X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/a96edf8a0e738a28e2a3d9bb40dcf4d88ca649bb..4871e605f489795df47a7cb35426ce2a7d3c5c6d:/osx.m diff --git a/osx.m b/osx.m index 2fad086..6e709a5 100644 --- a/osx.m +++ b/osx.m @@ -1,18 +1,28 @@ /* * Mac OS X / Cocoa front end to puzzles. * - * TODO: - * - * - status bar support. + * Still to do: + * + * - 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: + * + * - is there a better approach to frontend_default_colour? * - * - configurability. Will no doubt involve learning all about the - * dialog control side of Cocoa. + * - 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 @@ -21,12 +31,6 @@ * should simply assign the number keys to UP_LEFT et al? * They're not in use for anything else right now. * - * - proper fatal errors. - * - * - is there a better approach to frontend_default_colour? - * - * - do we need any more options in the Window menu? - * * - see if we can do anything to one-button-ise the multi-button * dependent puzzle UIs: * - Pattern is a _little_ unwieldy but not too bad (since @@ -38,17 +42,28 @@ * 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. * - * - 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. - * - * - Can we arrange for a pop-up menu from the Dock icon which - * launches specific games, perhaps? + * - Should we _return_ to a game configuration sheet once an + * error is reported by midend_set_config, to allow the user to + * correct the one faulty input and keep the other five OK ones? + * The Apple `one sheet at a time' restriction would require me + * to do this by closing the config sheet, opening the alert + * sheet, and then reopening the config sheet when the alert is + * closed; and the human interface types, who presumably + * invented the one-sheet-at-a-time rule for good reasons, might + * look with disfavour on me trying to get round them to fake a + * nested sheet. On the other hand I think there are good + * practical reasons for wanting it that way. Uncertain. * - * - Why are the right and bottom edges of the Pattern grid one - * pixel thinner than they should be? + * - 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: * @@ -62,35 +77,66 @@ * recreate it. */ +#define COMBINED /* we put all the puzzles in one binary in this port */ + #include +#include #include #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; + +/* + * Forward reference. + */ +extern const struct drawing_api osx_drawing; + +/* ---------------------------------------------------------------------- + * 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 stringWithUTF8String: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; } -void status_bar(frontend *fe, char *text) -{ - /* FIXME */ -} void get_random_seed(void **randseed, int *randseedsize) { @@ -100,15 +146,41 @@ void get_random_seed(void **randseed, int *randseedsize) *randseedsize = sizeof(time_t); } -/* ---------------------------------------------------------------------- - * Global variables. +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) +{ +} /* - * The `Type' menu. We frob this dynamically to allow the user to - * choose a preset set of settings from the current game. + * 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+.) */ -NSMenu *typemenu; +#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 @@ -134,6 +206,169 @@ NSMenu *typemenu; @end /* ---------------------------------------------------------------------- + * Utility routines for constructing OS X menus. + */ + +NSMenu *newmenu(const char *title) +{ + return [[[NSMenu allocWithZone:[NSMenu menuZone]] + initWithTitle:[NSString