/*
* Mac OS X / Cocoa front end to puzzles.
*
- * Actually unfinished things left to do:
- *
- * - proper fatal errors.
- *
- * - 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:
*
- * - Can we arrange for a pop-up menu from the Dock icon which
- * launches specific games, perhaps?
- * + apparently we can; see the NSApplication method
- * `applicationDockMenu:'. Good good. Do so.
- *
- * - 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:
*
*
* - do we need any more options in the Window menu?
*
+ * - can / should we be doing anything with the titles of the
+ * configuration boxes?
+ *
* - 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"?
+ * + 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
#import <Cocoa/Cocoa.h>
#include "puzzles.h"
+/* ----------------------------------------------------------------------
+ * Global variables.
+ */
+
+/*
+ * The `Type' menu. We frob this dynamically to allow the user to
+ * choose a preset set of settings from the current game.
+ */
+NSMenu *typemenu;
+
+/* ----------------------------------------------------------------------
+ * Miscellaneous support routines that aren't part of any object or
+ * clearly defined subsystem.
+ */
+
void fatal(char *fmt, ...)
{
- /* FIXME: This will do for testing, but should be GUI-ish instead. */
va_list ap;
-
- fprintf(stderr, "fatal error: ");
+ char errorbuf[2048];
+ NSAlert *alert;
va_start(ap, fmt);
- vfprintf(stderr, fmt, ap);
+ vsnprintf(errorbuf, lenof(errorbuf), fmt, ap);
va_end(ap);
- fprintf(stderr, "\n");
+ alert = [NSAlert alloc];
+ /*
+ * We may have come here because we ran out of memory, in which
+ * case it's entirely likely that that alloc will fail, so we
+ * should have a fallback of some sort.
+ */
+ if (!alert) {
+ fprintf(stderr, "fatal error (and NSAlert failed): %s\n", errorbuf);
+ } else {
+ alert = [[alert init] autorelease];
+ [alert addButtonWithTitle:@"Oh dear"];
+ [alert setInformativeText:[NSString stringWithCString:errorbuf]];
+ [alert runModal];
+ }
exit(1);
}
void frontend_default_colour(frontend *fe, float *output)
{
- /* FIXME */
+ /* FIXME: Is there a system default we can tap into for this? */
output[0] = output[1] = output[2] = 0.8F;
}
}
/* ----------------------------------------------------------------------
- * Global variables.
- */
-
-/*
- * The `Type' menu. We frob this dynamically to allow the user to
- * choose a preset set of settings from the current game.
- */
-NSMenu *typemenu;
-
-/* ----------------------------------------------------------------------
* Tiny extension to NSMenuItem which carries a payload of a `void
* *', allowing several menu items to invoke the same message but
* pass different data through it.
[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)
size.width = w;
size.height = h;
+ if (status) {
+ NSRect frame = [status frame];
+ size.height += frame.size.height;
+ frame.size.width = size.width;
+ [status setFrame:frame];
+ }
+
NSDisableScreenUpdates();
[self setContentSize:size];
[self setupContentView];
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;
error = midend_set_config(me, cfg_which, cfg);
if (error) {
NSAlert *alert = [[[NSAlert alloc] init] autorelease];
- [alert addButtonWithTitle:@"OK"];
+ [alert addButtonWithTitle:@"Bah"];
[alert setInformativeText:[NSString stringWithCString:error]];
[alert beginSheetModalForWindow:self modalDelegate:nil
didEndSelector:nil contextInfo:nil];
}
void draw_update(frontend *fe, int x, int y, int w, int h)
{
- /* FIXME */
+ [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;
[win makeKeyAndOrderFront:self];
}
+- (NSMenu *)applicationDockMenu:(NSApplication *)sender
+{
+ NSMenu *menu = newmenu("Dock Menu");
+ {
+ int i;
+
+ for (i = 0; i < gamecount; i++) {
+ id item =
+ initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
+ menu, gamelist[i]->name, "", self,
+ @selector(newGame:));
+ [item setPayload:(void *)gamelist[i]];
+ }
+ }
+ return menu;
+}
+
@end
/* ----------------------------------------------------------------------
[NSApp setApplicationIconImage:icon];
controller = [[[AppController alloc] init] autorelease];
+ [NSApp setDelegate:controller];
[NSApp setMainMenu: newmenu("Main Menu")];
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");
[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];
}