X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/2411c16210ea7fbb9dadcf7d0cea0d4533092d40..48a10826fef7777bb8b061f4a121f481ced98bc0:/osx.m diff --git a/osx.m b/osx.m index e0a35b4..a27c840 100644 --- a/osx.m +++ b/osx.m @@ -1,15 +1,10 @@ /* * Mac OS X / Cocoa front end to puzzles. * - * Actually unfinished things left to do: - * - * - 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: * - * - 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: * @@ -25,6 +20,9 @@ * 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 @@ -44,6 +42,11 @@ * 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 @@ -57,6 +60,11 @@ * 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 @@ -559,6 +567,46 @@ struct frontend { [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) @@ -735,10 +783,6 @@ struct frontend { 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]; @@ -746,6 +790,17 @@ struct frontend { [[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; @@ -1062,12 +1117,7 @@ void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, } 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) { @@ -1092,7 +1142,6 @@ void start_draw(frontend *fe) void end_draw(frontend *fe) { [fe->image unlockFocus]; - [fe->view setNeedsDisplay]; } void deactivate_timer(frontend *fe) @@ -1116,12 +1165,12 @@ void status_bar(frontend *fe, char *text) @interface AppController : NSObject { } -- (IBAction)newGame:(id)sender; +- (void)newGameWindow:(id)sender; @end @implementation AppController -- (IBAction)newGame:(id)sender +- (void)newGameWindow:(id)sender { const game *g = [sender getPayload]; id win; @@ -1140,7 +1189,7 @@ void status_bar(frontend *fe, char *text) id item = initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]], menu, gamelist[i]->name, "", self, - @selector(newGame:)); + @selector(newGameWindow:)); [item setPayload:(void *)gamelist[i]]; } } @@ -1181,28 +1230,35 @@ int main(int argc, char **argv) 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:)); + [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; @@ -1212,6 +1268,9 @@ int main(int argc, char **argv) [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]; }