+/*
+ * Mac OS X / Cocoa front end to puzzles.
+ *
+ * TODO:
+ *
+ * Before initial checkin:
+ *
+ * - create an OS X makefile target in mkfiles.pl rather than the
+ * current ad-hockery.
+ *
+ * Things that can reasonably be left to future checkins:
+ *
+ * - status bar support.
+ *
+ * - preset selection. Should be reasonably simple: just a matter
+ * of dynamically frobbing the menu bar.
+ *
+ * - configurability. Will no doubt involve learning all about the
+ * dialog control side of Cocoa.
+ *
+ * - needs an icon.
+ *
+ * - 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"?
+ *
+ * - a brief frob of the Mac numeric keypad suggests that it
+ * generates numbers no matter what you do. I wonder if I should
+ * try to figure out a way of detecting keypad codes so I can
+ * implement UP_LEFT and friends.
+ *
+ * - proper fatal errors.
+ *
+ * - is there a better approach to frontend_default_colour?
+ *
+ * - some options in the Window menu! Close and Minimise, I think,
+ * at least.
+ */
+
+#include <ctype.h>
+#include <sys/time.h>
+#import <Cocoa/Cocoa.h>
+#include "puzzles.h"
+
+void fatal(char *fmt, ...)
+{
+ /* FIXME: This will do for testing, but should be GUI-ish instead. */
+ va_list ap;
+
+ fprintf(stderr, "fatal error: ");
+
+ va_start(ap, fmt);
+ vfprintf(stderr, fmt, ap);
+ va_end(ap);
+
+ fprintf(stderr, "\n");
+ exit(1);
+}
+
+void frontend_default_colour(frontend *fe, float *output)
+{
+ /* FIXME */
+ output[0] = output[1] = output[2] = 0.8F;
+}
+void status_bar(frontend *fe, char *text)
+{
+ /* FIXME */
+}
+
+void get_random_seed(void **randseed, int *randseedsize)
+{
+ time_t *tp = snew(time_t);
+ time(tp);
+ *randseed = (void *)tp;
+ *randseedsize = sizeof(time_t);
+}
+
+/* ----------------------------------------------------------------------
+ * The front end presented to midend.c.
+ *
+ * This is mostly a subclass of NSWindow. The actual `frontend'
+ * structure passed to the midend contains a variety of pointers,
+ * including that window object but also including the image we
+ * draw on, an ImageView to display it in the window, and so on.
+ */
+
+@class GameWindow;
+@class MyImageView;
+
+struct frontend {
+ GameWindow *window;
+ NSImage *image;
+ MyImageView *view;
+ NSColor **colours;
+ int ncolours;
+ int clipped;
+};
+
+@interface MyImageView : NSImageView
+{
+ GameWindow *ourwin;
+}
+- (void)setWindow:(GameWindow *)win;
+- (BOOL)isFlipped;
+- (void)mouseEvent:(NSEvent *)ev button:(int)b;
+- (void)mouseDown:(NSEvent *)ev;
+- (void)mouseDragged:(NSEvent *)ev;
+- (void)mouseUp:(NSEvent *)ev;
+- (void)rightMouseDown:(NSEvent *)ev;
+- (void)rightMouseDragged:(NSEvent *)ev;
+- (void)rightMouseUp:(NSEvent *)ev;
+- (void)otherMouseDown:(NSEvent *)ev;
+- (void)otherMouseDragged:(NSEvent *)ev;
+- (void)otherMouseUp:(NSEvent *)ev;
+@end
+
+@interface GameWindow : NSWindow
+{
+ const game *ourgame;
+ midend_data *me;
+ struct frontend fe;
+ struct timeval last_time;
+ NSTimer *timer;
+}
+- (id)initWithGame:(const game *)g;
+- dealloc;
+- (void)processButton:(int)b x:(int)x y:(int)y;
+- (void)keyDown:(NSEvent *)ev;
+- (void)activateTimer;
+- (void)deactivateTimer;
+@end
+
+@implementation MyImageView
+
+- (void)setWindow:(GameWindow *)win
+{
+ ourwin = win;
+}
+
+- (BOOL)isFlipped
+{
+ return YES;
+}
+
+- (void)mouseEvent:(NSEvent *)ev button:(int)b
+{
+ NSPoint point = [self convertPoint:[ev locationInWindow] fromView:nil];
