First cut at a game timer. Yet another backend function which
[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:(char *)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 int mods = FALSE;
593 switch (c) {
594 case NSUpArrowFunctionKey:
595 c = CURSOR_UP;
596 mods = TRUE;
597 break;
598 case NSDownArrowFunctionKey:
599 c = CURSOR_DOWN;
600 mods = TRUE;
601 break;
602 case NSLeftArrowFunctionKey:
603 c = CURSOR_LEFT;
604 mods = TRUE;
605 break;
606 case NSRightArrowFunctionKey:
607 c = CURSOR_RIGHT;
608 mods = TRUE;
609 break;
610 default:
611 continue;
612 }
613
614 if (mods) {
615 if ([ev modifierFlags] & NSShiftKeyMask)
616 c |= MOD_SHFT;
617 if ([ev modifierFlags] & NSControlKeyMask)
618 c |= MOD_CTRL;
619 }
620 }
621
622 if (c >= '0' && c <= '9' && ([ev modifierFlags] & NSNumericPadKeyMask))
623 c |= MOD_NUM_KEYPAD;
624
625 [self processButton:c x:-1 y:-1];
626 }
627 }
628
629 - (void)activateTimer
630 {
631 if (timer != nil)
632 return;
633
634 timer = [NSTimer scheduledTimerWithTimeInterval:0.02
635 target:self selector:@selector(timerTick:)
636 userInfo:nil repeats:YES];
637 gettimeofday(&last_time, NULL);
638 }
639
640 - (void)deactivateTimer
641 {
642 if (timer == nil)
643 return;
644
645 [timer invalidate];
646 timer = nil;
647 }
648
649 - (void)timerTick:(id)sender
650 {
651 struct timeval now;
652 float elapsed;
653 gettimeofday(&now, NULL);
654 elapsed = ((now.tv_usec - last_time.tv_usec) * 0.000001F +
655 (now.tv_sec - last_time.tv_sec));
656 midend_timer(me, elapsed);
657 last_time = now;
658 }
659
660 - (void)newGame:(id)sender
661 {
662 [self processButton:'n' x:-1 y:-1];
663 }
664 - (void)restartGame:(id)sender
665 {
666 midend_restart_game(me);
667 }
668 - (void)undoMove:(id)sender
669 {
670 [self processButton:'u' x:-1 y:-1];
671 }
672 - (void)redoMove:(id)sender
673 {
674 [self processButton:'r'&0x1F x:-1 y:-1];
675 }
676
677 - (void)copy:(id)sender
678 {
679 char *text;
680
681 if ((text = midend_text_format(me)) != NULL) {
682 NSPasteboard *pb = [NSPasteboard generalPasteboard];
683 NSArray *a = [NSArray arrayWithObject:NSStringPboardType];
684 [pb declareTypes:a owner:nil];
685 [pb setString:[NSString stringWithCString:text]
686 forType:NSStringPboardType];
687 } else
688 NSBeep();
689 }
690
691 - (void)solveGame:(id)sender
692 {
693 char *msg;
694 NSAlert *alert;
695
696 msg = midend_solve(me);
697
698 if (msg) {
699 alert = [[[NSAlert alloc] init] autorelease];
700 [alert addButtonWithTitle:@"Bah"];
701 [alert setInformativeText:[NSString stringWithCString:msg]];
702 [alert beginSheetModalForWindow:self modalDelegate:nil
703 didEndSelector:nil contextInfo:nil];
704 }
705 }
706
707 - (BOOL)validateMenuItem:(NSMenuItem *)item
708 {
709 if ([item action] == @selector(copy:))
710 return (ourgame->can_format_as_text ? YES : NO);
711 else if ([item action] == @selector(solveGame:))
712 return (ourgame->can_solve ? YES : NO);
713 else
714 return [super validateMenuItem:item];
715 }
716
717 - (void)clearTypeMenu
718 {
719 while ([typemenu numberOfItems] > 1)
720 [typemenu removeItemAtIndex:0];
721 }
722
723 - (void)becomeKeyWindow
724 {
725 int n;
726
727 [self clearTypeMenu];
728
