*
* Still to do:
*
- * - Improve the help. For a start I probably ought to split it
- * into pieces (which means Halibut needs to acquire a mechanism
- * of putting something in the head section of _only one_ HTML
- * file); then I'd also like to be able to call up context help
- * for a specific game at a time. Also I just idly wonder
- * whether changing font might be nice, to match up to Apple
- * norms.
+ * - 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:
*
* 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 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
}
/* ----------------------------------------------------------------------
+ * 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'
- (void)keyDown:(NSEvent *)ev;
- (void)activateTimer;
- (void)deactivateTimer;
-- (void)setStatusLine:(NSString *)text;
+- (void)setStatusLine:(char *)text;
@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;
* 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;
* 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];
}
}
}
- (void)restartGame:(id)sender
{
- [self processButton:'r' x:-1 y:-1];
+ midend_restart_game(me);
}
- (void)undoMove:(id)sender
{
[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();
+}
+
+- (void)solveGame:(id)sender
+{
+ char *msg;
+ NSAlert *alert;
+
+ msg = midend_solve(me);
+
+ if (msg) {
+ alert = [[[NSAlert alloc] init] autorelease];
+ [alert addButtonWithTitle:@"Bah"];
+ [alert setInformativeText:[NSString stringWithCString:msg]];
+ [alert beginSheetModalForWindow:self modalDelegate:nil
+ didEndSelector:nil contextInfo:nil];
+ }
+}
+
+- (BOOL)validateMenuItem:(NSMenuItem *)item
+{
+ if ([item action] == @selector(copy:))
+ return (ourgame->can_format_as_text ? YES : NO);
+ else if ([item action] == @selector(solveGame:))
+ return (ourgame->can_solve ? YES : NO);
+ else
+ return [super validateMenuItem:item];
+}
+
- (void)clearTypeMenu
{
while ([typemenu numberOfItems] > 1)
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;
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;
- (void)specificGame:(id)sender
{
+ [self startConfigureSheet:CFG_DESC];
+}
+
+- (void)specificRandomGame:(id)sender
+{
[self startConfigureSheet:CFG_SEED];
}
[self sheetEndWithStatus:NO];
}
-- (void)setStatusLine:(NSString *)text
+- (void)setStatusLine:(char *)text
{
- [[status cell] setTitle:text];
+ char *rewritten = midend_rewrite_statusbar(me, text);
+ [[status cell] setTitle:[NSString stringWithCString:rewritten]];
+ sfree(rewritten);
}
@end
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)
{
- /*
- * 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)
void status_bar(frontend *fe, char *text)
{
- [fe->window setStatusLine:[NSString stringWithCString:text]];
+ [fe->window setStatusLine:text];
}
/* ----------------------------------------------------------------------
@interface AppController : NSObject
{
}
-- (void)newGame:(id)sender;
+- (void)newGameWindow:(id)sender;
+- (void)about:(id)sender;
@end
@implementation AppController
-- (void)newGame:(id)sender
+- (void)newGameWindow:(id)sender
{
const game *g = [sender getPayload];
id win;
[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");
id item =
initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
menu, gamelist[i]->name, "", self,
- @selector(newGame:));
+ @selector(newGameWindow:));
[item setPayload:(void *)gamelist[i]];
}
}
[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:));
item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
[NSApp setAppleMenu: menu];
- menu = newsubmenu([NSApp mainMenu], "Open");
+ menu = newsubmenu([NSApp mainMenu], "File");
+ 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");
int i;
for (i = 0; i < gamecount; i++) {
id item =
initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
- menu, gamelist[i]->name, "", controller,
- @selector(newGame:));
+ submenu, gamelist[i]->name, "", controller,
+ @selector(newGameWindow:));
[item setPayload:(void *)gamelist[i]];
}
}
-
- 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, "Close", "w", NULL, @selector(performClose:));
+
+ menu = newsubmenu([NSApp mainMenu], "Edit");
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:));
+ 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;
item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
menu = newsubmenu([NSApp mainMenu], "Help");
- typemenu = menu;
- item = newitem(menu, "Puzzles Help", "", NSApp, @selector(showHelp:));
+ item = newitem(menu, "Puzzles Help", "?", NSApp, @selector(showHelp:));
[NSApp run];
[pool release];