Added a framework for putting things other than the binary into a
[sgt/puzzles] / osx.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 * - not sure what I should be doing about default window
12 * placement. Centring new windows is a bit feeble, but what's
13 * better? Is there a standard way to tell the OS "here's the
14 * _size_ of window I want, now use your best judgment about the
15 * initial position"?
16 *
17 * - a brief frob of the Mac numeric keypad suggests that it
18 * generates numbers no matter what you do. I wonder if I should
19 * try to figure out a way of detecting keypad codes so I can
20 * implement UP_LEFT and friends. Alternatively, perhaps I
21 * should simply assign the number keys to UP_LEFT et al?
22 * They're not in use for anything else right now.
23 *
24 * - proper fatal errors.
25 *
26 * - is there a better approach to frontend_default_colour?
27 *
28 * - do we need any more options in the Window menu?
29 *
30 * - see if we can do anything to one-button-ise the multi-button
31 * dependent puzzle UIs:
32 * - Pattern is a _little_ unwieldy but not too bad (since
33 * generally you never need the middle button unless you've
34 * made a mistake, so it's just click versus command-click).
35 * - Net is utterly vile; having normal click be one rotate and
36 * command-click be the other introduces a horrid asymmetry,
37 * and yet requiring a shift key for _each_ click would be
38 * even worse because rotation feels as if it ought to be the
39 * default action. I fear this is why the Flash Net had the
40 * UI it did...
41 *
42 * - Find out how to do help, and do some. We have a help file; at
43 * _worst_ this should involve a new Halibut back end, but I
44 * think help is HTML round here anyway so perhaps we can work
45 * with what we already have.
46 *
47 * - Can we arrange for a pop-up menu from the Dock icon which
48 * launches specific games, perhaps?
49 *
50 * - Why are the right and bottom edges of the Pattern grid one
51 * pixel thinner than they should be?
52 *
53 * Grotty implementation details that could probably be improved:
54 *
55 * - I am _utterly_ unconvinced that NSImageView was the right way
56 * to go about having a window with a reliable backing store! It
57 * just doesn't feel right; NSImageView is a _control_. Is there
58 * a simpler way?
59 *
60 * - Resizing is currently very bad; rather than bother to work
61 * out how to resize the NSImageView, I just splatter and
62 * recreate it.
63 */
64
65 #include <ctype.h>
66 #include <sys/time.h>
67 #import <Cocoa/Cocoa.h>
68 #include "puzzles.h"
69
70 void fatal(char *fmt, ...)
71 {
72 /* FIXME: This will do for testing, but should be GUI-ish instead. */
73 va_list ap;
74
75 fprintf(stderr, "fatal error: ");
76
77 va_start(ap, fmt);
78 vfprintf(stderr, fmt, ap);
79 va_end(ap);
80
81 fprintf(stderr, "\n");
82 exit(1);
83 }
84
85 void frontend_default_colour(frontend *fe, float *output)
86 {
87 /* FIXME */
88 output[0] = output[1] = output[2] = 0.8F;
89 }
90 void status_bar(frontend *fe, char *text)
91 {
92 /* FIXME */
93 }
94
95 void get_random_seed(void **randseed, int *randseedsize)
96 {
97 time_t *tp = snew(time_t);
98 time(tp);
99 *randseed = (void *)tp;
100 *randseedsize = sizeof(time_t);
101 }
102
103 /* ----------------------------------------------------------------------
104 * Global variables.
105 */
106
107 /*
108 * The `Type' menu. We frob this dynamically to allow the user to
109 * choose a preset set of settings from the current game.
110 */
111 NSMenu *typemenu;
112
113 /* ----------------------------------------------------------------------
114 * Tiny extension to NSMenuItem which carries a payload of a `void
115 * *', allowing several menu items to invoke the same message but
116 * pass different data through it.
