-clicking is better than that.
50 *
51 * - Should we _return_ to a game configuration sheet once an
52 * error is reported by midend_set_config, to allow the user to
53 * correct the one faulty input and keep the other five OK ones?
54 * The Apple `one sheet at a time' restriction would require me
55 * to do this by closing the config sheet, opening the alert
56 * sheet, and then reopening the config sheet when the alert is
57 * closed; and the human interface types, who presumably
58 * invented the one-sheet-at-a-time rule for good reasons, might
59 * look with disfavour on me trying to get round them to fake a
60 * nested sheet. On the other hand I think there are good
61 * practical reasons for wanting it that way. Uncertain.
62 *
63 * - User feedback dislikes nothing happening when you start the
64 * app; they suggest a finder-like window containing an icon for
65 * each puzzle type, enabling you to start one easily. Needs
66 * thought.
67 *
68 * Grotty implementation details that could probably be improved:
69 *
70 * - I am _utterly_ unconvinced that NSImageView was the right way
71 * to go about having a window with a reliable backing store! It
72 * just doesn't feel right; NSImageView is a _control_. Is there
73 * a simpler way?
74 *
75 * - Resizing is currently very bad; rather than bother to work
76 * out how to resize the NSImageView, I just splatter and
77 * recreate it.
78 */
79
80 #include <ctype.h>
81 #include <sys/time.h>
82 #import <Cocoa/Cocoa.h>
83 #include "puzzles.h"
84
85 /* ----------------------------------------------------------------------
86 * Global variables.
87 */
88
89 /*
90 * The `Type' menu. We frob this dynamically to allow the user to
91 * choose a preset set of settings from the current game.
92 */
93 NSMenu *typemenu;
94
95 /* ----------------------------------------------------------------------
96 * Miscellaneous support routines that aren't part of any object or
97 * clearly defined subsystem.
98 */
99
100 void fatal(char *fmt, ...)
101 {
102 va_list ap;
103 char errorbuf[2048];
104 NSAlert *alert;
105
106 va_start(ap, fmt);
107 vsnprintf(errorbuf, lenof(errorbuf), fmt, ap);
108 va_end(ap);
109
110 alert = [NSAlert alloc];
111 /*
112 * We may have come here because we ran out of memory, in which
113 * case it's entirely likely that that alloc will fail, so we
114 * should have a fallback of some sort.
115 */
116 if (!alert) {
117 fprintf(stderr, "fatal error (and NSAlert failed): %s\n", errorbuf);
118 } else {
119 alert = [[alert init] autorelease];
120 [alert addButtonWithTitle:@"Oh dear"];
121 [alert setInformativeText:[NSString stringWithCString:errorbuf]];
122 [alert runModal];
123 }
124 exit(1);
125 }
126
127 void frontend_default_colour(frontend *fe, float *output)
128 {
129 /* FIXME: Is there a system default we can tap into for this? */
130 output[0] = output[1] = output[2] = 0.8F;
131 }
132
133 void get_random_seed(void **randseed, int *randseedsize)
134 {
135 time_t *tp = snew(time_t);
136 time(tp);
137 *randseed = (void *)tp;
138 *randseedsize = sizeof(time_t);
139 }
140
141 /* ----------------------------------------------------------------------
142 * Tiny extension to NSMenuItem which carries a payload of a `void
143 * *', allowing several menu items to invoke the same message but
144 * pass different data through it.
145 */
146 @interface DataMenuItem : NSMenuItem
147 {
148 void *payload;
149 }
150 - (void)setPayload:(void *)d;
151 - (void *)getPayload;
152 @end
153 @implementation DataMenuItem
154 - (void)setPayload:(void *)d
155 {
156 payload = d;
157 }
158 - (void *)getPayload
159 {
160 return payload;
161 }
162 @end
163
164 /* ----------------------------------------------------------------------
165 * Utility routines for constructing OS X menus.
166 */
167
168 NSMenu *newmenu(const char *title)
169 {
170 return [[[NSMenu allocWithZone:[NSMenu menuZone]]
171 initWithTitle:[NSString stringWithCString:title]]
172 autorelease];
173 }
174
175 NSMenu *newsubmenu(NSMenu *parent, const char *title)
176 {
177 NSMenuItem *item;
178 NSMenu *child;
179
180 item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]]
181 initWithTitle:[NSString stringWithCString:title]
182 action:NULL
183 keyEquivalent:@""]
184 autorelease];
185 child = newmenu(title);
186 [item setEnabled:YES];
187 [item setSubmenu:child];
188 [parent addItem:item];
189 return child;
190 }
191
192 id initnewitem(NSMenuItem *item, NSMenu *parent, const char *title,
193 const char *key, id target, SEL action)
194 {
195 unsigned mask = NSCommandKeyMask;
196
197 if (key[strcspn(key, "-")]) {
198 while (*key && *key != '-') {
199 int c = tolower((unsigned char)*key);
200 if (c == 's') {
201 mask |= NSShiftKeyMask;
202 } else if (c == 'o' || c == 'a') {
203 mask |= NSAlternateKeyMask;
204 }
205 key++;
206 }
207 if (*key)
208 key++;
209 }
210
211 item = [[item initWithTitle:[NSString stringWithCString:title]
212 action:NULL
213 keyEquivalent:[NSString stringWithCString:key]]
214 autorelease];
215
216 if (*key)
217 [item setKeyEquivalentModifierMask: mask];
218
219 [item setEnabled:YES];
220 [item setTarget:target];
221 [item setAction:action];
222
223 [parent addItem:item];
224
225 return item;
226 }
227
228 NSMenuItem *newitem(NSMenu *parent, char *title, char *key,
229 id target, SEL action)
230 {
231 return initnewitem([NSMenuItem allocWithZone:[NSMenu menuZone]],
232 parent, title, key, target, action);
233 }
234
235 /* ----------------------------------------------------------------------
236 * About box.
