X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/e7fabdfa27f4d897a50825a44d3fab7502b90ec1..2c12137df43a55ee7598f9335fb56b26748386a2:/osx.m diff --git a/osx.m b/osx.m index beafc09..4c3b132 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: * @@ -17,11 +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 @@ -41,6 +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 @@ -54,6 +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 @@ -66,6 +77,8 @@ * recreate it. */ +#define COMBINED /* we put all the puzzles in one binary in this port */ + #include #include #import @@ -81,6 +94,11 @@ */ 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. @@ -127,6 +145,42 @@ void get_random_seed(void **randseed, int *randseedsize) *randseedsize = sizeof(time_t); } +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) +{ +} + +/* + * 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+.) + */ +#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 * *', allowing several menu items to invoke the same message but @@ -222,6 +276,98 @@ 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' @@ -263,7 +409,7 @@ struct frontend { @interface GameWindow : NSWindow { const game *ourgame; - midend_data *me; + midend *me; struct frontend fe; struct timeval last_time; NSTimer *timer; @@ -275,12 +421,14 @@ struct frontend { NSTextField *status; } - (id)initWithGame:(const game *)g; -- dealloc; +- (void)dealloc; - (void)processButton:(int)b x:(int)x y:(int)y; - (void)keyDown:(NSEvent *)ev; - (void)activateTimer; - (void)deactivateTimer; -- (void)setStatusLine:(NSString *)text; +- (void)setStatusLine:(char *)text; +- (void)resizeForNewGameParams; +- (void)updateTypeMenuTick; @end @implementation MyImageView @@ -367,7 +515,8 @@ struct frontend { 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; @@ -390,7 +539,7 @@ struct frontend { 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 @@ -398,14 +547,15 @@ 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; /* * Create the status bar, which will just be an NSTextField. */ - if (ourgame->wants_statusbar()) { + if (midend_wants_statusbar(me)) { status = [[NSTextField alloc] initWithFrame:NSMakeRect(0,0,100,50)]; [status setEditable:NO]; [status setSelectable:NO]; @@ -455,7 +605,7 @@ struct frontend { return self; } -- dealloc +- (void)dealloc { int i; for (i = 0; i < fe.ncolours; i++) { @@ -463,7 +613,7 @@ struct frontend { } sfree(fe.colours); midend_free(me); - return [super dealloc]; + [super dealloc]; } - (void)processButton:(int)b x:(int)x y:(int)y @@ -486,24 +636,39 @@ 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; + } } + if (c >= '0' && c <= '9' && ([ev modifierFlags] & NSNumericPadKeyMask)) + c |= MOD_NUM_KEYPAD; + [self processButton:c x:-1 y:-1]; } } @@ -539,13 +704,73 @@ struct frontend { last_time = now; } +- (void)showError:(char *)message +{ + NSAlert *alert; + + alert = [[[NSAlert alloc] init] autorelease]; + [alert addButtonWithTitle:@"Bah"]; + [alert setInformativeText:[NSString stringWithCString:message]]; + [alert beginSheetModalForWindow:self modalDelegate:nil + didEndSelector:nil contextInfo:nil]; +} + - (void)newGame:(id)sender { [self processButton:'n' x:-1 y:-1]; } - (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 { @@ -556,10 +781,58 @@ 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; + + 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 @@ -594,6 +867,8 @@ struct frontend { [typemenu insertItem:item atIndex:0]; } } + + [self updateTypeMenuTick]; } - (void)resignKeyWindow @@ -613,10 +888,18 @@ 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; + 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]; @@ -631,6 +914,7 @@ struct frontend { midend_new_game(me); [self resizeForNewGameParams]; + [self updateTypeMenuTick]; } - (void)startConfigureSheet:(int)which @@ -725,10 +1009,6 @@ 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]; @@ -736,6 +1016,17 @@ 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; @@ -891,6 +1182,11 @@ struct frontend { - (void)specificGame:(id)sender { + [self startConfigureSheet:CFG_DESC]; +} + +- (void)specificRandomGame:(id)sender +{ [self startConfigureSheet:CFG_SEED]; } @@ -916,7 +1212,7 @@ struct frontend { case C_STRING: sfree(i->sval); i->sval = dupstr([[[(id)cfg_controls[k+1] cell] - title] cString]); + title] UTF8String]); k += 2; break; case C_BOOLEAN: @@ -940,6 +1236,7 @@ struct frontend { } else { midend_new_game(me); [self resizeForNewGameParams]; + [self updateTypeMenuTick]; } } sfree(cfg_controls); @@ -954,9 +1251,9 @@ struct frontend { [self sheetEndWithStatus:NO]; } -- (void)setStatusLine:(NSString *)text +- (void)setStatusLine:(char *)text { - [[status cell] setTitle:text]; + [[status cell] setTitle:[NSString stringWithCString:text]]; } @end @@ -964,17 +1261,15 @@ 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 }; if (i == 0) @@ -985,13 +1280,42 @@ 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, 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 }; @@ -1004,10 +1328,11 @@ void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) [path lineToPoint:p2]; [path stroke]; } -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) { + frontend *fe = (frontend *)handle; NSRect r = { {x,y}, {w,h} }; - + [[NSGraphicsContext currentContext] setShouldAntialias:NO]; assert(colour >= 0 && colour < fe->ncolours); @@ -1015,10 +1340,12 @@ 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 stringWithCString:text + encoding:NSUTF8StringEncoding]; NSDictionary *attr; NSFont *font; NSSize size; @@ -1047,43 +1374,123 @@ void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, point.x -= size.width / 2; if (align & ALIGN_VCENTRE) point.y -= size.height / 2; + else + point.y -= size.height; [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: 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? + * We assume OS X can cope with any UTF-8 likely to be emitted + * by a puzzle. */ + return dupstr(strings[0]); +} +struct blitter { + int w, h; + int x, y; + NSImage *img; +}; +static blitter *osx_blitter_new(void *handle, 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; +} +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; + [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; +} +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, y, bl->w, bl->h) + fromRect:NSMakeRect(0, 0, bl->w, bl->h) + operation:NSCompositeCopy fraction:1.0]; } -void clip(frontend *fe, int x, int y, int w, int h) +static void osx_draw_update(void *handle, int x, int y, int w, int h) { + frontend *fe = (frontend *)handle; + [fe->view setNeedsDisplayInRect:NSMakeRect(x,y,w,h)]; +} +static void osx_clip(void *handle, int x, int y, int w, int h) +{ + frontend *fe = (frontend *)handle; NSRect r = { {x,y}, {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) { @@ -1094,11 +1501,6 @@ 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. @@ -1106,12 +1508,13 @@ void status_bar(frontend *fe, char *text) @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; @@ -1120,6 +1523,14 @@ void status_bar(frontend *fe, char *text) [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"); @@ -1130,7 +1541,7 @@ 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]]; } } @@ -1162,6 +1573,8 @@ int main(int argc, char **argv) [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:)); @@ -1171,28 +1584,39 @@ 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, "Open", "o", NULL, @selector(loadSavedGame:)); + item = newitem(menu, "Save As", "s", NULL, @selector(saveGame:)); + 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; @@ -1202,6 +1626,11 @@ 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]; + + return 0; }