117 */
118 @interface DataMenuItem : NSMenuItem
119 {
120 void *payload;
121 }
122 - (void)setPayload:(void *)d;
123 - (void *)getPayload;
124 @end
125 @implementation DataMenuItem
126 - (void)setPayload:(void *)d
127 {
128 payload = d;
129 }
130 - (void *)getPayload
131 {
132 return payload;
133 }
134 @end
135
136 /* ----------------------------------------------------------------------
137 * The front end presented to midend.c.
138 *
139 * This is mostly a subclass of NSWindow. The actual `frontend'
140 * structure passed to the midend contains a variety of pointers,
141 * including that window object but also including the image we
142 * draw on, an ImageView to display it in the window, and so on.
143 */
144
145 @class GameWindow;
146 @class MyImageView;
147
148 struct frontend {
149 GameWindow *window;
150 NSImage *image;
151 MyImageView *view;
152 NSColor **colours;
153 int ncolours;
154 int clipped;
155 };
156
157 @interface MyImageView : NSImageView
158 {
159 GameWindow *ourwin;
160 }
161 - (void)setWindow:(GameWindow *)win;
162 - (BOOL)isFlipped;
163 - (void)mouseEvent:(NSEvent *)ev button:(int)b;
164 - (void)mouseDown:(NSEvent *)ev;
165 - (void)mouseDragged:(NSEvent *)ev;
166 - (void)mouseUp:(NSEvent *)ev;
167 - (void)rightMouseDown:(NSEvent *)ev;
168 - (void)rightMouseDragged:(NSEvent *)ev;
169 - (void)rightMouseUp:(NSEvent *)ev;
170 - (void)otherMouseDown:(NSEvent *)ev;
171 - (void)otherMouseDragged:(NSEvent *)ev;
172 - (void)otherMouseUp:(NSEvent *)ev;
173 @end
174
175 @interface GameWindow : NSWindow
176 {
177 const game *ourgame;
178 midend_data *me;
179 struct frontend fe;
180 struct timeval last_time;
181 NSTimer *timer;
182 }
183 - (id)initWithGame:(const game *)g;
184 - dealloc;
185 - (void)processButton:(int)b x:(int)x y:(int)y;
186 - (void)keyDown:(NSEvent *)ev;
187 - (void)activateTimer;
188 - (void)deactivateTimer;
189 @end
190
191 @implementation MyImageView
192
193 - (void)setWindow:(GameWindow *)win
194 {
195 ourwin = win;
196 }
197
198 - (BOOL)isFlipped
199 {
200 return YES;
201 }
202
203 - (void)mouseEvent:(NSEvent *)ev button:(int)b
204 {
205 NSPoint point = [self convertPoint:[ev locationInWindow] fromView:nil];
206 [ourwin processButton:b x:point.x y:point.y];
207 }
208
209 - (void)mouseDown:(NSEvent *)ev
210 {
211 unsigned mod = [ev modifierFlags];
212 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_BUTTON :
213 (mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
214 LEFT_BUTTON)];
215 }
216 - (void)mouseDragged:(NSEvent *)ev
217 {
218 unsigned mod = [ev modifierFlags];
219 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_DRAG :
220 (mod & NSShiftKeyMask) ? MIDDLE_DRAG :
221 LEFT_DRAG)];
222 }
223 - (void)mouseUp:(NSEvent *)ev
224 {
225 unsigned mod = [ev modifierFlags];
226 [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_RELEASE :
227 (mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
228 LEFT_RELEASE)];
229 }
230 - (void)rightMouseDown:(NSEvent *)ev
231 {
232 unsigned mod = [ev modifierFlags];
233 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
234 RIGHT_BUTTON)];