stringWithUTF8String:title]] + autorelease]; +} + +NSMenu *newsubmenu(NSMenu *parent, const char *title) +{ + NSMenuItem *item; + NSMenu *child; + + item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]] + initWithTitle:[NSString stringWithUTF8String:title] + action:NULL + keyEquivalent:@""] + autorelease]; + child = newmenu(title); + [item setEnabled:YES]; + [item setSubmenu:child]; + [parent addItem:item]; + return child; +} + +id initnewitem(NSMenuItem *item, NSMenu *parent, const char *title, + const char *key, id target, SEL action) +{ + unsigned mask = NSCommandKeyMask; + + if (key[strcspn(key, "-")]) { + while (*key && *key != '-') { + int c = tolower((unsigned char)*key); + if (c == 's') { + mask |= NSShiftKeyMask; + } else if (c == 'o' || c == 'a') { + mask |= NSAlternateKeyMask; + } + key++; + } + if (*key) + key++; + } + + item = [[item initWithTitle:[NSString stringWithUTF8String:title] + action:NULL + keyEquivalent:[NSString stringWithUTF8String:key]] + autorelease]; + + if (*key) + [item setKeyEquivalentModifierMask: mask]; + + [item setEnabled:YES]; + [item setTarget:target]; + [item setAction:action]; + + [parent addItem:item]; + + return item; +} + +NSMenuItem *newitem(NSMenu *parent, char *title, char *key, + id target, SEL action) +{ + return initnewitem([NSMenuItem allocWithZone:[NSMenu menuZone]], + parent, title, key, target, action); +} + +/* ---------------------------------------------------------------------- + * 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 stringWithUTF8String: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' @@ -152,6 +387,7 @@ struct frontend { NSColor **colours; int ncolours; int clipped; + int w, h; }; @interface MyImageView : NSImageView @@ -159,7 +395,6 @@ struct frontend { GameWindow *ourwin; } - (void)setWindow:(GameWindow *)win; -- (BOOL)isFlipped; - (void)mouseEvent:(NSEvent *)ev button:(int)b; - (void)mouseDown:(NSEvent *)ev; - (void)mouseDragged:(NSEvent *)ev; @@ -175,17 +410,27 @@ struct frontend { @interface GameWindow : NSWindow { const game *ourgame; - midend_data *me; + midend *me; struct frontend fe; struct timeval last_time; NSTimer *timer; + NSWindow *sheet; + config_item *cfg; + int cfg_which; + NSView **cfg_controls; + int cfg_ncontrols; + NSTextField *status; } - (id)initWithGame:(const game *)g; -- dealloc; +- (void)dealloc; - (void)processButton:(int)b x:(int)x y:(int)y; +- (void)processKey:(int)b; - (void)keyDown:(NSEvent *)ev; - (void)activateTimer; - (void)deactivateTimer; +- (void)setStatusLine:(char *)text; +- (void)resizeForNewGameParams; +- (void)updateTypeMenuTick; @end @implementation MyImageView @@ -195,11 +440,6 @@ struct frontend { ourwin = win; } -- (BOOL)isFlipped -{ - return YES; -} - - (void)mouseEvent:(NSEvent *)ev button:(int)b { NSPoint point = [self convertPoint:[ev locationInWindow] fromView:nil]; @@ -262,34 +502,42 @@ struct frontend { @implementation GameWindow - (void)setupContentView { - NSSize size = {0,0}; + NSRect frame; int w, h; - midend_size(me, &w, &h); - size.width = w; - size.height = h; - - fe.image = [[NSImage alloc] initWithSize:size]; - [fe.image setFlipped:YES]; - fe.view = [[MyImageView alloc] - initWithFrame:[self contentRectForFrameRect:[self frame]]]; + if (status) { + frame = [status frame]; + frame.origin.y = frame.size.height; + } else + frame.origin.y = 0; + frame.origin.x = 0; + + w = h = INT_MAX; + midend_size(me, &w, &h, FALSE); + frame.size.width = w; + frame.size.height = h; + fe.w = w; + fe.h = h; + + fe.image = [[NSImage alloc] initWithSize:frame.size]; + fe.view = [[MyImageView alloc] initWithFrame:frame]; [fe.view setImage:fe.image]; [fe.view setWindow:self]; midend_redraw(me); - [self