* recreate it.
*/
+#define COMBINED /* we put all the puzzles in one binary in this port */
+
#include <ctype.h>
#include <sys/time.h>
#import <Cocoa/Cocoa.h>
*/
NSMenu *typemenu;
+/*
+ * Forward reference.
+ */
+extern const struct drawing_api osx_drawing;
+
/* ----------------------------------------------------------------------
* Miscellaneous support routines that aren't part of any object or
* clearly defined subsystem.
*randseedsize = sizeof(time_t);
}
+static void savefile_write(void *wctx, void *buf, int len)
+{
+ FILE *fp = (FILE *)wctx;
+ fwrite(buf, 1, len, fp);
+}
+
+static int savefile_read(void *wctx, void *buf, int len)
+{
+ FILE *fp = (FILE *)wctx;
+ int ret;
+
+ ret = fread(buf, 1, len, fp);
+ return (ret == len);
+}
+
+/*
+ * Since this front end does not support printing (yet), we need
+ * this stub to satisfy the reference in midend_print_puzzle().
+ */
+void document_add_puzzle(document *doc, const game *game, game_params *par,
+ game_state *st, game_state *st2)
+{
+}
+
+/*
+ * setAppleMenu isn't listed in the NSApplication header, but an
+ * NSApp responds to it, so we're adding it here to silence
+ * warnings. (This was removed from the headers in 10.4, so we
+ * only need to include it for 10.4+.)
+ */
+#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1040
+@interface NSApplication(NSAppleMenu)
+- (void)setAppleMenu:(NSMenu *)menu;
+@end
+#endif
+
/* ----------------------------------------------------------------------
* Tiny extension to NSMenuItem which carries a payload of a `void
* *', allowing several menu items to invoke the same message but
}
/* ----------------------------------------------------------------------
+ * About box.
+ */
+
+@class AboutBox;
+
+@interface AboutBox : NSWindow
+{
+}
+- (id)init;
+@end
+
+@implementation AboutBox
+- (id)init
+{
+ NSRect totalrect;
+ NSView *views[16];
+ int nviews = 0;
+ NSImageView *iv;
+ NSTextField *tf;
+ NSFont *font1 = [NSFont systemFontOfSize:0];
+ NSFont *font2 = [NSFont boldSystemFontOfSize:[font1 pointSize] * 1.1];
+ const int border = 24;
+ int i;
+ double y;
+
+ /*
+ * Construct the controls that go in the About box.
+ */
+
+ iv = [[NSImageView alloc] initWithFrame:NSMakeRect(0,0,64,64)];
+ [iv setImage:[NSImage imageNamed:@"NSApplicationIcon"]];
+ views[nviews++] = iv;
+
+ tf = [[NSTextField alloc]
+ initWithFrame:NSMakeRect(0,0,400,1)];
+ [tf setEditable:NO];
+ [tf setSelectable:NO];
+ [tf setBordered:NO];
+ [tf setDrawsBackground:NO];
+ [tf setFont:font2];
+ [tf setStringValue:@"Simon Tatham's Portable Puzzle Collection"];
+ [tf sizeToFit];
+ views[nviews++] = tf;
+
+ tf = [[NSTextField alloc]
+ initWithFrame:NSMakeRect(0,0,400,1)];
+ [tf setEditable:NO];
+ [tf setSelectable:NO];
+ [tf setBordered:NO];
+ [tf setDrawsBackground:NO];
+ [tf setFont:font1];
+ [tf setStringValue:[NSString stringWithCString:ver]];
+ [tf sizeToFit];
+ views[nviews++] = tf;
+
+ /*
+ * Lay the controls out.