237 */
238
239 @class AboutBox;
240
241 @interface AboutBox : NSWindow
242 {
243 }
244 - (id)init;
245 @end
246
247 @implementation AboutBox
248 - (id)init
249 {
250 NSRect totalrect;
251 NSView *views[16];
252 int nviews = 0;
253 NSImageView *iv;
254 NSTextField *tf;
255 NSFont *font1 = [NSFont systemFontOfSize:0];
256 NSFont *font2 = [NSFont boldSystemFontOfSize:[font1 pointSize] * 1.1];
257 const int border = 24;
258 int i;
259 double y;
260
261 /*
262 * Construct the controls that go in the About box.
263 */
264
265 iv = [[NSImageView alloc] initWithFrame:NSMakeRect(0,0,64,64)];
266 [iv setImage:[NSImage imageNamed:@"NSApplicationIcon"]];
267 views[nviews++] = iv;
268
269 tf = [[NSTextField alloc]
270 initWithFrame:NSMakeRect(0,0,400,1)];
271 [tf setEditable:NO];
272 [tf setSelectable:NO];
273 [tf setBordered:NO];
274 [tf setDrawsBackground:NO];
275 [tf setFont:font2];
276 [tf setStringValue:@"Simon Tatham's Portable Puzzle Collection"];
277 [tf sizeToFit];
278 views[nviews++] = tf;
279
280 tf = [[NSTextField alloc]
281 initWithFrame:NSMakeRect(0,0,400,1)];
282 [tf setEditable:NO];
283 [tf setSelectable:NO];
284 [tf setBordered:NO];
285 [tf setDrawsBackground:NO];
286 [tf setFont:font1];
287 [tf setStringValue:[NSString stringWithCString:ver]];
288 [tf sizeToFit];
289 views[nviews++] = tf;
290
291 /*
292 * Lay the controls out.
293 */
294 totalrect = NSMakeRect(0,0,0,0);
295 for (i = 0; i < nviews; i++) {
296 NSRect r = [views[i] frame];
297 if (totalrect.size.width < r.size.width)
298 totalrect.size.width = r.size.width;
299 totalrect.size.height += border + r.size.height;
300 }
301 totalrect.size.width += 2 * border;
302 totalrect.size.height += border;
303 y = totalrect.size.height;
304 for (i = 0; i < nviews; i++) {
305 NSRect r = [views[i] frame];
306 r.origin.x = (totalrect.size.width - r.size.width) / 2;
307 y -= border + r.size.height;
308 r.origin.y = y;
309 [views[i] setFrame:r];
310 }
311
312 self = [super initWithContentRect:totalrect
313 styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
314 NSClosableWindowMask)
315 backing:NSBackingStoreBuffered
316 defer:YES];
317
318 for (i = 0; i < nviews; i++)
319 [[self contentView] addSubview:views[i]];
320
321 [self center]; /* :-) */
322
323 return self;
324 }
325 @end
326
327 /* ----------------------------------------------------------------------
328 * The front end presented to midend.c.
329 *
330 * This is mostly a subclass of NSWindow. The actual `frontend'
331 * structure passed to the midend contains a variety of pointers,
332 * including that window object but also including the image we
333 * draw on, an ImageView to display it in the window, and so on.
334 */
335
336 @class GameWindow;
337 @class MyImageView;
338
339 struct frontend {
340 GameWindow *window;
341 NSImage *image;
342 MyImageView *view;
343 NSColor **colours;
344 int ncolours;
345 int clipped;
346 };
347
348 @interface MyImageView : NSImageView
349 {
350 GameWindow *ourwin;
351 }
352 - (void)setWindow:(GameWindow *)win;
353 - (BOOL)isFlipped;
354 - (void)mouseEvent:(NSEvent *)ev button:(int)b;
355 - (void)mouseDown:(NSEvent *)ev;
356 - (void)mouseDragged:(NSEvent *)ev;
357 - (void)mouseUp:(NSEvent *)ev;
358 - (void)rightMouseDown:(NSEvent *)ev;
359 - (void)rightMouseDragged:(NSEvent *)ev;
360 - (void)rightMouseUp:(NSEvent *)ev;
361 - (void)otherMouseDown:(NSEvent *)ev;
362 - (void)otherMouseDragged:(NSEvent *)ev;
363 - (void)otherMouseUp:(NSEvent *)ev;
364 @end
365
366 @interface GameWindow : NSWindow
367 {
368 const game *ourgame;
369 midend_data *me;
370 struct frontend fe;
371 struct timeval last_time;
372 NSTimer *timer;
373 NSWindow *sheet;
374 config_item *cfg;
375 int cfg_which;
376 NSView **cfg_controls;
377 int cfg_ncontrols;
378 NSTextField *status;
379 }
380 - (id)initWithGame:(const game *)g;
381 - dealloc;
382 - (void)processButton:(int)b x:(int)x y:(int)y;
383 - (void)keyDown:(NSEvent *)ev;
384 - (void)activateTimer;
385 - (void)deactivateTimer;
386 - (void)setStatusLine:(NSString *)text;
387 @end
388
389 @implementation MyImageView
390
391 - (void)setWindow:(GameWindow *)win
392 {
393 ourwin = win;
394 }
395
396 - (BOOL)isFlipped
397 {
398 return YES;
399 }
400
401 - (void)mouseEvent:(NSEvent *)ev button:(int)b
402 {
403 NSPoint point = [self convertPoint:[ev locationInWindow] fromView:nil];
404 [ourwin processButton:b x:point.x y:point.y];
405 }
406
407 - (void)mouseDown:(NSEvent *)ev
408 {
409 unsigned mod = [ev modifierFlags];
410 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_BUTTON :