setContentView:fe.view]; + [[self contentView] addSubview:fe.view]; } - (id)initWithGame:(const game *)g { - NSRect rect = { {0,0}, {0,0} }; + NSRect rect = { {0,0}, {0,0} }, rect2; int w, h; ourgame = g; 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 @@ -297,16 +545,40 @@ struct frontend { * 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; + fe.w = w; + fe.h = h; + + /* + * Create the status bar, which will just be an NSTextField. + */ + if (midend_wants_statusbar(me)) { + status = [[NSTextField alloc] initWithFrame:NSMakeRect(0,0,100,50)]; + [status setEditable:NO]; + [status setSelectable:NO]; + [status setBordered:YES]; + [status setBezeled:YES]; + [status setBezelStyle:NSTextFieldSquareBezel]; + [status setDrawsBackground:YES]; + [[status cell] setTitle:@""]; + [status sizeToFit]; + rect2 = [status frame]; + rect.size.height += rect2.size.height; + rect2.size.width = rect.size.width; + rect2.origin.x = rect2.origin.y = 0; + [status setFrame:rect2]; + } else + status = nil; self = [super initWithContentRect:rect styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask | NSClosableWindowMask) backing:NSBackingStoreBuffered - defer:true]; - [self setTitle:[NSString stringWithCString:ourgame->name]]; + defer:YES]; + [self setTitle:[NSString stringWithUTF8String:ourgame->name]]; { float *colours; @@ -324,6 +596,8 @@ struct frontend { } [self setupContentView]; + if (status) + [[self contentView] addSubview:status]; [self setIgnoresMouseEvents:NO]; [self center]; /* :-) */ @@ -331,7 +605,7 @@ struct frontend { return self; } -- dealloc +- (void)dealloc { int i; for (i = 0; i < fe.ncolours; i++) { @@ -339,12 +613,18 @@ struct frontend { } sfree(fe.colours); midend_free(me); - return [super dealloc]; + [super dealloc]; } - (void)processButton:(int)b x:(int)x y:(int)y { - if (!midend_process_key(me, x, y, b)) + if (!midend_process_key(me, x, fe.h - 1 - y, b)) + [self close]; +} + +- (void)processKey:(int)b +{ + if (!midend_process_key(me, -1, -1, b)) [self close]; } @@ -362,25 +642,40 @@ struct frontend { * 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; + } } - [self processButton:c x:-1 y:-1]; + if (c >= '0' && c <= '9' && ([ev modifierFlags] & NSNumericPadKeyMask)) + c |= MOD_NUM_KEYPAD; + + [self processKey:c]; } } @@ -415,27 +710,135 @@ struct frontend { last_time = now; } +- (void)showError:(char *)message +{ + NSAlert *alert; + + alert = [[[NSAlert alloc] init] autorelease]; + [alert addButtonWithTitle:@"Bah"]; + [alert setInformativeText:[NSString stringWithUTF8String:message]]; + [alert beginSheetModalForWindow:self modalDelegate:nil + didEndSelector:NULL contextInfo:nil]; +} + - (void)newGame:(id)sender { - [self processButton:'n' x:-1 y:-1]; + [self processKey:'n']; } - (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 { - [self processButton:'u' x:-1 y:-1]; + [self processKey:'u']; } - (void)redoMove:(id)sender { - [self processButton:'r'&0x1F x:-1 y:-1]; + [self processKey:'r'&0x1F]; +} + +- (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 stringWithUTF8String:text] + forType:NSStringPboardType]; + } else + 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_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]; } - (void)clearTypeMenu { 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 @@ -458,7 +861,7 @@ struct frontend { midend_fetch_preset(me, n, &name, ¶ms); item = [[[DataMenuItem alloc] - initWithTitle:[NSString stringWithCString:name] + initWithTitle:[NSString stringWithUTF8String:name] action:NULL keyEquivalent:@""] autorelease]; @@ -470,6 +873,8 @@ struct frontend { [typemenu insertItem:item