729 [super becomeKeyWindow];
730
731 n = midend_num_presets(me);
732
733 if (n > 0) {
734 [typemenu insertItem:[NSMenuItem separatorItem] atIndex:0];
735 while (n--) {
736 char *name;
737 game_params *params;
738 DataMenuItem *item;
739
740 midend_fetch_preset(me, n, &name, &params);
741
742 item = [[[DataMenuItem alloc]
743 initWithTitle:[NSString stringWithCString:name]
744 action:NULL keyEquivalent:@""]
745 autorelease];
746
747 [item setEnabled:YES];
748 [item setTarget:self];
749 [item setAction:@selector(presetGame:)];
750 [item setPayload:params];
751
752 [typemenu insertItem:item atIndex:0];
753 }
754 }
755 }
756
757 - (void)resignKeyWindow
758 {
759 [self clearTypeMenu];
760 [super resignKeyWindow];
761 }
762
763 - (void)close
764 {
765 [self clearTypeMenu];
766 [super close];
767 }
768
769 - (void)resizeForNewGameParams
770 {
771 NSSize size = {0,0};
772 int w, h;
773
774 midend_size(me, &w, &h);
775 size.width = w;
776 size.height = h;
777
778 if (status) {
779 NSRect frame = [status frame];
780 size.height += frame.size.height;
781 frame.size.width = size.width;
782 [status setFrame:frame];
783 }
784
785 NSDisableScreenUpdates();
786 [self setContentSize:size];
787 [self setupContentView];
788 NSEnableScreenUpdates();
789 }
790
791 - (void)presetGame:(id)sender
792 {
793 game_params *params = [sender getPayload];
794
795 midend_set_params(me, params);
796 midend_new_game(me);
797
798 [self resizeForNewGameParams];
799 }
800
801 - (void)startConfigureSheet:(int)which
802 {
803 NSButton *ok, *cancel;
804 int actw, acth, leftw, rightw, totalw, h, thish, y;
805 int k;
806 NSRect rect, tmprect;
807 const int SPACING = 16;
808 char *title;
809 config_item *i;
810 int cfg_controlsize;
811 NSTextField *tf;
812 NSButton *b;
813 NSPopUpButton *pb;
814
815 assert(sheet == NULL);
816
817 /*
818 * Every control we create here is going to have this size
819 * until we tell it to calculate a better one.
820 */
821 tmprect = NSMakeRect(0, 0, 100, 50);
822
823 /*
824 * Set up OK and Cancel buttons. (Actually, MacOS doesn't seem
825 * to be fond of generic OK and Cancel wording, so I'm going to
826 * rename them to something nicer.)
827 */
828 actw = acth = 0;
829
830 cancel = [[NSButton alloc] initWithFrame:tmprect];
831 [cancel setBezelStyle:NSRoundedBezelStyle];
832 [cancel setTitle:@"Abandon"];
833 [cancel setTarget:self];
834 [cancel setKeyEquivalent:@"\033"];
835 [cancel setAction:@selector(sheetCancelButton:)];
836 [cancel sizeToFit];
837 rect = [cancel frame];
838 if (actw < rect.size.width) actw = rect.size.width;
839 if (acth < rect.size.height) acth = rect.size.height;
840
841 ok = [[NSButton alloc] initWithFrame:tmprect];
842 [ok setBezelStyle:NSRoundedBezelStyle];
843 [ok setTitle:@"Accept"];
844 [ok setTarget:self];
845 [ok setKeyEquivalent:@"\r"];
846 [ok setAction:@selector(sheetOKButton:)];
847 [ok sizeToFit];
848 rect = [ok frame];
849 if (actw < rect.size.width) actw = rect.size.width;
850 if (acth < rect.size.height) acth = rect.size.height;
851
852 totalw = SPACING + 2 * actw;
853 h = 2 * SPACING + acth;
854
855 /*
856 * Now fetch the midend config data and go through it creating
857 * controls.