411 (mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
412 LEFT_BUTTON)];
413 }
414 - (void)mouseDragged:(NSEvent *)ev
415 {
416 unsigned mod = [ev modifierFlags];
417 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_DRAG :
418 (mod & NSShiftKeyMask) ? MIDDLE_DRAG :
419 LEFT_DRAG)];
420 }
421 - (void)mouseUp:(NSEvent *)ev
422 {
423 unsigned mod = [ev modifierFlags];
424 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_RELEASE :
425 (mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
426 LEFT_RELEASE)];
427 }
428 - (void)rightMouseDown:(NSEvent *)ev
429 {
430 unsigned mod = [ev modifierFlags];
431 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
432 RIGHT_BUTTON)];
433 }
434 - (void)rightMouseDragged:(NSEvent *)ev
435 {
436 unsigned mod = [ev modifierFlags];
437 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_DRAG :
438 RIGHT_DRAG)];
439 }
440 - (void)rightMouseUp:(NSEvent *)ev
441 {
442 unsigned mod = [ev modifierFlags];
443 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
444 RIGHT_RELEASE)];
445 }
446 - (void)otherMouseDown:(NSEvent *)ev
447 {
448 [self mouseEvent:ev button:MIDDLE_BUTTON];
449 }
450 - (void)otherMouseDragged:(NSEvent *)ev
451 {
452 [self mouseEvent:ev button:MIDDLE_DRAG];
453 }
454 - (void)otherMouseUp:(NSEvent *)ev
455 {
456 [self mouseEvent:ev button:MIDDLE_RELEASE];
457 }
458 @end
459
460 @implementation GameWindow
461 - (void)setupContentView
462 {
463 NSRect frame;
464 int w, h;
465
466 if (status) {
467 frame = [status frame];
468 frame.origin.y = frame.size.height;
469 } else
470 frame.origin.y = 0;
471 frame.origin.x = 0;
472
473 midend_size(me, &w, &h);
474 frame.size.width = w;
475 frame.size.height = h;
476
477 fe.image = [[NSImage alloc] initWithSize:frame.size];
478 [fe.image setFlipped:YES];
479 fe.view = [[MyImageView alloc] initWithFrame:frame];
480 [fe.view setImage:fe.image];
481 [fe.view setWindow:self];
482
483 midend_redraw(me);
484
485 [[self contentView] addSubview:fe.view];
486 }
487 - (id)initWithGame:(const game *)g
488 {
489 NSRect rect = { {0,0}, {0,0} }, rect2;
490 int w, h;
491
492 ourgame = g;
493
494 fe.window = self;
495
496 me = midend_new(&fe, ourgame);
497 /*
498 * If we ever need to open a fresh window using a provided game
499 * ID, I think the right thing is to move most of this method
500 * into a new initWithGame:gameID: method, and have
501 * initWithGame: simply call that one and pass it NULL.
502 */
503 midend_new_game(me);
504 midend_size(me, &w, &h);
505 rect.size.width = w;
506 rect.size.height = h;
507
508 /*
509 * Create the status bar, which will just be an NSTextField.
510 */
511 if (ourgame->wants_statusbar()) {
512 status = [[NSTextField alloc] initWithFrame:NSMakeRect(0,0,100,50)];
513 [status setEditable:NO];
514 [status setSelectable:NO];
515 [status setBordered:YES];
516 [status setBezeled:YES];
517 [status setBezelStyle:NSTextFieldSquareBezel];
518 [status setDrawsBackground:YES];
519 [[status cell] setTitle:@""];
520 [status sizeToFit];
521 rect2 = [status frame];
522 rect.size.height += rect2.size.height;
523 rect2.size.width = rect.size.width;
524 rect2.origin.x = rect2.origin.y = 0;
525 [status setFrame:rect2];
526 } else
527 status = nil;
528
529 self = [super initWithContentRect:rect
530 styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
531 NSClosableWindowMask)
532 backing:NSBackingStoreBuffered
533 defer:YES];
534 [self setTitle:[NSString stringWithCString:ourgame->name]];
535
536 {
537 float *colours;
538 int i, ncolours;
539
540 colours = midend_colours(me, &ncolours);
541 fe.ncolours = ncolours;
542 fe.colours = snewn(ncolours, NSColor *);
543
544 for (i = 0; i < ncolours; i++) {
545 fe.colours[i] = [[NSColor colorWithDeviceRed:colours[i*3]
546 green:colours[i*3+1] blue:colours[i*3+2]
547 alpha:1.0] retain];
548 }
549 }
550
551 [self setupContentView];
552 if (status)
553 [[self contentView] addSubview:status];
554 [self setIgnoresMouseEvents:NO];
555
556 [self center]; /* :-) */
557
558 return self;
559 }
560
561 - dealloc
562 {
563 int i;
564 for (i = 0; i < fe.ncolours; i++) {
565 [fe.colours[i] release];
566 }
567 sfree(fe.colours);
568 midend_free(me);
569 return [super dealloc];
570 }
571
572 - (void)processButton:(int)b x:(int)x y:(int)y
573 {
574 if (!midend_process_key(me, x, y, b))
575 [self close];
576 }
577
578 - (void)keyDown:(NSEvent *)ev
579 {
580 NSString *s = [ev characters];
581 int i, n = [s length];
582
583 for (i = 0; i < n; i++) {
584 int c = [s characterAtIndex:i];
585
586 /*
587 * ASCII gets passed straight to midend_process_key.
