/*
* Mac OS X / Cocoa front end to puzzles.
- *
+ *
* TODO:
- *
- * Before initial checkin:
*
- * - create an OS X makefile target in mkfiles.pl rather than the
- * current ad-hockery.
- *
- * Things that can reasonably be left to future checkins:
- *
* - status bar support.
- *
+ *
* - preset selection. Should be reasonably simple: just a matter
* of dynamically frobbing the menu bar.
- *
+ *
* - configurability. Will no doubt involve learning all about the
* dialog control side of Cocoa.
- *
+ *
* - needs an icon.
- *
+ *
* - not sure what I should be doing about default window
* placement. Centring new windows is a bit feeble, but what's
* 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"?
- *
+ *
* - a brief frob of the Mac numeric keypad suggests that it
* generates numbers no matter what you do. I wonder if I should
* try to figure out a way of detecting keypad codes so I can
- * implement UP_LEFT and friends.
- *
+ * implement UP_LEFT and friends. Alternatively, perhaps I
+ * should simply assign the number keys to UP_LEFT et al?
+ * They're not in use for anything else right now.
+ *
* - proper fatal errors.
- *
+ *
* - is there a better approach to frontend_default_colour?
- *
- * - some options in the Window menu! Close and Minimise, I think,
- * at least.
+ *
+ * - do we need any more options in the Window menu?
+ *
+ * - see if we can do anything to one-button-ise the multi-button
+ * dependent puzzle UIs:
+ * - Pattern is a _little_ unwieldy but not too bad (since
+ * generally you never need the middle button unless you've
+ * made a mistake, so it's just click versus command-click).
+ * - Net is utterly vile; having normal click be one rotate and
+ * command-click be the other introduces a horrid asymmetry,
+ * and yet requiring a shift key for _each_ click would be
+ * 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...
+ *
+ * - 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.
*/
#include <ctype.h>
last_time = now;
}
+- (void)newGame:(id)sender
+{
+ [self processButton:'n' x:-1 y:-1];
+}
+- (void)restartGame:(id)sender
+{
+ [self processButton:'r' x:-1 y:-1];
+}
+- (void)undoMove:(id)sender
+{
+ [self processButton:'u' x:-1 y:-1];
+}
+- (void)redoMove:(id)sender
+{
+ [self processButton:'r'&0x1F x:-1 y:-1];
+}
+
@end
/*
/* ----------------------------------------------------------------------
* Utility routines for constructing OS X menus.
-~|~ */
+ */
NSMenu *newmenu(const char *title)
{
item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
[NSApp setAppleMenu: menu];
- menu = newsubmenu([NSApp mainMenu], "Game");
+ menu = newsubmenu([NSApp mainMenu], "Open");
{
int i;
}
}
- menu = newsubmenu([NSApp mainMenu], "Windows");
+ menu = newsubmenu([NSApp mainMenu], "Game");
+ item = newitem(menu, "New", "n", NULL, @selector(newGame:));
+ item = newitem(menu, "Restart", "r", NULL, @selector(restartGame:));
+ item = newitem(menu, "Specific", "", NULL, @selector(specificGame:));
+ [menu addItem:[NSMenuItem separatorItem]];
+ item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
+ item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
+ [menu addItem:[NSMenuItem separatorItem]];
+ item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
+
+ menu = newsubmenu([NSApp mainMenu], "Type");
+ item = newitem(menu, "Custom", "", NULL, @selector(customGameType:));
+
+ menu = newsubmenu([NSApp mainMenu], "Window");
[NSApp setWindowsMenu: menu];
+ item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
[NSApp run];
[pool release];