+ [ourwin processButton:b x:point.x y:point.y];
+}
+
+- (void)mouseDown:(NSEvent *)ev
+{
+ unsigned mod = [ev modifierFlags];
+ [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_BUTTON :
+ (mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
+ LEFT_BUTTON)];
+}
+- (void)mouseDragged:(NSEvent *)ev
+{
+ unsigned mod = [ev modifierFlags];
+ [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_DRAG :
+ (mod & NSShiftKeyMask) ? MIDDLE_DRAG :
+ LEFT_DRAG)];
+}
+- (void)mouseUp:(NSEvent *)ev
+{
+ unsigned mod = [ev modifierFlags];
+ [self mouseEvent:ev button:((mod & NSCommandKeyMask) ? RIGHT_RELEASE :
+ (mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
+ LEFT_RELEASE)];
+}
+- (void)rightMouseDown:(NSEvent *)ev
+{
+ unsigned mod = [ev modifierFlags];
+ [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_BUTTON :
+ RIGHT_BUTTON)];
+}
+- (void)rightMouseDragged:(NSEvent *)ev
+{
+ unsigned mod = [ev modifierFlags];
+ [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_DRAG :
+ RIGHT_DRAG)];
+}
+- (void)rightMouseUp:(NSEvent *)ev
+{
+ unsigned mod = [ev modifierFlags];
+ [self mouseEvent:ev button:((mod & NSShiftKeyMask) ? MIDDLE_RELEASE :
+ RIGHT_RELEASE)];
+}
+- (void)otherMouseDown:(NSEvent *)ev
+{
+ [self mouseEvent:ev button:MIDDLE_BUTTON];
+}
+- (void)otherMouseDragged:(NSEvent *)ev
+{
+ [self mouseEvent:ev button:MIDDLE_DRAG];
+}
+- (void)otherMouseUp:(NSEvent *)ev
+{
+ [self mouseEvent:ev button:MIDDLE_RELEASE];
+}
+@end
+
+@implementation GameWindow
+- (id)initWithGame:(const game *)g
+{
+ NSRect rect = { {0,0}, {0,0} };
+ int w, h;
+
+ ourgame = g;
+
+ fe.window = self;
+
+ me = midend_new(&fe, ourgame);
+ /*
+ * 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
+ * into a new initWithGame:gameID: method, and have
+ * initWithGame: simply call that one and pass it NULL.
+ */
+ midend_new_game(me);
+ midend_size(me, &w, &h);
+ rect.size.width = w;
+ rect.size.height = h;
+
+ self = [super initWithContentRect:rect
+ styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
+ NSClosableWindowMask)
+ backing:NSBackingStoreBuffered
+ defer:true];
+ [self setTitle:[NSString stringWithCString:ourgame->name]];
+
+ {
+ float *colours;
+ int i, ncolours;
+
+ colours = midend_colours(me, &ncolours);
+ fe.ncolours = ncolours;
+ fe.colours = snewn(ncolours, NSColor *);
+
+ for (i = 0; i < ncolours; i++) {
+ fe.colours[i] = [[NSColor colorWithDeviceRed:colours[i*3]
+ green:colours[i*3+1] blue:colours[i*3+2]
+ alpha:1.0] retain];
+ }
+ }
+
+ fe.image = [[NSImage alloc] initWithSize:rect.size];
+ [fe.image setFlipped:YES];
+ fe.view = [[MyImageView alloc]
+ initWithFrame:[self contentRectForFrameRect:[self frame]]];
+ [fe.view setImage:fe.image];
+ [fe.view setWindow:self];
+ [self setContentView:fe.view];
+ [self setIgnoresMouseEvents:NO];
+
+ midend_redraw(me);
+
+ [self center]; /* :-) */
+
+ return self;
+}
+
+- dealloc
+{
+ int i;
+ for (i = 0; i < fe.ncolours; i++) {
+ [fe.colours[i] release];
+ }
+ sfree(fe.colours);
+ midend_free(me);
+ return [super dealloc];
+}
+
+- (void)processButton:(int)b x:(int)x y:(int)y
+{
+ if (!midend_process_key(me, x, y, b))
+ [self close];
+}
+
+- (void)keyDown:(NSEvent *)ev
+{
+ NSString *s = [ev characters];
+ int i, n = [s length];
+
+ for (i = 0; i < n; i++) {
+ int c = [s characterAtIndex:i];
+
+ /*
+ * ASCII gets passed straight to midend_process_key.
