* 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
[self processButton:'r'&0x1F x:-1 y:-1];
}
+- (void)copy:(id)sender
+{
+ char *text;
+
+ if ((text = midend_text_format(me)) != NULL) {
+ NSPasteboard *pb = [NSPasteboard generalPasteboard];
+ NSArray *a = [NSArray arrayWithObject:NSStringPboardType];
+ [pb declareTypes:a owner:nil];
+ [pb setString:[NSString stringWithCString:text]
+ forType:NSStringPboardType];
+ } else
+ NSBeep();
+}
+
+- (BOOL)validateMenuItem:(NSMenuItem *)item
+{
+ if ([item action] == @selector(copy:))
+ return (ourgame->can_format_as_text ? YES : NO);
+ else
+ return [super validateMenuItem:item];
+}
+
- (void)clearTypeMenu
{
while ([typemenu numberOfItems] > 1)
}
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)
item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
[menu addItem:[NSMenuItem separatorItem]];
+ item = newitem(menu, "Copy", "c", NULL, @selector(copy:));
+ [menu addItem:[NSMenuItem separatorItem]];
item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
menu = newsubmenu([NSApp mainMenu], "Type");