+ */
+ totalrect = NSMakeRect(0,0,0,0);
+ for (i = 0; i < nviews; i++) {
+ NSRect r = [views[i] frame];
+ if (totalrect.size.width < r.size.width)
+ totalrect.size.width = r.size.width;
+ totalrect.size.height += border + r.size.height;
+ }
+ totalrect.size.width += 2 * border;
+ totalrect.size.height += border;
+ y = totalrect.size.height;
+ for (i = 0; i < nviews; i++) {
+ NSRect r = [views[i] frame];
+ r.origin.x = (totalrect.size.width - r.size.width) / 2;
+ y -= border + r.size.height;
+ r.origin.y = y;
+ [views[i] setFrame:r];
+ }
+
+ self = [super initWithContentRect:totalrect
+ styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
+ NSClosableWindowMask)
+ backing:NSBackingStoreBuffered
+ defer:YES];
+
+ for (i = 0; i < nviews; i++)
+ [[self contentView] addSubview:views[i]];
+
+ [self center]; /* :-) */
+
+ return self;
+}
+@end
+
+/* ----------------------------------------------------------------------
* The front end presented to midend.c.
*
* This is mostly a subclass of NSWindow. The actual `frontend'
@interface GameWindow : NSWindow
{
const game *ourgame;
- midend_data *me;
+ midend *me;
struct frontend fe;
struct timeval last_time;
NSTimer *timer;
NSTextField *status;
}
- (id)initWithGame:(const game *)g;
-- dealloc;
+- (void)dealloc;
- (void)processButton:(int)b x:(int)x y:(int)y;
- (void)keyDown:(NSEvent *)ev;
- (void)activateTimer;
- (void)deactivateTimer;
-- (void)setStatusLine:(NSString *)text;
+- (void)setStatusLine:(char *)text;
+- (void)resizeForNewGameParams;
+- (void)updateTypeMenuTick;
@end
@implementation MyImageView
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;
fe.window = self;
- me = midend_new(&fe, ourgame);
+ me = midend_new(&fe, ourgame, &osx_drawing, &fe);
/*
* If we ever need to open a fresh window using a provided game
* ID, I think the right thing is to move most of this method
* 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;
/*
* Create the status bar, which will just be an NSTextField.
*/
- if (ourgame->wants_statusbar()) {
+ if (midend_wants_statusbar(me)) {
status = [[NSTextField alloc] initWithFrame:NSMakeRect(0,0,100,50)];
[status setEditable:NO];
[status setSelectable:NO];
return self;
}
-- dealloc
+- (void)dealloc
{
int i;
for (i = 0; i < fe.ncolours; i++) {
}
sfree(fe.colours);
midend_free(me);
- return [super dealloc];
+ [super dealloc];
}
- (void)processButton:(int)b x:(int)x y:(int)y
* function key codes.
*/
if (c >= 0x80) {
+ int mods = FALSE;
switch (c) {
case NSUpArrowFunctionKey:
c = CURSOR_UP;
+ mods = TRUE;
break;
case NSDownArrowFunctionKey:
c = CURSOR_DOWN;
+ mods = TRUE;
break;
case NSLeftArrowFunctionKey:
c = CURSOR_LEFT;
+ mods = TRUE;
break;
case NSRightArrowFunctionKey:
c = CURSOR_RIGHT;
+ mods = TRUE;
break;
default:
continue;
}
+
+ if (mods) {
+ if ([ev modifierFlags] & NSShiftKeyMask)
+ c |= MOD_SHFT;
+ if ([ev modifierFlags] & NSControlKeyMask)
+ c |= MOD_CTRL;
+ }
}
+ if (c >= '0' && c <= '9' && ([ev modifierFlags] & NSNumericPadKeyMask))
+ c |= MOD_NUM_KEYPAD;
+
[self processButton:c x:-1 y:-1];
}
}
last_time = now;
}
+- (void)showError:(char *)message
+{
+ NSAlert *alert;
+
+ alert = [[[NSAlert alloc] init] autorelease];
+ [alert addButtonWithTitle:@"Bah"];