588 * Anything above that has to be translated to our own
589 * function key codes.
590 */
591 if (c >= 0x80) {
592 switch (c) {
593 case NSUpArrowFunctionKey:
594 c = CURSOR_UP;
595 break;
596 case NSDownArrowFunctionKey:
597 c = CURSOR_DOWN;
598 break;
599 case NSLeftArrowFunctionKey:
600 c = CURSOR_LEFT;
601 break;
602 case NSRightArrowFunctionKey:
603 c = CURSOR_RIGHT;
604 break;
605 default:
606 continue;
607 }
608 }
609
610 if (c >= '0' && c <= '9' && ([ev modifierFlags] & NSNumericPadKeyMask))
611 c |= MOD_NUM_KEYPAD;
612
613 [self processButton:c x:-1 y:-1];
614 }
615 }
616
617 - (void)activateTimer
618 {
619 if (timer != nil)
620 return;
621
622 timer = [NSTimer scheduledTimerWithTimeInterval:0.02
623 target:self selector:@selector(timerTick:)
624 userInfo:nil repeats:YES];
625 gettimeofday(&last_time, NULL);
626 }
627
628 - (void)deactivateTimer
629 {
630 if (timer == nil)
631 return;
632
633 [timer invalidate];
634 timer = nil;
635 }
636
637 - (void)timerTick:(id)sender
638 {
639 struct timeval now;
640 float elapsed;
641 gettimeofday(&now, NULL);
642 elapsed = ((now.tv_usec - last_time.tv_usec) * 0.000001F +
643 (now.tv_sec - last_time.tv_sec));
644 midend_timer(me, elapsed);
645 last_time = now;
646 }
647
648 - (void)newGame:(id)sender
649 {
650 [self processButton:'n' x:-1 y:-1];
651 }
652 - (void)restartGame:(id)sender
653 {
654 [self processButton:'r' x:-1 y:-1];
655 }
656 - (void)undoMove:(id)sender
657 {
658 [self processButton:'u' x:-1 y:-1];
659 }
660 - (void)redoMove:(id)sender
661 {
662 [self processButton:'r'&0x1F x:-1 y:-1];
663 }
664
665 - (void)copy:(id)sender
666 {
667 char *text;
668
669 if ((text = midend_text_format(me)) != NULL) {
670 NSPasteboard *pb = [NSPasteboard generalPasteboard];
671 NSArray *a = [NSArray arrayWithObject:NSStringPboardType];
672 [pb declareTypes:a owner:nil];
673 [pb setString:[NSString stringWithCString:text]
674 forType:NSStringPboardType];
675 } else
676 NSBeep();
677 }
678
679 - (void)solveGame:(id)sender
680 {
681 char *msg;
682 NSAlert *alert;
683
684 msg = midend_solve(me);
685
686 if (msg) {
687 alert = [[[NSAlert alloc] init] autorelease];
688 [alert addButtonWithTitle:@"Bah"];
689 [alert setInformativeText:[NSString stringWithCString:msg]];
690 [alert beginSheetModalForWindow:self modalDelegate:nil
691 didEndSelector:nil contextInfo:nil];
692 }
693 }
694
695 - (BOOL)validateMenuItem:(NSMenuItem *)item
696 {
697 if ([item action] == @selector(copy:))
698 return (ourgame->can_format_as_text ? YES : NO);
699 else if ([item action] == @selector(solveGame:))
700 return (ourgame->can_solve ? YES : NO);
701 else
702 return [super validateMenuItem:item];
703 }
704
705 - (void)clearTypeMenu
706 {
707 while ([typemenu numberOfItems] > 1)
708 [typemenu removeItemAtIndex:0];
709 }
710
711 - (void)becomeKeyWindow
712 {
713 int n;
714
715 [self clearTypeMenu];
716
717 [super becomeKeyWindow];
718
719 n = midend_num_presets(me);
720
721 if (n > 0) {
722 [typemenu insertItem:[NSMenuItem separatorItem] atIndex:0];
723 while (n--) {
724 char *name;
725 game_params *params;
726 DataMenuItem *item;
727
728 midend_fetch_preset(me, n, &name, &params);
729
730 item = [[[DataMenuItem alloc]
731 initWithTitle:[NSString stringWithCString:name]
732 action:NULL keyEquivalent:@""]
733 autorelease];
734
735 [item setEnabled:YES];
736 [item setTarget:self];
737 [item setAction:@selector(presetGame:)];
738 [item setPayload:params];
739
740 [typemenu insertItem:item atIndex:0];
741 }
742 }
743 }
744
745 - (void)resignKeyWindow
746 {
747 [self clearTypeMenu];
748 [super resignKeyWindow];
749 }
750
751 - (void)close
752 {
753 [self clearTypeMenu];
754 [super close];
755 }
756
757 - (void)resizeForNewGameParams
758 {
759 NSSize size = {0,0};
760 int w, h;
761
762 midend_size(me, &w, &h);
763 size.width = w;
764 size.height = h;
765
766 if (status) {
767 NSRect frame = [status frame];
768 size.height += frame.size.height;
769 frame.size.width = size.width;
770 [status setFrame:frame];
771 }
772
773 NSDisableScreenUpdates();
774 [self setContentSize:size];
775 [self setupContentView];
776 NSEnableScreenUpdates();
777 }
778
779 - (void)presetGame:(id)sender
780 {
781 game_params *params = [sender getPayload];
782
783 midend_set_params(me, params);
784 midend_new_game(me);
785
786 [self resizeForNewGameParams];
787 }
788
789 - (void)startConfigureSheet:(int)which
790 {
791 NSButton *ok, *cancel;
792 int actw, acth, leftw, rightw, totalw, h, thish, y;
793 int k;
794 NSRect rect, tmprect;
795 const int SPACING = 16;
796 char *title;
797 config_item *i;
798 int cfg_controlsize;
799 NSTextField *tf;
800 NSButton *b;
801 NSPopUpButton *pb;
802
803 assert(sheet == NULL);
804
805 /*
806 * Every control we create here is going to have this size
807 * until we tell it to calculate a better one.