235 }
236 - (void)rightMouseDragged:(NSEvent *)ev
237 {
238 unsigned mod = [ev modifierFlags];
239 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_DRAG :
240 RIGHT_DRAG)];
241 }
242 - (void)rightMouseUp:(NSEvent *)ev
243 {
244 unsigned mod = [ev modifierFlags];
245 [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
246 RIGHT_RELEASE)];
247 }
248 - (void)otherMouseDown:(NSEvent *)ev
249 {
250 [self mouseEvent:ev button:MIDDLE_BUTTON];
251 }
252 - (void)otherMouseDragged:(NSEvent *)ev
253 {
254 [self mouseEvent:ev button:MIDDLE_DRAG];
255 }
256 - (void)otherMouseUp:(NSEvent *)ev
257 {
258 [self mouseEvent:ev button:MIDDLE_RELEASE];
259 }
260 @end
261
262 @implementation GameWindow
263 - (void)setupContentView
264 {
265 NSSize size = {0,0};
266 int w, h;
267
268 midend_size(me, &w, &h);
269 size.width = w;
270 size.height = h;
271
272 fe.image = [[NSImage alloc] initWithSize:size];
273 [fe.image setFlipped:YES];
274 fe.view = [[MyImageView alloc]
275 initWithFrame:[self contentRectForFrameRect:[self frame]]];
276 [fe.view setImage:fe.image];
277 [fe.view setWindow:self];
278
279 midend_redraw(me);
280
281 [self setContentView:fe.view];
282 }
283 - (id)initWithGame:(const game *)g
284 {
285 NSRect rect = { {0,0}, {0,0} };
286 int w, h;
287
288 ourgame = g;
289
290 fe.window = self;
291
292 me = midend_new(&fe, ourgame);
293 /*
294 * If we ever need to open a fresh window using a provided game
295 * ID, I think the right thing is to move most of this method
296 * into a new initWithGame:gameID: method, and have
297 * initWithGame: simply call that one and pass it NULL.
298 */
299 midend_new_game(me);
300 midend_size(me, &w, &h);
301 rect.size.width = w;
302 rect.size.height = h;
303
304 self = [super initWithContentRect:rect
305 styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
306 NSClosableWindowMask)
307 backing:NSBackingStoreBuffered
308 defer:true];
309 [self setTitle:[NSString stringWithCString:ourgame->name]];
310
311 {
312 float *colours;
313 int i, ncolours;
314
315 colours = midend_colours(me, &ncolours);
316 fe.ncolours = ncolours;
317 fe.colours = snewn(ncolours, NSColor *);
318
319 for (i = 0; i < ncolours; i++) {
320 fe.colours[i] = [[NSColor colorWithDeviceRed:colours[i*3]
321 green:colours[i*3+1] blue:colours[i*3+2]
322 alpha:1.0] retain];
323 }
324 }
325
326 [self setupContentView];
327 [self setIgnoresMouseEvents:NO];
328
329 [self center]; /* :-) */
330
331 return self;
332 }
333
334 - dealloc
335 {
336 int i;
337 for (i = 0; i < fe.ncolours; i++) {
338 [fe.colours[i] release];
339 }
340 sfree(fe.colours);
341 midend_free(me);
342 return [super dealloc];
343 }
344
345 - (void)processButton:(int)b x:(int)x y:(int)y
346 {
347 if (!midend_process_key(me, x, y, b))
348 [self close];
349 }
350
351 - (void)keyDown:(NSEvent *)ev
352 {
353 NSString *s = [ev characters];
354 int i, n = [s length];
355
356 for (i = 0; i < n; i++) {
357 int c = [s characterAtIndex:i];
358
359 /*
360 * ASCII gets passed straight to midend_process_key.
361 * Anything above that has to be translated to our own
362 * function key codes.