+ [alert setInformativeText:[NSString stringWithCString:message]];
+ [alert beginSheetModalForWindow:self modalDelegate:nil
+ didEndSelector:nil contextInfo:nil];
+}
+
- (void)newGame:(id)sender
{
[self processButton:'n' x:-1 y:-1];
}
- (void)restartGame:(id)sender
{
- [self processButton:'r' x:-1 y:-1];
+ midend_restart_game(me);
+}
+- (void)saveGame:(id)sender
+{
+ NSSavePanel *sp = [NSSavePanel savePanel];
+
+ if ([sp runModal] == NSFileHandlingPanelOKButton) {
+ const char *name = [[sp filename] UTF8String];
+
+ FILE *fp = fopen(name, "w");
+
+ if (!fp) {
+ [self showError:"Unable to open save file"];
+ return;
+ }
+
+ midend_serialise(me, savefile_write, fp);
+
+ fclose(fp);
+ }
+}
+- (void)loadSavedGame:(id)sender
+{
+ NSOpenPanel *op = [NSOpenPanel openPanel];
+
+ [op setAllowsMultipleSelection:NO];
+
+ if ([op runModalForTypes:nil] == NSOKButton) {
+ const char *name = [[[op filenames] objectAtIndex:0] cString];
+ char *err;
+
+ FILE *fp = fopen(name, "r");
+
+ if (!fp) {
+ [self showError:"Unable to open saved game file"];
+ return;
+ }
+
+ err = midend_deserialise(me, savefile_read, fp);
+
+ fclose(fp);
+
+ if (err) {
+ [self showError:err];
+ return;
+ }
+
+ [self resizeForNewGameParams];
+ [self updateTypeMenuTick];
+ }
}
- (void)undoMove:(id)sender
{
NSBeep();
}
+- (void)solveGame:(id)sender
+{
+ char *msg;
+
+ msg = midend_solve(me);
+
+ if (msg)
+ [self showError:msg];
+}
+
- (BOOL)validateMenuItem:(NSMenuItem *)item
{
if ([item action] == @selector(copy:))
- return (ourgame->can_format_as_text ? YES : NO);
+ return (ourgame->can_format_as_text_ever &&
+ midend_can_format_as_text_now(me) ? YES : NO);
+ else if ([item action] == @selector(solveGame:))
+ return (ourgame->can_solve ? YES : NO);
else
return [super validateMenuItem:item];
}
{
while ([typemenu numberOfItems] > 1)
[typemenu removeItemAtIndex:0];
+ [[typemenu itemAtIndex:0] setState:NSOffState];
+}
+
+- (void)updateTypeMenuTick
+{
+ int i, total, n;
+
+ total = [typemenu numberOfItems];
+ n = midend_which_preset(me);
+ if (n < 0)
+ n = total - 1; /* that's always where "Custom" lives */
+ for (i = 0; i < total; i++)
+ [[typemenu itemAtIndex:i] setState:(i == n ? NSOnState : NSOffState)];
}
- (void)becomeKeyWindow
[typemenu insertItem:item atIndex:0];
}
}
+
+ [self updateTypeMenuTick];
}
- (void)resignKeyWindow
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;
midend_new_game(me);
[self resizeForNewGameParams];
+ [self updateTypeMenuTick];
}
- (void)startConfigureSheet:(int)which
- (void)specificGame:(id)sender
{
+ [self startConfigureSheet:CFG_DESC];
+}
+
+- (void)specificRandomGame:(id)sender
+{
[self startConfigureSheet:CFG_SEED];
}
case C_STRING:
sfree(i->sval);
i->sval = dupstr([[[(id)cfg_controls[k+1] cell]
- title] cString]);
+ title] UTF8String]);
k += 2;
break;
case C_BOOLEAN:
} else {
midend_new_game(me);
[self resizeForNewGameParams];
+ [self updateTypeMenuTick];
}
}
sfree(cfg_controls);
[self sheetEndWithStatus:NO];
}
-- (void)setStatusLine:(NSString *)text
+- (void)setStatusLine:(char *)text
{
- [[status cell] setTitle:text];
+ [[status cell] setTitle:[NSString stringWithCString:text]];
}
@end
/*
* Drawing routines called by the midend.