808 */
809 tmprect = NSMakeRect(0, 0, 100, 50);
810
811 /*
812 * Set up OK and Cancel buttons. (Actually, MacOS doesn't seem
813 * to be fond of generic OK and Cancel wording, so I'm going to
814 * rename them to something nicer.)
815 */
816 actw = acth = 0;
817
818 cancel = [[NSButton alloc] initWithFrame:tmprect];
819 [cancel setBezelStyle:NSRoundedBezelStyle];
820 [cancel setTitle:@"Abandon"];
821 [cancel setTarget:self];
822 [cancel setKeyEquivalent:@"\033"];
823 [cancel setAction:@selector(sheetCancelButton:)];
824 [cancel sizeToFit];
825 rect = [cancel frame];
826 if (actw < rect.size.width) actw = rect.size.width;
827 if (acth < rect.size.height) acth = rect.size.height;
828
829 ok = [[NSButton alloc] initWithFrame:tmprect];
830 [ok setBezelStyle:NSRoundedBezelStyle];
831 [ok setTitle:@"Accept"];
832 [ok setTarget:self];
833 [ok setKeyEquivalent:@"\r"];
834 [ok setAction:@selector(sheetOKButton:)];
835 [ok sizeToFit];
836 rect = [ok frame];
837 if (actw < rect.size.width) actw = rect.size.width;
838 if (acth < rect.size.height) acth = rect.size.height;
839
840 totalw = SPACING + 2 * actw;
841 h = 2 * SPACING + acth;
842
843 /*
844 * Now fetch the midend config data and go through it creating
845 * controls.
846 */
847 cfg = midend_get_config(me, which, &title);
848 sfree(title); /* FIXME: should we use this somehow? */
849 cfg_which = which;
850
851 cfg_ncontrols = cfg_controlsize = 0;
852 cfg_controls = NULL;
853 leftw = rightw = 0;
854 for (i = cfg; i->type != C_END; i++) {
855 if (cfg_controlsize < cfg_ncontrols + 5) {
856 cfg_controlsize = cfg_ncontrols + 32;
857 cfg_controls = sresize(cfg_controls, cfg_controlsize, NSView *);
858 }
859
860 thish = 0;
861
862 switch (i->type) {
863 case C_STRING:
864 /*
865 * Two NSTextFields, one being a label and the other
866 * being an edit box.
867 */
868
869 tf = [[NSTextField alloc] initWithFrame:tmprect];
870 [tf setEditable:NO];
871 [tf setSelectable:NO];
872 [tf setBordered:NO];
873 [tf setDrawsBackground:NO];
874 [[tf cell] setTitle:[NSString stringWithCString:i->name]];
875 [tf sizeToFit];
876 rect = [tf frame];
877 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
878 if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
879 cfg_controls[cfg_ncontrols++] = tf;
880
881 tf = [[NSTextField alloc] initWithFrame:tmprect];
882 [tf setEditable:YES];
883 [tf setSelectable:YES];
884 [tf setBordered:YES];
885 [[tf cell] setTitle:[NSString stringWithCString:i->sval]];
886 [tf sizeToFit];
887 rect = [tf frame];
888 /*
889 * We impose a minimum and maximum width on editable
890 * NSTextFields. If we allow them to size themselves to
891 * the contents of the text within them, then they will
892 * look very silly if that text is only one or two
893 * characters, and equally silly if it's an absolutely
894 * enormous Rectangles or Pattern game ID!
895 */
896 if (rect.size.width < 75) rect.size.width = 75;
897 if (rect.size.width > 400) rect.size.width = 400;
898
899 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
900 if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
901 cfg_controls[cfg_ncontrols++] = tf;
902 break;
903
904 case C_BOOLEAN:
905 /*
906 * A checkbox is an NSButton with a type of
907 * NSSwitchButton.
908 */
909 b = [[NSButton alloc] initWithFrame:tmprect];
910 [b setBezelStyle:NSRoundedBezelStyle];
911 [b setButtonType:NSSwitchButton];
912 [b setTitle:[NSString stringWithCString:i->name]];
913 [b sizeToFit];
914 [b setState:(i->ival ? NSOnState : NSOffState)];
915 rect = [b frame];
916 if (totalw < rect.size.width + 1) totalw = rect.size.width + 1;
917 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
918 cfg_controls[cfg_ncontrols++] = b;
919 break;
920
921 case C_CHOICES:
922 /*
923 * A pop-up menu control is an NSPopUpButton, which
924 * takes an embedded NSMenu. We also need an
925 * NSTextField to act as a label.