858 */
859 cfg = midend_get_config(me, which, &title);
860 sfree(title); /* FIXME: should we use this somehow? */
861 cfg_which = which;
862
863 cfg_ncontrols = cfg_controlsize = 0;
864 cfg_controls = NULL;
865 leftw = rightw = 0;
866 for (i = cfg; i->type != C_END; i++) {
867 if (cfg_controlsize < cfg_ncontrols + 5) {
868 cfg_controlsize = cfg_ncontrols + 32;
869 cfg_controls = sresize(cfg_controls, cfg_controlsize, NSView *);
870 }
871
872 thish = 0;
873
874 switch (i->type) {
875 case C_STRING:
876 /*
877 * Two NSTextFields, one being a label and the other
878 * being an edit box.
879 */
880
881 tf = [[NSTextField alloc] initWithFrame:tmprect];
882 [tf setEditable:NO];
883 [tf setSelectable:NO];
884 [tf setBordered:NO];
885 [tf setDrawsBackground:NO];
886 [[tf cell] setTitle:[NSString stringWithCString:i->name]];
887 [tf sizeToFit];
888 rect = [tf frame];
889 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
890 if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
891 cfg_controls[cfg_ncontrols++] = tf;
892
893 tf = [[NSTextField alloc] initWithFrame:tmprect];
894 [tf setEditable:YES];
895 [tf setSelectable:YES];
896 [tf setBordered:YES];
897 [[tf cell] setTitle:[NSString stringWithCString:i->sval]];
898 [tf sizeToFit];
899 rect = [tf frame];
900 /*
901 * We impose a minimum and maximum width on editable
902 * NSTextFields. If we allow them to size themselves to
903 * the contents of the text within them, then they will
904 * look very silly if that text is only one or two
905 * characters, and equally silly if it's an absolutely
906 * enormous Rectangles or Pattern game ID!
907 */
908 if (rect.size.width < 75) rect.size.width = 75;
909 if (rect.size.width > 400) rect.size.width = 400;
910
911 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
912 if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
913 cfg_controls[cfg_ncontrols++] = tf;
914 break;
915
916 case C_BOOLEAN:
917 /*
918 * A checkbox is an NSButton with a type of
919 * NSSwitchButton.
920 */
921 b = [[NSButton alloc] initWithFrame:tmprect];
922 [b setBezelStyle:NSRoundedBezelStyle];
923 [b setButtonType:NSSwitchButton];
924 [b setTitle:[NSString stringWithCString:i->name]];
925 [b sizeToFit];
926 [b setState:(i->ival ? NSOnState : NSOffState)];
927 rect = [b frame];
928 if (totalw < rect.size.width + 1) totalw = rect.size.width + 1;
929 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
930 cfg_controls[cfg_ncontrols++] = b;
931 break;
932
933 case C_CHOICES:
934 /*
935 * A pop-up menu control is an NSPopUpButton, which
936 * takes an embedded NSMenu. We also need an
937 * NSTextField to act as a label.
