X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/3041164cc01a185c96c1f05fd87fdc807616409d..6ae3730169b0c020d90fe20ace77262d19d26a2b:/osx.m diff --git a/osx.m b/osx.m index 2514130..1fd689f 100644 --- a/osx.m +++ b/osx.m @@ -1,17 +1,10 @@ /* * 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: * - * - 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: * @@ -19,11 +12,17 @@ * * - 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 @@ -43,6 +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 @@ -56,6 +60,15 @@ * 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 @@ -73,24 +86,51 @@ #import #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; } @@ -103,16 +143,6 @@ void get_random_seed(void **randseed, int *randseedsize) } /* ---------------------------------------------------------------------- - * 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. @@ -602,6 +632,13 @@ struct frontend { 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]; @@ -710,10 +747,6 @@ 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]; @@ -721,6 +754,17 @@ 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; @@ -918,7 +962,7 @@ struct frontend { 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]; @@ -1037,7 +1081,7 @@ 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 */ + [fe->view setNeedsDisplayInRect:NSMakeRect(x,y,w,h)]; } void clip(frontend *fe, int x, int y, int w, int h) { @@ -1062,7 +1106,6 @@ void start_draw(frontend *fe) void end_draw(frontend *fe) { [fe->image unlockFocus]; - [fe->view setNeedsDisplay]; } void deactivate_timer(frontend *fe) @@ -1086,12 +1129,12 @@ void status_bar(frontend *fe, char *text) @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; @@ -1182,6 +1225,9 @@ 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]; }