363 */
364 if (c >= 0x80) {
365 switch (c) {
366 case NSUpArrowFunctionKey:
367 c = CURSOR_UP;
368 break;
369 case NSDownArrowFunctionKey:
370 c = CURSOR_DOWN;
371 break;
372 case NSLeftArrowFunctionKey:
373 c = CURSOR_LEFT;
374 break;
375 case NSRightArrowFunctionKey:
376 c = CURSOR_RIGHT;
377 break;
378 default:
379 continue;
380 }
381 }
382
383 [self processButton:c x:-1 y:-1];
384 }
385 }
386
387 - (void)activateTimer
388 {
389 if (timer != nil)
390 return;
391
392 timer = [NSTimer scheduledTimerWithTimeInterval:0.02
393 target:self selector:@selector(timerTick:)
394 userInfo:nil repeats:YES];
395 gettimeofday(&last_time, NULL);
396 }
397
398 - (void)deactivateTimer
399 {
400 if (timer == nil)
401 return;
402
403 [timer invalidate];
404 timer = nil;
405 }
406
407 - (void)timerTick:(id)sender
408 {
409 struct timeval now;
410 float elapsed;
411 gettimeofday(&now, NULL);
412 elapsed = ((now.tv_usec - last_time.tv_usec) * 0.000001F +
413 (now.tv_sec - last_time.tv_sec));
414 midend_timer(me, elapsed);
415 last_time = now;
416 }
417
418 - (void)newGame:(id)sender
419 {
420 [self processButton:'n' x:-1 y:-1];
421 }
422 - (void)restartGame:(id)sender
423 {
424 [self processButton:'r' x:-1 y:-1];
425 }
426 - (void)undoMove:(id)sender
427 {
428 [self processButton:'u' x:-1 y:-1];
429 }
430 - (void)redoMove:(id)sender
431 {
432 [self processButton:'r'&0x1F x:-1 y:-1];
433 }
434
435 - (void)clearTypeMenu
436 {
437 while ([typemenu numberOfItems] > 1)
438 [typemenu removeItemAtIndex:0];
439 }
440
441 - (void)becomeKeyWindow
442 {
443 int n;
444
445 [self clearTypeMenu];
446
447 [super becomeKeyWindow];
448
449 n = midend_num_presets(me);
450
451 if (n > 0) {
452 [typemenu insertItem:[NSMenuItem separatorItem] atIndex:0];
453 while (n--) {
454 char *name;
455 game_params *params;
456 DataMenuItem *item;
457
458 midend_fetch_preset(me, n, &name, &params);
459
460 item = [[[DataMenuItem alloc]
461 initWithTitle:[NSString stringWithCString:name]
462 action:NULL keyEquivalent:@""]
463 autorelease];
464
465 [item setEnabled:YES];
466 [item setTarget:self];
467 [item setAction:@selector(presetGame:)];
468 [item setPayload:params];
469
470 [typemenu insertItem:item atIndex:0];
471 }
472 }
473 }
474
475 - (void)resignKeyWindow
476 {
477 [self clearTypeMenu];
478 [super resignKeyWindow];
479 }
480
481 - (void)close
482 {
483 [self clearTypeMenu];
484 [super close];
485 }
486
487 - (void)resizeForNewGameParams
488 {
489 NSSize size = {0,0};
490 int w, h;
491
492 midend_size(me, &w, &h);
493 size.width = w;
494 size.height = h;
495
496 NSDisableScreenUpdates();
497 [self setContentSize:size];
498 [self setupContentView];
499 NSEnableScreenUpdates();
500 }
501
502 - (void)presetGame:(id)sender
503 {
504 game_params *params = [sender getPayload];
505
506 midend_set_params(me, params);
507 midend_new_game(me);
508
509 [self resizeForNewGameParams];
510 }
511
512 @end
513
514 /*
515 * Drawing routines called by the midend.