938 */
939
940 tf = [[NSTextField alloc] initWithFrame:tmprect];
941 [tf setEditable:NO];
942 [tf setSelectable:NO];
943 [tf setBordered:NO];
944 [tf setDrawsBackground:NO];
945 [[tf cell] setTitle:[NSString stringWithCString:i->name]];
946 [tf sizeToFit];
947 rect = [tf frame];
948 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
949 if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
950 cfg_controls[cfg_ncontrols++] = tf;
951
952 pb = [[NSPopUpButton alloc] initWithFrame:tmprect pullsDown:NO];
953 [pb setBezelStyle:NSRoundedBezelStyle];
954 {
955 char c, *p;
956
957 p = i->sval;
958 c = *p++;
959 while (*p) {
960 char *q;
961
962 q = p;
963 while (*p && *p != c) p++;
964
965 [pb addItemWithTitle:[NSString stringWithCString:q
966 length:p-q]];
967
968 if (*p) p++;
969 }
970 }
971 [pb selectItemAtIndex:i->ival];
972 [pb sizeToFit];
973
974 rect = [pb frame];
975 if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
976 if (thish < rect.size.height + 1) thish = rect.size.height + 1;
977 cfg_controls[cfg_ncontrols++] = pb;
978 break;
979 }
980
981 h += SPACING + thish;
982 }
983
984 if (totalw < leftw + SPACING + rightw)
985 totalw = leftw + SPACING + rightw;
986 if (totalw > leftw + SPACING + rightw) {
987 int excess = totalw - (leftw + SPACING + rightw);
988 int leftexcess = leftw * excess / (leftw + rightw);
989 int rightexcess = excess - leftexcess;
990 leftw += leftexcess;
991 rightw += rightexcess;
992 }
993
994 /*
995 * Now go through the list again, setting the final position
996 * for each control.
997 */
998 k = 0;
999 y = h;
1000 for (i = cfg; i->type != C_END; i++) {
1001 y -= SPACING;
1002 thish = 0;
1003 switch (i->type) {
1004 case C_STRING:
1005 case C_CHOICES:
1006 /*
1007 * These two are treated identically, since both expect
1008 * a control on the left and another on the right.
1009 */
1010 rect = [cfg_controls[k] frame];
1011 if (thish < rect.size.height + 1)
1012 thish = rect.size.height + 1;
1013 rect = [cfg_controls[k+1] frame];
1014 if (thish < rect.size.height + 1)
1015 thish = rect.size.height + 1;
1016 rect = [cfg_controls[k] frame];
1017 rect.origin.y = y - thish/2 - rect.size.height/2;
1018 rect.origin.x = SPACING;
1019 rect.size.width = leftw;
1020 [cfg_controls[k] setFrame:rect];
1021 rect = [cfg_controls[k+1] frame];
1022 rect.origin.y = y - thish/2 - rect.size.height/2;
1023 rect.origin.x = 2 * SPACING + leftw;
1024 rect.size.width = rightw;
1025 [cfg_controls[k+1] setFrame:rect];
1026 k += 2;
1027 break;
1028
1029 case C_BOOLEAN:
1030 rect = [cfg_controls[k] frame];
1031 if (thish < rect.size.height + 1)
1032 thish = rect.size.height + 1;
1033 rect.origin.y = y - thish/2 - rect.size.height/2;
1034 rect.origin.x = SPACING;
1035 rect.size.width = totalw;
1036 [cfg_controls[k] setFrame:rect];
1037 k++;
1038 break;
1039 }
1040 y -= thish;
1041 }
1042
1043 assert(k == cfg_ncontrols);
1044
1045 [cancel setFrame:NSMakeRect(SPACING+totalw/4-actw/2, SPACING, actw, acth)];
1046 [ok setFrame:NSMakeRect(SPACING+3*totalw/4-actw/2, SPACING, actw, acth)];
1047
1048 sheet = [[NSWindow alloc]
1049 initWithContentRect:NSMakeRect(0,0,totalw + 2*SPACING,h)
1050 styleMask:NSTitledWindowMask | NSClosableWindowMask
1051 backing:NSBackingStoreBuffered
1052 defer:YES];
1053
1054 [[sheet contentView] addSubview:cancel];
1055 [[sheet contentView] addSubview:ok];
1056
1057 for (k = 0; k < cfg_ncontrols; k++)