*/
-void draw_polygon(frontend *fe, int *coords, int npoints,
- int fill, int colour)
+static void osx_draw_polygon(void *handle, int *coords, int npoints,
+ int fillcolour, int outlinecolour)
{
+ frontend *fe = (frontend *)handle;
NSBezierPath *path = [NSBezierPath bezierPath];
int i;
[[NSGraphicsContext currentContext] setShouldAntialias:YES];
- assert(colour >= 0 && colour < fe->ncolours);
- [fe->colours[colour] set];
-
for (i = 0; i < npoints; i++) {
NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
if (i == 0)
[path closePath];
- if (fill)
+ if (fillcolour >= 0) {
+ assert(fillcolour >= 0 && fillcolour < fe->ncolours);
+ [fe->colours[fillcolour] set];
[path fill];
- else
- [path stroke];
+ }
+
+ assert(outlinecolour >= 0 && outlinecolour < fe->ncolours);
+ [fe->colours[outlinecolour] set];
+ [path stroke];
+}
+static void osx_draw_circle(void *handle, int cx, int cy, int radius,
+ int fillcolour, int outlinecolour)
+{
+ frontend *fe = (frontend *)handle;
+ NSBezierPath *path = [NSBezierPath bezierPath];
+
+ [[NSGraphicsContext currentContext] setShouldAntialias:YES];
+
+ [path appendBezierPathWithArcWithCenter:NSMakePoint(cx + 0.5, cy + 0.5)
+ radius:radius startAngle:0.0 endAngle:360.0];
+
+ [path closePath];
+
+ if (fillcolour >= 0) {
+ assert(fillcolour >= 0 && fillcolour < fe->ncolours);
+ [fe->colours[fillcolour] set];
+ [path fill];
+ }
+
+ assert(outlinecolour >= 0 && outlinecolour < fe->ncolours);
+ [fe->colours[outlinecolour] set];
+ [path stroke];
}
-void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
+static void osx_draw_line(void *handle, int x1, int y1, int x2, int y2, int colour)
{
+ frontend *fe = (frontend *)handle;
NSBezierPath *path = [NSBezierPath bezierPath];
NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, y2 + 0.5 };
[path lineToPoint:p2];
[path stroke];
}
-void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
+static void osx_draw_rect(void *handle, int x, int y, int w, int h, int colour)
{
+ frontend *fe = (frontend *)handle;
NSRect r = { {x,y}, {w,h} };
-
+
[[NSGraphicsContext currentContext] setShouldAntialias:NO];
assert(colour >= 0 && colour < fe->ncolours);
NSRectFill(r);
}
-void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
- int align, int colour, char *text)
+static void osx_draw_text(void *handle, int x, int y, int fonttype,
+ int fontsize, int align, int colour, char *text)
{
- NSString *string = [NSString stringWithCString:text];
+ frontend *fe = (frontend *)handle;
+ NSString *string = [NSString stringWithCString:text
+ encoding:NSUTF8StringEncoding];
NSDictionary *attr;
NSFont *font;
NSSize size;
point.x -= size.width / 2;
if (align & ALIGN_VCENTRE)
point.y -= size.height / 2;
+ else
+ point.y -= size.height;
[string drawAtPoint:point withAttributes:attr];
}
-void draw_update(frontend *fe, int x, int y, int w, int h)
+static char *osx_text_fallback(void *handle, const char *const *strings,
+ int nstrings)
+{
+ /*
+ * We assume OS X can cope with any UTF-8 likely to be emitted
+ * by a puzzle.
+ */
+ return dupstr(strings[0]);
+}
+struct blitter {
+ int w, h;
+ int x, y;
+ NSImage *img;
+};
+static blitter *osx_blitter_new(void *handle, 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;
+}
+static void osx_blitter_free(void *handle, blitter *bl)
+{
+ [bl->img release];
+ sfree(bl);
+}
+static void osx_blitter_save(void *handle, blitter *bl, int x, int y)
+{
+ frontend *fe = (frontend *)handle;
+ [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;
+}
+static void osx_blitter_load(void *handle, blitter *bl, int x, int y)
+{
+ /* frontend *fe = (frontend *)handle; */
+ 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];
+}
+static void osx_draw_update(void *handle, int x, int y, int w, int h)
