X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/e1107f8b6072d72ce9690be950f14e1efe0c9b52..7f89707cfefc99bd87511cb5d1f48a217c85e8fa:/osx.m diff --git a/osx.m b/osx.m index 2a89705..dfed94c 100644 --- a/osx.m +++ b/osx.m @@ -1,15 +1,28 @@ /* * Mac OS X / Cocoa front end to puzzles. * - * TODO: + * 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? * - * - status bar support. + * - 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 @@ -18,12 +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 @@ -35,20 +42,12 @@ * 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? - * + apparently we can; see the NSApplication method - * `applicationDockMenu:'. Good good. Do so. - * - * - Why are the right and bottom edges of the Pattern grid one - * pixel thinner than they should be? - * * - 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? @@ -61,6 +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 @@ -78,30 +82,53 @@ #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; } -void status_bar(frontend *fe, char *text) -{ - /* FIXME */ -} void get_random_seed(void **randseed, int *randseedsize) { @@ -112,16 +139,6 @@ 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. @@ -216,6 +233,98 @@ NSMenuItem *newitem(NSMenu *parent, char *title, char *key, } /* ---------------------------------------------------------------------- + * 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' @@ -266,6 +375,7 @@ struct frontend { int cfg_which; NSView **cfg_controls; int cfg_ncontrols; + NSTextField *status; } - (id)initWithGame:(const game *)g; - dealloc; @@ -273,6 +383,7 @@ struct frontend { - (void)keyDown:(NSEvent *)ev; - (void)activateTimer; - (void)deactivateTimer; +- (void)setStatusLine:(NSString *)text; @end @implementation MyImageView @@ -349,27 +460,33 @@ struct frontend { @implementation GameWindow - (void)setupContentView { - NSSize size = {0,0}; + NSRect frame; int w, h; + if (status) { + frame = [status frame]; + frame.origin.y = frame.size.height; + } else + frame.origin.y = 0; + frame.origin.x = 0; + midend_size(me, &w, &h); - size.width = w; - size.height = h; + frame.size.width = w; + frame.size.height = h; - fe.image = [[NSImage alloc] initWithSize:size]; + fe.image = [[NSImage alloc] initWithSize:frame.size]; [fe.image setFlipped:YES]; - fe.view = [[MyImageView alloc] - initWithFrame:[self contentRectForFrameRect:[self frame]]]; + 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; @@ -388,6 +505,27 @@ struct frontend { rect.size.width = w; rect.size.height = h; + /* + * Create the status bar, which will just be an NSTextField. + */ + if (ourgame->wants_statusbar()) { + 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) @@ -411,6 +549,8 @@ struct frontend { } [self setupContentView]; + if (status) + [[self contentView] addSubview:status]; [self setIgnoresMouseEvents:NO]; [self center]; /* :-) */ @@ -467,6 +607,9 @@ struct frontend { } } + if (c >= '0' && c <= '9' && ([ev modifierFlags] & NSNumericPadKeyMask)) + c |= MOD_NUM_KEYPAD; + [self processButton:c x:-1 y:-1]; } } @@ -508,7 +651,7 @@ struct frontend { } - (void)restartGame:(id)sender { - [self processButton:'r' x:-1 y:-1]; + midend_restart_game(me); } - (void)undoMove:(id)sender { @@ -519,6 +662,46 @@ 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) @@ -580,6 +763,13 @@ 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]; @@ -688,10 +878,6 @@ 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]; @@ -699,6 +885,17 @@ 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; @@ -854,6 +1051,11 @@ struct frontend { - (void)specificGame:(id)sender { + [self startConfigureSheet:CFG_DESC]; +} + +- (void)specificRandomGame:(id)sender +{ [self startConfigureSheet:CFG_SEED]; } @@ -896,7 +1098,7 @@ 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]; @@ -917,6 +1119,11 @@ struct frontend { [self sheetEndWithStatus:NO]; } +- (void)setStatusLine:(NSString *)text +{ + [[status cell] setTitle:text]; +} + @end /* @@ -1010,7 +1217,7 @@ 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) { @@ -1035,7 +1242,6 @@ void start_draw(frontend *fe) void end_draw(frontend *fe) { [fe->image unlockFocus]; - [fe->view setNeedsDisplay]; } void deactivate_timer(frontend *fe) @@ -1047,6 +1253,11 @@ void activate_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. @@ -1054,12 +1265,13 @@ void activate_timer(frontend *fe) @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; @@ -1068,6 +1280,31 @@ void activate_timer(frontend *fe) [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 /* ---------------------------------------------------------------------- @@ -1088,10 +1325,13 @@ 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"); + 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:)); @@ -1101,28 +1341,37 @@ 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:)); + 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; @@ -1132,6 +1381,9 @@ 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]; }