516 */
517 void draw_polygon(frontend *fe, int *coords, int npoints,
518 int fill, int colour)
519 {
520 NSBezierPath *path = [NSBezierPath bezierPath];
521 int i;
522
523 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
524
525 assert(colour >= 0 && colour < fe->ncolours);
526 [fe->colours[colour] set];
527
528 for (i = 0; i < npoints; i++) {
529 NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
530 if (i == 0)
531 [path moveToPoint:p];
532 else
533 [path lineToPoint:p];
534 }
535
536 [path closePath];
537
538 if (fill)
539 [path fill];
540 else
541 [path stroke];
542 }
543 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
544 {
545 NSBezierPath *path = [NSBezierPath bezierPath];
546 NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, y2 + 0.5 };
547
548 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
549
550 assert(colour >= 0 && colour < fe->ncolours);
551 [fe->colours[colour] set];
552
553 [path moveToPoint:p1];
554 [path lineToPoint:p2];
555 [path stroke];
556 }
557 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
558 {
559 NSRect r = { {x,y}, {w,h} };
560
561 [[NSGraphicsContext currentContext] setShouldAntialias:NO];
562
563 assert(colour >= 0 && colour < fe->ncolours);
564 [fe->colours[colour] set];
565
566 NSRectFill(r);
567 }
568 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
569 int align, int colour, char *text)
570 {
571 NSString *string = [NSString stringWithCString:text];
572 NSDictionary *attr;
573 NSFont *font;
574 NSSize size;
575 NSPoint point;
576
577 [[NSGraphicsContext currentContext] setShouldAntialias:YES];
578
579 assert(colour >= 0 && colour < fe->ncolours);
580
581 if (fonttype == FONT_FIXED)
582 font = [NSFont userFixedPitchFontOfSize:fontsize];
583 else
584 font = [NSFont userFontOfSize:fontsize];
585
586 attr = [NSDictionary dictionaryWithObjectsAndKeys:
587 fe->colours[colour], NSForegroundColorAttributeName,
588 font, NSFontAttributeName, nil];
589
590 point.x = x;
591 point.y = y;
592
593 size = [string sizeWithAttributes:attr];
594 if (align & ALIGN_HRIGHT)
595 point.x -= size.width;
596 else if (align & ALIGN_HCENTRE)
597 point.x -= size.width / 2;
598 if (align & ALIGN_VCENTRE)
599 point.y -= size.height / 2;
600
601 [string drawAtPoint:point withAttributes:attr];
602 }
603 void draw_update(frontend *fe, int x, int y, int w, int h)
604 {
605 /* FIXME */
606 }
607 void clip(frontend *fe, int x, int y, int w, int h)
608 {
609 NSRect r = { {x,y}, {w,h} };
610
611 if (!fe->clipped)
612 [[NSGraphicsContext currentContext] saveGraphicsState];
613 [NSBezierPath clipRect:r];
614 fe->clipped = TRUE;
615 }
616 void unclip(frontend *fe)
617 {
618 if (fe->clipped)
619 [[NSGraphicsContext currentContext] restoreGraphicsState];
620 fe->clipped = FALSE;
621 }
622 void start_draw(frontend *fe)
623 {
624 [fe->image lockFocus];
625 fe->clipped = FALSE;
626 }
627 void end_draw(frontend *fe)
628 {
629 [fe->image unlockFocus];
630 [fe->view setNeedsDisplay];
631 }
632
633 void deactivate_timer(frontend *fe)
634 {
635 [fe->window deactivateTimer];
636 }
637 void activate_timer(frontend *fe)
638 {
639 [fe->window activateTimer];
640 }
641
642 /* ----------------------------------------------------------------------
643 * Utility routines for constructing OS X menus.
644 */
645
646 NSMenu *newmenu(const char *title)
647 {
648 return [[[NSMenu allocWithZone:[NSMenu menuZone]]
649 initWithTitle:[NSString stringWithCString:title]]
650 autorelease];
651 }
652
653 NSMenu *newsubmenu(NSMenu *parent, const char *title)
654 {
655 NSMenuItem *item;
656 NSMenu *child;
657
658 item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]]
659 initWithTitle:[NSString stringWithCString:title]
660 action:NULL
661 keyEquivalent:@""]
662 autorelease];
663 child = newmenu(title);
664 [item setEnabled:YES];
665 [item setSubmenu:child];
666 [parent addItem:item];
667 return child;
668 }
669
670 id initnewitem(NSMenuItem *item, NSMenu *parent, const char *title,
671 const char *key, id target, SEL action)
672 {
673 unsigned mask = NSCommandKeyMask;
674
675 if (key[strcspn(key, "-")]) {
676 while (*key && *key != '-') {
677 int c = tolower((unsigned char)*key);
678 if (c == 's') {
679 mask |= NSShiftKeyMask;
680 } else if (c == 'o' || c == 'a') {
681 mask |= NSAlternateKeyMask;
682 }
683 key++;
684 }
685 if (*key)
686 key++;
687 }
688
689 item = [[item initWithTitle:[NSString stringWithCString:title]
690 action:NULL
691 keyEquivalent:[NSString stringWithCString:key]]
692 autorelease];
693
694 if (*key)
695 [item setKeyEquivalentModifierMask: mask];
696
697 [item setEnabled:YES];
698 [item setTarget:target];
699 [item setAction:action];
700
701 [parent addItem:item];
702
703 return item;
704 }
705
706 NSMenuItem *newitem(NSMenu *parent, char *title, char *key,
707 id target, SEL action)
708 {
709 return initnewitem([NSMenuItem allocWithZone:[NSMenu menuZone]],
710 parent, title, key, target, action);
711 }
712
713 /* ----------------------------------------------------------------------
714 * AppController: the object which receives the messages from all
715 * menu selections that aren't standard OS X functions.