atIndex:0]; } } + + [self updateTypeMenuTick]; } - (void)resignKeyWindow @@ -489,14 +894,28 @@ struct frontend { 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; + fe.w = w; + fe.h = h; + + if (status) { + NSRect frame = [status frame]; + size.height += frame.size.height; + frame.size.width = size.width; + [status setFrame:frame]; + } +#ifndef GNUSTEP NSDisableScreenUpdates(); +#endif [self setContentSize:size]; [self setupContentView]; +#ifndef GNUSTEP NSEnableScreenUpdates(); +#endif } - (void)presetGame:(id)sender @@ -507,6 +926,349 @@ struct frontend { midend_new_game(me); [self resizeForNewGameParams]; + [self updateTypeMenuTick]; +} + +- (void)startConfigureSheet:(int)which +{ + NSButton *ok, *cancel; + int actw, acth, leftw, rightw, totalw, h, thish, y; + int k; + NSRect rect, tmprect; + const int SPACING = 16; + char *title; + config_item *i; + int cfg_controlsize; + NSTextField *tf; + NSButton *b; + NSPopUpButton *pb; + + assert(sheet == NULL); + + /* + * Every control we create here is going to have this size + * until we tell it to calculate a better one. + */ + tmprect = NSMakeRect(0, 0, 100, 50); + + /* + * Set up OK and Cancel buttons. (Actually, MacOS doesn't seem + * to be fond of generic OK and Cancel wording, so I'm going to + * rename them to something nicer.) + */ + actw = acth = 0; + + cancel = [[NSButton alloc] initWithFrame:tmprect]; + [cancel setBezelStyle:NSRoundedBezelStyle]; + [cancel setTitle:@"Abandon"]; + [cancel setTarget:self]; + [cancel setKeyEquivalent:@"\033"]; + [cancel setAction:@selector(sheetCancelButton:)]; + [cancel sizeToFit]; + rect = [cancel frame]; + if (actw < rect.size.width) actw = rect.size.width; + if (acth < rect.size.height) acth = rect.size.height; + + ok = [[NSButton alloc] initWithFrame:tmprect]; + [ok setBezelStyle:NSRoundedBezelStyle]; + [ok setTitle:@"Accept"]; + [ok setTarget:self]; + [ok setKeyEquivalent:@"\r"]; + [ok setAction:@selector(sheetOKButton:)]; + [ok sizeToFit]; + rect = [ok frame]; + if (actw < rect.size.width) actw = rect.size.width; + if (acth < rect.size.height) acth = rect.size.height; + + totalw = SPACING + 2 * actw; + h = 2 * SPACING + acth; + + /* + * Now fetch the midend config data and go through it creating + * controls. + */ + cfg = midend_get_config(me, which, &title); + sfree(title); /* FIXME: should we use this somehow? */ + cfg_which = which; + + cfg_ncontrols = cfg_controlsize = 0; + cfg_controls = NULL; + leftw = rightw = 0; + for (i = cfg; i->type != C_END; i++) { + if (cfg_controlsize < cfg_ncontrols + 5) { + cfg_controlsize = cfg_ncontrols + 32; + cfg_controls = sresize(cfg_controls, cfg_controlsize, NSView *); + } + + thish = 0; + + switch (i->type) { + case C_STRING: + /* + * Two NSTextFields, one being a label and the other + * being an edit box. + */ + + tf = [[NSTextField alloc] initWithFrame:tmprect]; + [tf setEditable:NO]; + [tf setSelectable:NO]; + [tf setBordered:NO]; + [tf setDrawsBackground:NO]; + [[tf cell] setTitle:[NSString stringWithUTF8String:i->name]]; + [tf sizeToFit]; + rect = [tf frame]; + if (thish < rect.size.height + 1) thish = rect.size.height + 1; + if (leftw < rect.size.width + 1) leftw = rect.size.width + 1; + cfg_controls[cfg_ncontrols++] = tf; + + tf = [[NSTextField alloc] initWithFrame:tmprect]; + [tf setEditable:YES]; + [tf setSelectable:YES]; + [tf setBordered:YES]; + [[tf cell] setTitle:[NSString stringWithUTF8String: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; + break; + + case C_BOOLEAN: + /* + * A checkbox is an NSButton with a type of + * NSSwitchButton. + */ + b = [[NSButton alloc] initWithFrame:tmprect]; + [b setBezelStyle:NSRoundedBezelStyle]; + [b