1058 [[sheet contentView] addSubview:cfg_controls[k]];
1059
1060 [NSApp beginSheet:sheet modalForWindow:self
1061 modalDelegate:nil didEndSelector:nil contextInfo:nil];
1062 }
1063
1064 - (void)specificGame:(id)sender
1065 {
1066 [self startConfigureSheet:CFG_DESC];
1067 }
1068
1069 - (void)specificRandomGame:(id)sender
1070 {
1071 [self startConfigureSheet:CFG_SEED];
1072 }
1073
1074 - (void)customGameType:(id)sender
1075 {
1076 [self startConfigureSheet:CFG_SETTINGS];
1077 }
1078
1079 - (void)sheetEndWithStatus:(BOOL)update
1080 {
1081 assert(sheet != NULL);
1082 [NSApp endSheet:sheet];
1083 [sheet orderOut:self];
1084 sheet = NULL;
1085 if (update) {
1086 int k;
1087 config_item *i;
1088 char *error;
1089
1090 k = 0;
1091 for (i = cfg; i->type != C_END; i++) {
1092 switch (i->type) {
1093 case C_STRING:
1094 sfree(i->sval);
1095 i->sval = dupstr([[[(id)cfg_controls[k+1] cell]
1096 title] cString]);
1097 k += 2;
1098 break;
1099 case C_BOOLEAN:
1100 i->ival = [(id)cfg_controls[k] state] == NSOnState;
1101 k++;
1102 break;
1103 case C_CHOICES:
1104 i->ival = [(id)cfg_controls[k+1] indexOfSelectedItem];
1105 k += 2;
1106 break;
1107 }
1108 }
1109
1110 error = midend_set_config(me, cfg_which, cfg);
1111 if (error) {
1112 NSAlert *alert = [[[NSAlert alloc] init] autorelease];
1113 [alert addButtonWithTitle:@"Bah"];
1114 [alert setInformativeText:[NSString stringWithCString:error]];
1115 [alert beginSheetModalForWindow:self modalDelegate:nil
1116 didEndSelector:nil contextInfo:nil];
1117 } else {
1118 midend_new_game(me);
1119 [self resizeForNewGameParams];
1120 }
1121 }
1122 sfree(cfg_controls);
1123 cfg_controls = NULL;
1124 }
1125 - (void)sheetOKButton:(id)sender
1126 {
1127 [self sheetEndWithStatus:YES];
1128 }
1129 - (void)sheetCancelButton:(id)sender
1130 {
1131 [self sheetEndWithStatus:NO];
1132 }
1133
1134 - (void)setStatusLine:(char *)text
1135 {
1136 char *rewritten = midend_rewrite_statusbar(me, text);
1137 [[status cell] setTitle:[NSString stringWithCString:rewritten]];
1138 sfree(rewritten);
1139 }
1140
1141 @end
1142
1143 /*
1144 * Drawing routines called by the midend.
1145 */
1146 void draw_polygon(frontend *fe, int *coords, int npoints,
1147 int fill, int colour)
1148 {
1149 NSBezierPath *path = [NSBezierPath bezierPath];
1150 int i;
1151
1152 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
1153
1154 assert(colour >= 0 && colour < fe->ncolours);
1155 [fe->colours[colour] set];
1156
1157 for (i = 0; i < npoints; i++) {
1158 NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
1159 if (i == 0)
1160 [path moveToPoint:p];
1161 else
1162 [path lineToPoint:p];
1163 }
1164
1165 [path closePath];
1166
1167 if (fill)
1168 [path fill];
1169 else
1170 [path stroke];
1171 }
1172 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
1173 {
1174 NSBezierPath *path = [NSBezierPath bezierPath];
1175 NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, y2 + 0.5 };
1176
1177 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
1178
1179 assert(colour >= 0 && colour < fe->ncolours);
1180 [fe->colours[colour] set];
1181
1182 [path moveToPoint:p1];
1183 [path lineToPoint:p2];
1184 [path stroke];
1185 }
1186 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
1187 {
1188 NSRect r = { {x,y}, {w,h} };
1189
1190 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
1191
1192 assert(colour >= 0 && colour < fe->ncolours);
1193 [fe->colours[colour] set];
