frame.origin.y = 0;
frame.origin.x = 0;
- midend_size(me, &w, &h);
+ w = h = INT_MAX;
+ midend_size(me, &w, &h, FALSE);
frame.size.width = w;
frame.size.height = h;
* initWithGame: simply call that one and pass it NULL.
*/
midend_new_game(me);
- midend_size(me, &w, &h);
+ w = h = INT_MAX;
+ midend_size(me, &w, &h, FALSE);
rect.size.width = w;
rect.size.height = h;
NSSize size = {0,0};
int w, h;
- midend_size(me, &w, &h);
+ w = h = INT_MAX;
+ midend_size(me, &w, &h, FALSE);
size.width = w;
size.height = h;
else
[path stroke];
}
+void draw_circle(frontend *fe, int cx, int cy, int radius,
+ int fill, int colour)
+{
+ NSBezierPath *path = [NSBezierPath bezierPath];
+
+ [[NSGraphicsContext currentContext] setShouldAntialias:YES];
+
+ assert(colour >= 0 && colour < fe->ncolours);
+ [fe->colours[colour] set];
+
+ [path appendBezierPathWithArcWithCenter:NSMakePoint(cx + 0.5, cy + 0.5)
+ radius:radius startAngle:0.0 endAngle:360.0];
+
+ [path closePath];
+
+ if (fill)
+ [path fill];
+ else
+ [path stroke];
+}
void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
{
NSBezierPath *path = [NSBezierPath bezierPath];
[string drawAtPoint:point withAttributes:attr];
}
+struct blitter {
+ int w, h;
+ int x, y;
+ NSImage *img;
+};
+blitter *blitter_new(int w, int h)
+{
+ blitter *bl = snew(blitter);
+ bl->x = bl->y = -1;
+ bl->w = w;
+ bl->h = h;
+ bl->img = [[NSImage alloc] initWithSize:NSMakeSize(w, h)];
+ [bl->img setFlipped:YES];
+ return bl;
+}
+void blitter_free(blitter *bl)
+{
+ [bl->img release];
+ sfree(bl);
+}
+void blitter_save(frontend *fe, blitter *bl, int x, int y)
+{
+ [fe->image unlockFocus];
+ [bl->img lockFocus];
+ [fe->image drawInRect:NSMakeRect(0, 0, bl->w, bl->h)
+ fromRect:NSMakeRect(x, y, bl->w, bl->h)
+ operation:NSCompositeCopy fraction:1.0];
+ [bl->img unlockFocus];
+ [fe->image lockFocus];
+ bl->x = x;
+ bl->y = y;
+}
+void blitter_load(frontend *fe, blitter *bl, int x, int y)
+{
+ if (x == BLITTER_FROMSAVED && y == BLITTER_FROMSAVED) {
+ x = bl->x;
+ y = bl->y;
+ }
+ [bl->img drawInRect:NSMakeRect(x, y, bl->w, bl->h)
+ fromRect:NSMakeRect(0, 0, bl->w, bl->h)
+ operation:NSCompositeCopy fraction:1.0];
+}
void draw_update(frontend *fe, int x, int y, int w, int h)
{
[fe->view setNeedsDisplayInRect:NSMakeRect(x,y,w,h)];