926 */
927
928 tf = [[NSTextField alloc] initWithFrame:tmprect];
929 [tf setEditable:NO];
930 [tf setSelectable:NO];
931 [tf setBordered:NO];
932 [tf setDrawsBackground:NO];
933 [[tf cell] setTitle:[NSString stringWithCString:i->name]];
934 [tf sizeToFit];
935 rect = [tf frame];
936 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
937 if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
938 cfg_controls[cfg_ncontrols++] = tf;
939
940 pb = [[NSPopUpButton alloc] initWithFrame:tmprect pullsDown:NO];
941 [pb setBezelStyle:NSRoundedBezelStyle];
942 {
943 char c, *p;
944
945 p = i->sval;
946 c = *p++;
947 while (*p) {
948 char *q;
949
950 q = p;
951 while (*p && *p != c) p++;
952
953 [pb addItemWithTitle:[NSString stringWithCString:q
954 length:p-q]];
955
956 if (*p) p++;
957 }
958 }
959 [pb selectItemAtIndex:i->ival];
960 [pb sizeToFit];
961
962 rect = [pb frame];
963 if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
964 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
965 cfg_controls[cfg_ncontrols++] = pb;
966 break;
967 }
968
969 h += SPACING + thish;
970 }
971
972 if (totalw < leftw + SPACING + rightw)
973 totalw = leftw + SPACING + rightw;
974 if (totalw > leftw + SPACING + rightw) {
975 int excess = totalw - (leftw + SPACING + rightw);
976 int leftexcess = leftw * excess / (leftw + rightw);
977 int rightexcess = excess - leftexcess;
978 leftw += leftexcess;
979 rightw += rightexcess;
980 }
981
982 /*
983 * Now go through the list again, setting the final position
984 * for each control.
985 */
986 k = 0;
987 y = h;
988 for (i = cfg; i->type != C_END; i++) {
989 y -= SPACING;
990 thish = 0;
991 switch (i->type) {
992 case C_STRING:
993 case C_CHOICES:
994 /*
995 * These two are treated identically, since both expect
996 * a control on the left and another on the right.
997 */
998 rect = [cfg_controls[k] frame];
999 if (thish < rect.size.height + 1)
1000 thish = rect.size.height + 1;
1001 rect = [cfg_controls[k+1] frame];
1002 if (thish < rect.size.height + 1)
1003 thish = rect.size.height + 1;
1004 rect = [cfg_controls[k] frame];
1005 rect.origin.y = y - thish/2 - rect.size.height/2;
1006 rect.origin.x = SPACING;
1007 rect.size.width = leftw;
1008 [cfg_controls[k] setFrame:rect];
1009 rect = [cfg_controls[k+1] frame];
1010 rect.origin.y = y - thish/2 - rect.size.height/2;
1011 rect.origin.x = 2 * SPACING + leftw;
1012 rect.size.width = rightw;
1013 [cfg_controls[k+1] setFrame:rect];
1014 k += 2;
1015 break;
1016
1017 case C_BOOLEAN:
1018 rect = [cfg_controls[k] frame];
1019 if (thish < rect.size.height + 1)
1020 thish = rect.size.height + 1;
1021 rect.origin.y = y - thish/2 - rect.size.height/2;
1022 rect.origin.x = SPACING;
1023 rect.size.width = totalw;
1024 [cfg_controls[k] setFrame:rect];
1025 k++;
1026 break;
1027 }
1028 y -= thish;
1029 }
1030
1031 assert(k == cfg_ncontrols);
1032
1033 [cancel setFrame:NSMakeRect(SPACING+totalw/4-actw/2, SPACING, actw, acth)];
1034 [ok setFrame:NSMakeRect(SPACING+3*totalw/4-actw/2, SPACING, actw, acth)];
1035
1036 sheet = [[NSWindow alloc]
1037 initWithContentRect:NSMakeRect(0,0,totalw + 2*SPACING,h)
1038 styleMask:NSTitledWindowMask | NSClosableWindowMask
1039 backing:NSBackingStoreBuffered
1040 defer:YES];
1041
1042 [[sheet contentView] addSubview:cancel];
1043 [[sheet contentView] addSubview:ok];
1044
1045 for (k = 0; k < cfg_ncontrols; k++)
1046 [[sheet contentView] addSubview:cfg_controls[k]];
1047
1048 [NSApp beginSheet:sheet modalForWindow:self
1049 modalDelegate:nil didEndSelector:nil contextInfo:nil];
1050 }
1051
1052 - (void)specificGame:(id)sender
1053 {
1054 [self startConfigureSheet:CFG_DESC];
1055 }
1056
1057 - (void)specificRandomGame:(id)sender
1058 {
1059 [self startConfigureSheet:CFG_SEED];
1060 }
1061
1062 - (void)customGameType:(id)sender
1063 {
1064 [self startConfigureSheet:CFG_SETTINGS];
1065 }
1066
1067 - (void)sheetEndWithStatus:(BOOL)update
1068 {
1069 assert(sheet != NULL);
1070 [NSApp endSheet:sheet];
1071 [sheet orderOut:self];
1072 sheet = NULL;
1073 if (update) {
1074 int k;
1075 config_item *i;
1076 char *error;
1077
1078 k = 0;
1079 for (i = cfg; i->type != C_END; i++) {
1080 switch (i->type) {
1081 case C_STRING:
1082 sfree(i->sval);
1083 i->sval = dupstr([[[(id)cfg_controls[k+1] cell]
1084 title] cString]);
1085 k += 2;
1086 break;
1087 case C_BOOLEAN:
1088 i->ival = [(id)cfg_controls[k] state] == NSOnState;
1089 k++;
1090 break;
1091 case C_CHOICES:
1092 i->ival = [(id)cfg_controls[k+1] indexOfSelectedItem];