1194
1195 NSRectFill(r);
1196 }
1197 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
1198 int align, int colour, char *text)
1199 {
1200 NSString *string = [NSString stringWithCString:text];
1201 NSDictionary *attr;
1202 NSFont *font;
1203 NSSize size;
1204 NSPoint point;
1205
1206 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
1207
1208 assert(colour >= 0 && colour < fe->ncolours);
1209
1210 if (fonttype == FONT_FIXED)
1211 font = [NSFont userFixedPitchFontOfSize:fontsize];
1212 else
1213 font = [NSFont userFontOfSize:fontsize];
1214
1215 attr = [NSDictionary dictionaryWithObjectsAndKeys:
1216 fe->colours[colour], NSForegroundColorAttributeName,
1217 font, NSFontAttributeName, nil];
1218
1219 point.x = x;
1220 point.y = y;
1221
1222 size = [string sizeWithAttributes:attr];
1223 if (align & ALIGN_HRIGHT)
1224 point.x -= size.width;
1225 else if (align & ALIGN_HCENTRE)
1226 point.x -= size.width / 2;
1227 if (align & ALIGN_VCENTRE)
1228 point.y -= size.height / 2;
1229
1230 [string drawAtPoint:point withAttributes:attr];
1231 }
1232 void draw_update(frontend *fe, int x, int y, int w, int h)
1233 {
1234 [fe->view setNeedsDisplayInRect:NSMakeRect(x,y,w,h)];
1235 }
1236 void clip(frontend *fe, int x, int y, int w, int h)
1237 {
1238 NSRect r = { {x,y}, {w,h} };
1239
1240 if (!fe->clipped)
1241 [[NSGraphicsContext currentContext] saveGraphicsState];
1242 [NSBezierPath clipRect:r];
1243 fe->clipped = TRUE;
1244 }
1245 void unclip(frontend *fe)
1246 {
1247 if (fe->clipped)
1248 [[NSGraphicsContext currentContext] restoreGraphicsState];
1249 fe->clipped = FALSE;
1250 }
1251 void start_draw(frontend *fe)
1252 {
1253 [fe->image lockFocus];
1254 fe->clipped = FALSE;
1255 }
1256 void end_draw(frontend *fe)
1257 {
1258 [fe->image unlockFocus];
1259 }
1260
1261 void deactivate_timer(frontend *fe)
1262 {
1263 [fe->window deactivateTimer];
1264 }
1265 void activate_timer(frontend *fe)
1266 {
1267 [fe->window activateTimer];
1268 }
1269
1270 void status_bar(frontend *fe, char *text)
1271 {
1272 [fe->window setStatusLine:text];
1273 }
1274
1275 /* ----------------------------------------------------------------------
1276 * AppController: the object which receives the messages from all
1277 * menu selections that aren't standard OS X functions.
1278 */
1279 @interface AppController : NSObject
1280 {
1281 }
1282 - (void)newGameWindow:(id)sender;
1283 - (void)about:(id)sender;
1284 @end
1285
1286 @implementation AppController
1287
1288 - (void)newGameWindow:(id)sender
1289 {
1290 const game *g = [sender getPayload];
1291 id win;
1292
1293 win = [[GameWindow alloc] initWithGame:g];
1294 [win makeKeyAndOrderFront:self];
1295 }
1296
1297 - (void)about:(id)sender
1298 {
1299 id win;
1300
1301 win = [[AboutBox alloc] init];
1302 [win makeKeyAndOrderFront:self];
1303 }
1304
1305 - (NSMenu *)applicationDockMenu:(NSApplication *)sender
1306 {
1307 NSMenu *menu = newmenu("Dock Menu");
1308 {
1309 int i;
1310
1311 for (i = 0; i < gamecount; i++) {
1312 id item =
1313 initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
1314 menu, gamelist[i]->name, "", self,
1315 @selector(newGameWindow:));
1316 [item setPayload:(void *)gamelist[i]];
1317 }
1318 }
1319 return menu;
1320 }
1321
1322 @end
1323
1324 /* ----------------------------------------------------------------------
1325 * Main program. Constructs the menus and runs the application.