setButtonType:NSSwitchButton]; + [b setTitle:[NSString stringWithUTF8String:i->name]]; + [b sizeToFit]; + [b setState:(i->ival ? NSOnState : NSOffState)]; + rect = [b frame]; + if (totalw < rect.size.width + 1) totalw = rect.size.width + 1; + if (thish < rect.size.height + 1) thish = rect.size.height + 1; + cfg_controls[cfg_ncontrols++] = b; + break; + + case C_CHOICES: + /* + * A pop-up menu control is an NSPopUpButton, which + * takes an embedded NSMenu. We also need an + * NSTextField to act as a label. + */ + + tf = [[NSTextField alloc] initWithFrame:tmprect]; + [tf setEditable:NO]; + [tf setSelectable:NO]; + [tf setBordered:NO]; + [tf setDrawsBackground:NO]; + [[tf cell] setTitle:[NSString stringWithUTF8String:i->name]]; + [tf sizeToFit]; + rect = [tf frame]; + if (thish < rect.size.height + 1) thish = rect.size.height + 1; + if (leftw < rect.size.width + 1) leftw = rect.size.width + 1; + cfg_controls[cfg_ncontrols++] = tf; + + pb = [[NSPopUpButton alloc] initWithFrame:tmprect pullsDown:NO]; + [pb setBezelStyle:NSRoundedBezelStyle]; + { + char c, *p; + + p = i->sval; + c = *p++; + while (*p) { + char *q, *copy; + + q = p; + while (*p && *p != c) p++; + + copy = snewn((p-q) + 1, char); + memcpy(copy, q, p-q); + copy[p-q] = '\0'; + [pb addItemWithTitle:[NSString stringWithUTF8String:copy]]; + sfree(copy); + + if (*p) p++; + } + } + [pb selectItemAtIndex:i->ival]; + [pb sizeToFit]; + + rect = [pb frame]; + if (rightw < rect.size.width + 1) rightw = rect.size.width + 1; + if (thish < rect.size.height + 1) thish = rect.size.height + 1; + cfg_controls[cfg_ncontrols++] = pb; + break; + } + + h += SPACING + thish; + } + + if (totalw < leftw + SPACING + rightw) + totalw = leftw + SPACING + rightw; + if (totalw > leftw + SPACING + rightw) { + int excess = totalw - (leftw + SPACING + rightw); + int leftexcess = leftw * excess / (leftw + rightw); + int rightexcess = excess - leftexcess; + leftw += leftexcess; + rightw += rightexcess; + } + + /* + * Now go through the list again, setting the final position + * for each control. + */ + k = 0; + y = h; + for (i = cfg; i->type != C_END; i++) { + y -= SPACING; + thish = 0; + switch (i->type) { + case C_STRING: + case C_CHOICES: + /* + * These two are treated identically, since both expect + * a control on the left and another on the right. + */ + rect = [cfg_controls[k] frame]; + if (thish < rect.size.height + 1) + thish = rect.size.height + 1; + rect = [cfg_controls[k+1] frame]; + if (thish < rect.size.height + 1) + thish = rect.size.height + 1; + rect = [cfg_controls[k] frame]; + rect.origin.y = y - thish/2 - rect.size.height/2; + rect.origin.x = SPACING; + rect.size.width = leftw; + [cfg_controls[k] setFrame:rect]; + rect = [cfg_controls[k+1] frame]; + rect.origin.y = y - thish/2 - rect.size.height/2; + rect.origin.x = 2 * SPACING + leftw; + rect.size.width = rightw; + [cfg_controls[k+1] setFrame:rect]; + k += 2; + break; + + case C_BOOLEAN: + rect = [cfg_controls[k] frame]; + if (thish < rect.size.height + 1) + thish = rect.size.height + 1; + rect.origin.y = y - thish/2 - rect.size.height/2; + rect.origin.x = SPACING; + rect.size.width = totalw; + [cfg_controls[k] setFrame:rect]; + k++; + break; + } + y -= thish; + } + + assert(k == cfg_ncontrols); + + [cancel setFrame:NSMakeRect(SPACING+totalw/4-actw/2, SPACING, actw, acth)]; + [ok setFrame:NSMakeRect(SPACING+3*totalw/4-actw/2, SPACING, actw, acth)]; + + sheet = [[NSWindow alloc] + initWithContentRect:NSMakeRect(0,0,totalw + 2*SPACING,h) + styleMask:NSTitledWindowMask | NSClosableWindowMask + backing:NSBackingStoreBuffered + defer:YES]; + + [[sheet contentView] addSubview:cancel]; + [[sheet