1093 k += 2;
1094 break;
1095 }
1096 }
1097
1098 error = midend_set_config(me, cfg_which, cfg);
1099 if (error) {
1100 NSAlert *alert = [[[NSAlert alloc] init] autorelease];
1101 [alert addButtonWithTitle:@"Bah"];
1102 [alert setInformativeText:[NSString stringWithCString:error]];
1103 [alert beginSheetModalForWindow:self modalDelegate:nil
1104 didEndSelector:nil contextInfo:nil];
1105 } else {
1106 midend_new_game(me);
1107 [self resizeForNewGameParams];
1108 }
1109 }
1110 sfree(cfg_controls);
1111 cfg_controls = NULL;
1112 }
1113 - (void)sheetOKButton:(id)sender
1114 {
1115 [self sheetEndWithStatus:YES];
1116 }
1117 - (void)sheetCancelButton:(id)sender
1118 {
1119 [self sheetEndWithStatus:NO];
1120 }
1121
1122 - (void)setStatusLine:(NSString *)text
1123 {
1124 [[status cell] setTitle:text];
1125 }
1126
1127 @end
1128
1129 /*
1130 * Drawing routines called by the midend.
1131 */
1132 void draw_polygon(frontend *fe, int *coords, int npoints,
1133 int fill, int colour)
1134 {
1135 NSBezierPath *path = [NSBezierPath bezierPath];
1136 int i;
1137
1138 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
1139
1140 assert(colour >= 0 && colour < fe->ncolours);
1141 [fe->colours[colour] set];
1142
1143 for (i = 0; i < npoints; i++) {
1144 NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
1145 if (i == 0)
1146 [path moveToPoint:p];
1147 else
1148 [path lineToPoint:p];
1149 }
1150
1151 [path closePath];
1152
1153 if (fill)
1154 [path fill];
1155 else
1156 [path stroke];
1157 }
1158 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
1159 {
1160 NSBezierPath *path = [NSBezierPath bezierPath];
1161 NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, y2 + 0.5 };
1162
1163 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
1164
1165 assert(colour >= 0 && colour < fe->ncolours);
1166 [fe->colours[colour] set];
1167
1168 [path moveToPoint:p1];
1169 [path lineToPoint:p2];
1170 [path stroke];
1171 }
1172 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
1173 {
1174 NSRect r = { {x,y}, {w,h} };
1175
1176 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
1177
1178 assert(colour >= 0 && colour < fe->ncolours);
1179 [fe->colours[colour] set];
1180
1181 NSRectFill(r);
1182 }
1183 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
1184 int align, int colour, char *text)
1185 {
1186 NSString *string = [NSString stringWithCString:text];
1187 NSDictionary *attr;
1188 NSFont *font;
1189 NSSize size;
1190 NSPoint point;
1191
1192 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
1193
1194 assert(colour >= 0 && colour < fe->ncolours);
1195
1196 if (fonttype == FONT_FIXED)
1197 font = [NSFont userFixedPitchFontOfSize:fontsize];
1198 else
1199 font = [NSFont userFontOfSize:fontsize];
1200
1201 attr = [NSDictionary dictionaryWithObjectsAndKeys:
1202 fe->colours[colour], NSForegroundColorAttributeName,
1203 font, NSFontAttributeName, nil];
1204
1205 point.x = x;
1206 point.y = y;
1207
1208 size = [string sizeWithAttributes:attr];
1209 if (align & ALIGN_HRIGHT)
1210 point.x -= size.width;
1211 else if (align & ALIGN_HCENTRE)
1212 point.x -= size.width / 2;
1213 if (align & ALIGN_VCENTRE)
1214 point.y -= size.height / 2;
1215
1216 [string drawAtPoint:point withAttributes:attr];
1217 }
1218 void draw_update(frontend *fe, int x, int y, int w, int h)
1219 {
1220 [fe->view setNeedsDisplayInRect:NSMakeRect(x,y,w,h)];
1221 }
1222 void clip(frontend *fe, int x, int y, int w, int h)
1223 {
1224 NSRect r = { {x,y}, {w,h} };
1225
1226 if (!fe->clipped)
1227 [[NSGraphicsContext currentContext] saveGraphicsState];
1228 [NSBezierPath clipRect:r];
1229 fe->clipped = TRUE;
1230 }
1231 void unclip(frontend *fe)
1232 {
1233 if (fe->clipped)
1234 [[NSGraphicsContext currentContext] restoreGraphicsState];
1235 fe->clipped = FALSE;
1236 }
1237 void start_draw(frontend *fe)
1238 {
1239 [fe->image lockFocus];
1240 fe->clipped = FALSE;
1241 }
1242 void end_draw(frontend *fe)
1243 {
1244 [fe->image unlockFocus];
1245 }
1246
1247 void deactivate_timer(frontend *fe)
1248 {
1249 [fe->window deactivateTimer];
1250 }
1251 void activate_timer(frontend *fe)
1252 {
1253 [fe->window activateTimer];
1254 }
1255
1256 void status_bar(frontend *fe, char *text)
1257 {
1258 [fe->window setStatusLine:[NSString stringWithCString:text]];
1259 }
1260
1261 /* ----------------------------------------------------------------------
1262 * AppController: the object which receives the messages from all
1263 * menu selections that aren't standard OS X functions.