{
+ frontend *fe = (frontend *)handle;
[fe->view setNeedsDisplayInRect:NSMakeRect(x,y,w,h)];
}
-void clip(frontend *fe, int x, int y, int w, int h)
+static void osx_clip(void *handle, int x, int y, int w, int h)
{
+ frontend *fe = (frontend *)handle;
NSRect r = { {x,y}, {w,h} };
-
+
if (!fe->clipped)
[[NSGraphicsContext currentContext] saveGraphicsState];
[NSBezierPath clipRect:r];
fe->clipped = TRUE;
}
-void unclip(frontend *fe)
+static void osx_unclip(void *handle)
{
+ frontend *fe = (frontend *)handle;
if (fe->clipped)
[[NSGraphicsContext currentContext] restoreGraphicsState];
fe->clipped = FALSE;
}
-void start_draw(frontend *fe)
+static void osx_start_draw(void *handle)
{
+ frontend *fe = (frontend *)handle;
[fe->image lockFocus];
fe->clipped = FALSE;
}
-void end_draw(frontend *fe)
+static void osx_end_draw(void *handle)
{
+ frontend *fe = (frontend *)handle;
[fe->image unlockFocus];
}
+static void osx_status_bar(void *handle, char *text)
+{
+ frontend *fe = (frontend *)handle;
+ [fe->window setStatusLine:text];
+}
+
+const struct drawing_api osx_drawing = {
+ osx_draw_text,
+ osx_draw_rect,
+ osx_draw_line,
+ osx_draw_polygon,
+ osx_draw_circle,
+ osx_draw_update,
+ osx_clip,
+ osx_unclip,
+ osx_start_draw,
+ osx_end_draw,
+ osx_status_bar,
+ osx_blitter_new,
+ osx_blitter_free,
+ osx_blitter_save,
+ osx_blitter_load,
+ NULL, NULL, NULL, NULL, NULL, NULL, /* {begin,end}_{doc,page,puzzle} */
+ NULL, NULL, /* line_width, line_dotted */
+ osx_text_fallback,
+};
void deactivate_timer(frontend *fe)
{
[fe->window activateTimer];
}
-void status_bar(frontend *fe, char *text)
-{
- [fe->window setStatusLine:[NSString stringWithCString:text]];
-}
-
/* ----------------------------------------------------------------------
* AppController: the object which receives the messages from all
* menu selections that aren't standard OS X functions.
{
}
- (void)newGameWindow:(id)sender;
+- (void)about:(id)sender;
@end
@implementation AppController
[win makeKeyAndOrderFront:self];
}
+- (void)about:(id)sender
+{
+ id win;
+
+ win = [[AboutBox alloc] init];
+ [win makeKeyAndOrderFront:self];
+}
+
- (NSMenu *)applicationDockMenu:(NSApplication *)sender
{
NSMenu *menu = newmenu("Dock Menu");
[NSApp setMainMenu: newmenu("Main Menu")];
menu = newsubmenu([NSApp mainMenu], "Apple Menu");
+ item = newitem(menu, "About Puzzles", "", NULL, @selector(about:));
+ [menu addItem:[NSMenuItem separatorItem]];
[NSApp setServicesMenu:newsubmenu(menu, "Services")];
[menu addItem:[NSMenuItem separatorItem]];
item = newitem(menu, "Hide Puzzles", "h", NSApp, @selector(hide:));
[NSApp setAppleMenu: menu];
menu = newsubmenu([NSApp mainMenu], "File");
+ item = newitem(menu, "Open", "o", NULL, @selector(loadSavedGame:));
+ item = newitem(menu, "Save As", "s", NULL, @selector(saveGame:));
item = newitem(menu, "New Game", "n", NULL, @selector(newGame:));
item = newitem(menu, "Restart Game", "r", NULL, @selector(restartGame:));
item = newitem(menu, "Specific Game", "", NULL, @selector(specificGame:));
+ item = newitem(menu, "Specific Random Seed", "", NULL,
+ @selector(specificRandomGame:));
[menu addItem:[NSMenuItem separatorItem]];
{
NSMenu *submenu = newsubmenu(menu, "New Window");
item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
[menu addItem:[NSMenuItem separatorItem]];
+ item = newitem(menu, "Cut", "x", NULL, @selector(cut:));
item = newitem(menu, "Copy", "c", NULL, @selector(copy:));
+ item = newitem(menu, "Paste", "v", NULL, @selector(paste:));
+ [menu addItem:[NSMenuItem separatorItem]];
+ item = newitem(menu, "Solve", "S-s", NULL, @selector(solveGame:));
menu = newsubmenu([NSApp mainMenu], "Type");
typemenu = menu;
[NSApp run];
[pool release];
+
+ return 0;
}