716 */
717 @interface AppController : NSObject
718 {
719 }
720 - (IBAction)newGame:(id)sender;
721 @end
722
723 @implementation AppController
724
725 - (IBAction)newGame:(id)sender
726 {
727 const game *g = [sender getPayload];
728 id win;
729
730 win = [[GameWindow alloc] initWithGame:g];
731 [win makeKeyAndOrderFront:self];
732 }
733
734 @end
735
736 /* ----------------------------------------------------------------------
737 * Main program. Constructs the menus and runs the application.
738 */
739 int main(int argc, char **argv)
740 {
741 NSAutoreleasePool *pool;
742 NSMenu *menu;
743 NSMenuItem *item;
744 AppController *controller;
745 NSImage *icon;
746
747 pool = [[NSAutoreleasePool alloc] init];
748
749 icon = [NSImage imageNamed:@"NSApplicationIcon"];
750 [NSApplication sharedApplication];
751 [NSApp setApplicationIconImage:icon];
752
753 controller = [[[AppController alloc] init] autorelease];
754
755 [NSApp setMainMenu: newmenu("Main Menu")];
756
757 menu = newsubmenu([NSApp mainMenu], "Apple Menu");
758 [NSApp setServicesMenu:newsubmenu(menu, "Services")];
759 [menu addItem:[NSMenuItem separatorItem]];
760 item = newitem(menu, "Hide Puzzles", "h", NSApp, @selector(hide:));
761 item = newitem(menu, "Hide Others", "o-h", NSApp, @selector(hideOtherApplications:));
762 item = newitem(menu, "Show All", "", NSApp, @selector(unhideAllApplications:));
763 [menu addItem:[NSMenuItem separatorItem]];
764 item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
765 [NSApp setAppleMenu: menu];
766
767 menu = newsubmenu([NSApp mainMenu], "Open");
768 {
769 int i;
770
771 for (i = 0; i < gamecount; i++) {
772 id item =
773 initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
774 menu, gamelist[i]->name, "", controller,
775 @selector(newGame:));
776 [item setPayload:(void *)gamelist[i]];
777 }
778 }
779
780 menu = newsubmenu([NSApp mainMenu], "Game");
781 item = newitem(menu, "New", "n", NULL, @selector(newGame:));
782 item = newitem(menu, "Restart", "r", NULL, @selector(restartGame:));
783 item = newitem(menu, "Specific", "", NULL, @selector(specificGame:));
784 [menu addItem:[NSMenuItem separatorItem]];
785 item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
786 item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
787 [menu addItem:[NSMenuItem separatorItem]];
788 item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
789
790 menu = newsubmenu([NSApp mainMenu], "Type");
791 typemenu = menu;
792 item = newitem(menu, "Custom", "", NULL, @selector(customGameType:));
793
794 menu = newsubmenu([NSApp mainMenu], "Window");
795 [NSApp setWindowsMenu: menu];
796 item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
797
798 [NSApp run];
799 [pool release];
800 }