contentView] addSubview:ok]; + + for (k = 0; k < cfg_ncontrols; k++) + [[sheet contentView] addSubview:cfg_controls[k]]; + + [NSApp beginSheet:sheet modalForWindow:self + modalDelegate:nil didEndSelector:NULL contextInfo:nil]; +} + +- (void)specificGame:(id)sender +{ + [self startConfigureSheet:CFG_DESC]; +} + +- (void)specificRandomGame:(id)sender +{ + [self startConfigureSheet:CFG_SEED]; +} + +- (void)customGameType:(id)sender +{ + [self startConfigureSheet:CFG_SETTINGS]; +} + +- (void)sheetEndWithStatus:(BOOL)update +{ + assert(sheet != NULL); + [NSApp endSheet:sheet]; + [sheet orderOut:self]; + sheet = NULL; + if (update) { + int k; + config_item *i; + char *error; + + k = 0; + for (i = cfg; i->type != C_END; i++) { + switch (i->type) { + case C_STRING: + sfree(i->sval); + i->sval = dupstr([[[(id)cfg_controls[k+1] cell] + title] UTF8String]); + k += 2; + break; + case C_BOOLEAN: + i->ival = [(id)cfg_controls[k] state] == NSOnState; + k++; + break; + case C_CHOICES: + i->ival = [(id)cfg_controls[k+1] indexOfSelectedItem]; + k += 2; + break; + } + } + + error = midend_set_config(me, cfg_which, cfg); + if (error) { + NSAlert *alert = [[[NSAlert alloc] init] autorelease]; + [alert addButtonWithTitle:@"Bah"]; + [alert setInformativeText:[NSString stringWithUTF8String:error]]; + [alert beginSheetModalForWindow:self modalDelegate:nil + didEndSelector:NULL contextInfo:nil]; + } else { + midend_new_game(me); + [self resizeForNewGameParams]; + [self updateTypeMenuTick]; + } + } + sfree(cfg_controls); + cfg_controls = NULL; +} +- (void)sheetOKButton:(id)sender +{ + [self sheetEndWithStatus:YES]; +} +- (void)sheetCancelButton:(id)sender +{ + [self sheetEndWithStatus:NO]; +} + +- (void)setStatusLine:(char *)text +{ + [[status cell] setTitle:[NSString stringWithUTF8String:text]]; } @end @@ -514,19 +1276,17 @@ struct frontend { /* * 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 }; + NSPoint p = { coords[i*2] + 0.5, fe->h - coords[i*2+1] - 0.5 }; if (i == 0) [path moveToPoint:p]; else @@ -535,15 +1295,45 @@ void draw_polygon(frontend *fe, int *coords, int npoints, [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, fe->h-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 }; + NSPoint p1 = { x1 + 0.5, fe->h - y1 - 0.5 }; + NSPoint p2 = { x2 + 0.5, fe->h - y2 - 0.5 }; [[NSGraphicsContext currentContext] setShouldAntialias:NO]; @@ -553,11 +1343,14 @@ void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) [path moveToPoint:p1]; [path lineToPoint:p2]; [path stroke]; + NSRectFill(NSMakeRect(x1, fe->h-y1-1, 1, 1)); + NSRectFill(NSMakeRect(x2, fe->h-y2-1, 1, 1)); } -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) { - NSRect r = { {x,y}, {w,h} }; - + frontend *fe = (frontend *)handle; + NSRect r = { {x, fe->h - y - h}, {w,h} }; + [[NSGraphicsContext currentContext] setShouldAntialias:NO]; assert(colour >= 0 && colour < fe->ncolours); @@ -565,10 +1358,11 @@ void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) 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 stringWithUTF8String:text]; NSDictionary *attr; NSFont *font; NSSize size; @@ -588,7 +1382,7 @@ void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, font, NSFontAttributeName, nil]; point.x = x; - point.y = y; + point.y = fe->h - y; size = [string sizeWithAttributes:attr]; if (align & ALIGN_HRIGHT) @@ -596,39 +1390,152 @@ void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, else if (align & ALIGN_HCENTRE) point.x -= size.width / 2; if (align & ALIGN_VCENTRE) - point.y -= size.height / 2; + point.y -= size.height / 2; [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) { - /* FIXME */ + /* + * We