1264 */
1265 @interface AppController : NSObject
1266 {
1267 }
1268 - (void)newGameWindow:(id)sender;
1269 - (void)about:(id)sender;
1270 @end
1271
1272 @implementation AppController
1273
1274 - (void)newGameWindow:(id)sender
1275 {
1276 const game *g = [sender getPayload];
1277 id win;
1278
1279 win = [[GameWindow alloc] initWithGame:g];
1280 [win makeKeyAndOrderFront:self];
1281 }
1282
1283 - (void)about:(id)sender
1284 {
1285 id win;
1286
1287 win = [[AboutBox alloc] init];
1288 [win makeKeyAndOrderFront:self];
1289 }
1290
1291 - (NSMenu *)applicationDockMenu:(NSApplication *)sender
1292 {
1293 NSMenu *menu = newmenu("Dock Menu");
1294 {
1295 int i;
1296
1297 for (i = 0; i < gamecount; i++) {
1298 id item =
1299 initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
1300 menu, gamelist[i]->name, "", self,
1301 @selector(newGameWindow:));
1302 [item setPayload:(void *)gamelist[i]];
1303 }
1304 }
1305 return menu;
1306 }
1307
1308 @end
1309
1310 /* ----------------------------------------------------------------------
1311 * Main program. Constructs the menus and runs the application.
1312 */
1313 int main(int argc, char **argv)
1314 {
1315 NSAutoreleasePool *pool;
1316 NSMenu *menu;
1317 NSMenuItem *item;
1318 AppController *controller;
1319 NSImage *icon;
1320
1321 pool = [[NSAutoreleasePool alloc] init];
1322
1323 icon = [NSImage imageNamed:@"NSApplicationIcon"];
1324 [NSApplication sharedApplication];
1325 [NSApp setApplicationIconImage:icon];
1326
1327 controller = [[[AppController alloc] init] autorelease];
1328 [NSApp setDelegate:controller];
1329
1330 [NSApp setMainMenu: newmenu("Main Menu")];
1331
1332 menu = newsubmenu([NSApp mainMenu], "Apple Menu");
1333 item = newitem(menu, "About Puzzles", "", NULL, @selector(about:));
1334 [menu addItem:[NSMenuItem separatorItem]];
1335 [NSApp setServicesMenu:newsubmenu(menu, "Services")];
1336 [menu addItem:[NSMenuItem separatorItem]];
1337 item = newitem(menu, "Hide Puzzles", "h", NSApp, @selector(hide:));
1338 item = newitem(menu, "Hide Others", "o-h", NSApp, @selector(hideOtherApplications:));
1339 item = newitem(menu, "Show All", "", NSApp, @selector(unhideAllApplications:));
1340 [menu addItem:[NSMenuItem separatorItem]];
1341 item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
1342 [NSApp setAppleMenu: menu];
1343
1344 menu = newsubmenu([NSApp mainMenu], "File");
1345 item = newitem(menu, "New Game", "n", NULL, @selector(newGame:));
1346 item = newitem(menu, "Restart Game", "r", NULL, @selector(restartGame:));
1347 item = newitem(menu, "Specific Game", "", NULL, @selector(specificGame:));
1348 item = newitem(menu, "Specific Random Seed", "", NULL,
1349 @selector(specificRandomGame:));
1350 [menu addItem:[NSMenuItem separatorItem]];
1351 {
1352 NSMenu *submenu = newsubmenu(menu, "New Window");
1353 int i;
1354
1355 for (i = 0; i < gamecount; i++) {
1356 id item =
1357 initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
1358 submenu, gamelist[i]->name, "", controller,
1359 @selector(newGameWindow:));
1360 [item setPayload:(void *)gamelist[i]];
1361 }
1362 }
1363 [menu addItem:[NSMenuItem separatorItem]];
1364 item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
1365
1366 menu = newsubmenu([NSApp mainMenu], "Edit");
1367 item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
1368 item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
1369 [menu addItem:[NSMenuItem separatorItem]];
1370 item = newitem(menu, "Cut", "x", NULL, @selector(cut:));
1371 item = newitem(menu, "Copy", "c", NULL, @selector(copy:));
1372 item = newitem(menu, "Paste", "v", NULL, @selector(paste:));
1373 [menu addItem:[NSMenuItem separatorItem]];
1374 item = newitem(menu, "Solve", "S-s", NULL, @selector(solveGame:));
1375
1376 menu = newsubmenu([NSApp mainMenu], "Type");
1377 typemenu = menu;
1378 item = newitem(menu, "Custom", "", NULL, @selector(customGameType:));
1379
1380 menu = newsubmenu([NSApp mainMenu], "Window");
1381 [NSApp setWindowsMenu: menu];
1382 item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
1383
1384 menu = newsubmenu([NSApp mainMenu], "Help");
1385 item = newitem(menu, "Puzzles Help", "?", NSApp, @selector(showHelp:));
1386
1387 [NSApp run];
1388 [pool release];
1389 }