/*
* Mac OS X / Cocoa front end to puzzles.
*
- * Actually unfinished things left to do:
- *
- * - Find out how to do help, and do some. We have a help file; at
- * _worst_ this should involve a new Halibut back end, but I
- * think help is HTML round here anyway so perhaps we can work
- * with what we already have.
+ * Still to do:
*
- * - Why are the right and bottom edges of the Pattern grid one
- * pixel thinner than they should be?
+ * - I'd like to be able to call up context help for a specific
+ * game at a time.
*
* Mac interface issues that possibly could be done better:
*
* better? Is there a standard way to tell the OS "here's the
* _size_ of window I want, now use your best judgment about the
* initial position"?
+ * + there's a standard _policy_ on window placement, given in
+ * the HI guidelines. Have to implement it ourselves though,
+ * bah.
*
* - a brief frob of the Mac numeric keypad suggests that it
* generates numbers no matter what you do. I wonder if I should
* even worse because rotation feels as if it ought to be the
* default action. I fear this is why the Flash Net had the
* UI it did...
+ * + I've tried out an alternative dragging interface for
+ * Net; it might work nicely for stylus-based platforms
+ * where you have better hand/eye feedback for the thing
+ * you're clicking on, but it's rather unwieldy on the
+ * Mac. I fear even shift-clicking is better than that.
*
* - Should we _return_ to a game configuration sheet once an
* error is reported by midend_set_config, to allow the user to
* nested sheet. On the other hand I think there are good
* practical reasons for wanting it that way. Uncertain.
*
+ * - User feedback suggests we should have `File' and `Edit' menus
+ * like everyone else, so some menu reorg is probably required,
+ * along with some documentation rewording.
+ *
+ * - User feedback also dislikes nothing happening when you start
+ * the app; they suggest a finder-like window containing an icon
+ * for each puzzle type, enabling you to start one easily. Needs
+ * thought.
+ *
* Grotty implementation details that could probably be improved:
*
* - I am _utterly_ unconvinced that NSImageView was the right way
if (leftw < rect.size.width + 1) leftw = rect.size.width + 1;
cfg_controls[cfg_ncontrols++] = tf;
- /* We impose a minimum width on editable NSTextFields to
- * stop them looking _completely_ silly. */
- if (rightw < 75) rightw = 75;
-
tf = [[NSTextField alloc] initWithFrame:tmprect];
[tf setEditable:YES];
[tf setSelectable:YES];
[[tf cell] setTitle:[NSString stringWithCString:i->sval]];
[tf sizeToFit];
rect = [tf frame];
+ /*
+ * We impose a minimum and maximum width on editable
+ * NSTextFields. If we allow them to size themselves to
+ * the contents of the text within them, then they will
+ * look very silly if that text is only one or two
+ * characters, and equally silly if it's an absolutely
+ * enormous Rectangles or Pattern game ID!
+ */
+ if (rect.size.width < 75) rect.size.width = 75;
+ if (rect.size.width > 400) rect.size.width = 400;
+
if (thish < rect.size.height + 1) thish = rect.size.height + 1;
if (rightw < rect.size.width + 1) rightw = rect.size.width + 1;
cfg_controls[cfg_ncontrols++] = tf;
}
void draw_update(frontend *fe, int x, int y, int w, int h)
{
- /*
- * FIXME: It seems odd that nothing is required here, although
- * everything _seems_ to work with this routine empty. Possibly
- * we're always updating the entire window, and there's a
- * better way which would involve doing something in here?
- */
+ [fe->view setNeedsDisplayInRect:NSMakeRect(x,y,w,h)];
}
void clip(frontend *fe, int x, int y, int w, int h)
{
void end_draw(frontend *fe)
{
[fe->image unlockFocus];
- [fe->view setNeedsDisplay];
}
void deactivate_timer(frontend *fe)
@interface AppController : NSObject
{
}
-- (IBAction)newGame:(id)sender;
+- (void)newGame:(id)sender;
@end
@implementation AppController
-- (IBAction)newGame:(id)sender
+- (void)newGame:(id)sender
{
const game *g = [sender getPayload];
id win;
[NSApp setWindowsMenu: menu];
item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
+ menu = newsubmenu([NSApp mainMenu], "Help");
+ item = newitem(menu, "Puzzles Help", "?", NSApp, @selector(showHelp:));
+
[NSApp run];
[pool release];
}