assume OS X can cope with any UTF-8 likely to be emitted + * by a puzzle. + */ + return dupstr(strings[0]); } -void clip(frontend *fe, int x, int y, int w, int h) +struct blitter { + int w, h; + int x, y; + NSImage *img; +}; +static blitter *osx_blitter_new(void *handle, int w, int h) { - NSRect r = { {x,y}, {w,h} }; + blitter *bl = snew(blitter); + bl->x = bl->y = -1; + bl->w = w; + bl->h = h; + bl->img = [[NSImage alloc] initWithSize:NSMakeSize(w, h)]; + 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; + int sx, sy, sX, sY, dx, dy, dX, dY; + [fe->image unlockFocus]; + [bl->img lockFocus]; + + /* + * Find the intersection of the source and destination rectangles, + * so as to avoid trying to copy from outside the source image, + * which GNUstep dislikes. + * + * Lower-case x,y coordinates are bottom left box corners; + * upper-case X,Y are the top right. + */ + sx = x; sy = fe->h - y - bl->h; + sX = sx + bl->w; sY = sy + bl->h; + dx = dy = 0; + dX = bl->w; dY = bl->h; + if (sx < 0) { + dx += -sx; + sx = 0; + } + if (sy < 0) { + dy += -sy; + sy = 0; + } + if (sX > fe->w) { + dX -= (sX - fe->w); + sX = fe->w; + } + if (sY > fe->h) { + dY -= (sY - fe->h); + sY = fe->h; + } + [fe->image drawInRect:NSMakeRect(dx, dy, dX-dx, dY-dy) + fromRect:NSMakeRect(sx, sy, sX-sx, sY-sy) + 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, fe->h - y - bl->h, 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, fe->h - y - h, w, h)]; +} +static void osx_clip(void *handle, int x, int y, int w, int h) +{ + frontend *fe = (frontend *)handle; + NSRect r = { {x, fe->h - y - h}, {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]; - [fe->view setNeedsDisplay]; } +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) { @@ -640,89 +1547,19 @@ void activate_timer(frontend *fe) } /* ---------------------------------------------------------------------- - * Utility routines for constructing OS X menus. - */ - -NSMenu *newmenu(const char *title) -{ - return [[[NSMenu allocWithZone:[NSMenu menuZone]] - initWithTitle:[NSString stringWithCString:title]] - autorelease]; -} - -NSMenu *newsubmenu(NSMenu *parent, const char *title) -{ - NSMenuItem *item; - NSMenu *child; - - item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]] - initWithTitle:[NSString stringWithCString:title] - action:NULL - keyEquivalent:@""] - autorelease]; - child = newmenu(title); - [item setEnabled:YES]; - [item setSubmenu:child]; - [parent addItem:item]; - return child; -} - -id initnewitem(NSMenuItem *item, NSMenu *parent, const char *title, - const char *key, id target, SEL action) -{ - unsigned mask = NSCommandKeyMask; - - if (key[strcspn(key, "-")]) { - while (*key && *key != '-') { - int c = tolower((unsigned char)*key); - if (c == 's') { - mask |= NSShiftKeyMask; - } else if (c == 'o' || c == 'a') { - mask |= NSAlternateKeyMask; - } - key++; - } - if (*key) - key++; - } - - item = [[item initWithTitle:[NSString stringWithCString:title] - action:NULL - keyEquivalent:[NSString stringWithCString:key]] - autorelease]; - - if (*key) - [item setKeyEquivalentModifierMask: mask]; - - [item setEnabled:YES]; - [item setTarget:target]; - [item setAction:action]; - - [parent addItem:item]; - - return item; -} - -NSMenuItem *newitem(NSMenu *parent, char *title, char *key, - id target, SEL action) -{ - return initnewitem([NSMenuItem allocWithZone:[NSMenu menuZone]], - parent, title, key, target, action); -} - -/* ---------------------------------------------------------------------- * AppController: the object which receives the messages from all * menu selections that aren't standard OS X functions. */ @interface AppController : NSObject { } -- (IBAction)newGame:(id)sender; +- (void)newGameWindow:(id)sender; +- (void)about:(id)sender; @end @implementation AppController -- (IBAction)newGame:(id)sender +- (void)newGameWindow:(id)sender { const game *g = [sender getPayload]; id win; @@ -731,6 +1568,31 @@ NSMenuItem *newitem(NSMenu *parent, char *title, char *key, [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"); + { + int i; + + for (i = 0; i < gamecount; i++) { + id item = + initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]], + menu, gamelist[i]->name, "", self, + @selector(newGameWindow:)); + [item setPayload:(void *)gamelist[i]]; + } + } + return menu; +} + @end /* ---------------------------------------------------------------------- @@ -740,7 +1602,6 @@ int main(int argc, char **argv) { NSAutoreleasePool *pool; NSMenu *menu; - NSMenuItem *item; AppController *controller; NSImage *icon; @@ -751,50 +1612,69 @@ int main(int argc, char **argv) [NSApp setApplicationIconImage:icon]; controller = [[[AppController alloc] init] autorelease]; + [NSApp setDelegate:controller]; [NSApp setMainMenu: newmenu("Main Menu")]; menu = newsubmenu([NSApp mainMenu], "Apple Menu"); + 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, "Hide Others", "o-h", NSApp, @selector(hideOtherApplications:)); - item = newitem(menu, "Show All", "", NSApp, @selector(unhideAllApplications:)); + newitem(menu, "Hide Puzzles", "h", NSApp, @selector(hide:)); + newitem(menu, "Hide Others", "o-h", NSApp, @selector(hideOtherApplications:)); + newitem(menu, "Show All", "", NSApp, @selector(unhideAllApplications:)); [menu addItem:[NSMenuItem separatorItem]]; - item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:)); + newitem(menu, "Quit", "q", NSApp, @selector(terminate:)); [NSApp setAppleMenu: menu]; - menu = newsubmenu([NSApp mainMenu], "Open"); + menu = newsubmenu([NSApp mainMenu], "File"); + newitem(menu, "Open", "o", NULL, @selector(loadSavedGame:)); + newitem(menu, "Save As", "s", NULL, @selector(saveGame:)); + newitem(menu, "New Game", "n", NULL, @selector(newGame:)); + newitem(menu, "Restart Game", "r", NULL, @selector(restartGame:)); + newitem(menu, "Specific Game", "", NULL, @selector(specificGame:)); + 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 addItem:[NSMenuItem separatorItem]]; + newitem(menu, "Close", "w", NULL, @selector(performClose:)); - 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 = newsubmenu([NSApp mainMenu], "Edit"); + newitem(menu, "Undo", "z", NULL, @selector(undoMove:)); + newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:)); [menu addItem:[NSMenuItem separatorItem]]; - item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:)); - item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:)); + newitem(menu, "Cut", "x", NULL, @selector(cut:)); + newitem(menu, "Copy", "c", NULL, @selector(copy:)); + newitem(menu, "Paste", "v", NULL, @selector(paste:)); [menu addItem:[NSMenuItem separatorItem]]; - item = newitem(menu, "Close", "w", NULL, @selector(performClose:)); + newitem(menu, "Solve", "S-s", NULL, @selector(solveGame:)); menu = newsubmenu([NSApp mainMenu], "Type"); typemenu = menu; - item = newitem(menu, "Custom", "", NULL, @selector(customGameType:)); + newitem(menu, "Custom", "", NULL, @selector(customGameType:)); menu = newsubmenu([NSApp mainMenu], "Window"); [NSApp setWindowsMenu: menu]; - item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:)); + newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:)); + + menu = newsubmenu([NSApp mainMenu], "Help"); + newitem(menu, "Puzzles Help", "?", NSApp, @selector(showHelp:)); [NSApp run]; [pool release]; + + return 0; }