1326 */
1327 int main(int argc, char **argv)
1328 {
1329 NSAutoreleasePool *pool;
1330 NSMenu *menu;
1331 NSMenuItem *item;
1332 AppController *controller;
1333 NSImage *icon;
1334
1335 pool = [[NSAutoreleasePool alloc] init];
1336
1337 icon = [NSImage imageNamed:@"NSApplicationIcon"];
1338 [NSApplication sharedApplication];
1339 [NSApp setApplicationIconImage:icon];
1340
1341 controller = [[[AppController alloc] init] autorelease];
1342 [NSApp setDelegate:controller];
1343
1344 [NSApp setMainMenu: newmenu("Main Menu")];
1345
1346 menu = newsubmenu([NSApp mainMenu], "Apple Menu");
1347 item = newitem(menu, "About Puzzles", "", NULL, @selector(about:));
1348 [menu addItem:[NSMenuItem separatorItem]];
1349 [NSApp setServicesMenu:newsubmenu(menu, "Services")];
1350 [menu addItem:[NSMenuItem separatorItem]];
1351 item = newitem(menu, "Hide Puzzles", "h", NSApp, @selector(hide:));
1352 item = newitem(menu, "Hide Others", "o-h", NSApp, @selector(hideOtherApplications:));
1353 item = newitem(menu, "Show All", "", NSApp, @selector(unhideAllApplications:));
1354 [menu addItem:[NSMenuItem separatorItem]];
1355 item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
1356 [NSApp setAppleMenu: menu];
1357
1358 menu = newsubmenu([NSApp mainMenu], "File");
1359 item = newitem(menu, "New Game", "n", NULL, @selector(newGame:));
1360 item = newitem(menu, "Restart Game", "r", NULL, @selector(restartGame:));
1361 item = newitem(menu, "Specific Game", "", NULL, @selector(specificGame:));
1362 item = newitem(menu, "Specific Random Seed", "", NULL,
1363 @selector(specificRandomGame:));
1364 [menu addItem:[NSMenuItem separatorItem]];
1365 {
1366 NSMenu *submenu = newsubmenu(menu, "New Window");
1367 int i;
1368
1369 for (i = 0; i < gamecount; i++) {
1370 id item =
1371 initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
1372 submenu, gamelist[i]->name, "", controller,
1373 @selector(newGameWindow:));
1374 [item setPayload:(void *)gamelist[i]];
1375 }
1376 }
1377 [menu addItem:[NSMenuItem separatorItem]];
1378 item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
1379
1380 menu = newsubmenu([NSApp mainMenu], "Edit");
1381 item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
1382 item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
1383 [menu addItem:[NSMenuItem separatorItem]];
1384 item = newitem(menu, "Cut", "x", NULL, @selector(cut:));
1385 item = newitem(menu, "Copy", "c", NULL, @selector(copy:));
1386 item = newitem(menu, "Paste", "v", NULL, @selector(paste:));
1387 [menu addItem:[NSMenuItem separatorItem]];
1388 item = newitem(menu, "Solve", "S-s", NULL, @selector(solveGame:));
1389
1390 menu = newsubmenu([NSApp mainMenu], "Type");
1391 typemenu = menu;
1392 item = newitem(menu, "Custom", "", NULL, @selector(customGameType:));
1393
1394 menu = newsubmenu([NSApp mainMenu], "Window");
1395 [NSApp setWindowsMenu: menu];
1396 item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
1397
1398 menu = newsubmenu([NSApp mainMenu], "Help");
1399 item = newitem(menu, "Puzzles Help", "?", NSApp, @selector(showHelp:));
1400
1401 [NSApp run];
1402 [pool release];
1403 }