+ * Anything above that has to be translated to our own
+ * function key codes.
+ */
+ if (c >= 0x80) {
+ switch (c) {
+ case NSUpArrowFunctionKey:
+ c = CURSOR_UP;
+ break;
+ case NSDownArrowFunctionKey:
+ c = CURSOR_DOWN;
+ break;
+ case NSLeftArrowFunctionKey:
+ c = CURSOR_LEFT;
+ break;
+ case NSRightArrowFunctionKey:
+ c = CURSOR_RIGHT;
+ break;
+ default:
+ continue;
+ }
+ }
+
+ [self processButton:c x:-1 y:-1];
+ }
+}
+
+- (void)activateTimer
+{
+ if (timer != nil)
+ return;
+
+ timer = [NSTimer scheduledTimerWithTimeInterval:0.02
+ target:self selector:@selector(timerTick:)
+ userInfo:nil repeats:YES];
+ gettimeofday(&last_time, NULL);
+}
+
+- (void)deactivateTimer
+{
+ if (timer == nil)
+ return;
+
+ [timer invalidate];
+ timer = nil;
+}
+
+- (void)timerTick:(id)sender
+{
+ struct timeval now;
+ float elapsed;
+ gettimeofday(&now, NULL);
+ elapsed = ((now.tv_usec - last_time.tv_usec) * 0.000001F +
+ (now.tv_sec - last_time.tv_sec));
+ midend_timer(me, elapsed);
+ last_time = now;
+}
+
+@end
+
+/*
+ * Drawing routines called by the midend.
+ */
+void draw_polygon(frontend *fe, int *coords, int npoints,
+ int fill, int colour)
+{
+ 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)
+ [path moveToPoint:p];
+ else
+ [path lineToPoint:p];
+ }
+
+ [path closePath];
+
+ if (fill)
+ [path fill];
+ else
+ [path stroke];
+}
+void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
+{
+ NSBezierPath *path = [NSBezierPath bezierPath];
+ NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, y2 + 0.5 };
+
+ [[NSGraphicsContext currentContext] setShouldAntialias:NO];
+
+ assert(colour >= 0 && colour < fe->ncolours);
+ [fe->colours[colour] set];
+
+ [path moveToPoint:p1];
+ [path lineToPoint:p2];
+ [path stroke];
+}
+void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
+{
+ NSRect r = { {x,y}, {w,h} };
+
+ [[NSGraphicsContext currentContext] setShouldAntialias:NO];
+
+ assert(colour >= 0 && colour < fe->ncolours);
+ [fe->colours[colour] set];
+
+ NSRectFill(r);
+}
+void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
+ int align, int colour, char *text)
+{
+ NSString *string = [NSString stringWithCString:text];
+ NSDictionary *attr;
+ NSFont *font;
+ NSSize size;
+ NSPoint point;
+
+ [[NSGraphicsContext currentContext] setShouldAntialias:YES];
+
+ assert(colour >= 0 && colour < fe->ncolours);
+
+ if (fonttype == FONT_FIXED)
+ font = [NSFont userFixedPitchFontOfSize:fontsize];
+ else
+ font = [NSFont userFontOfSize:fontsize];
+
+ attr = [NSDictionary dictionaryWithObjectsAndKeys:
+ fe->colours[colour], NSForegroundColorAttributeName,
+ font, NSFontAttributeName, nil];
+
+ point.x = x;
+ point.y = y;
+
+ size = [string sizeWithAttributes:attr];
+ if (align & ALIGN_HRIGHT)
+ point.x -= size.width;
+ else if (align & ALIGN_HCENTRE)
+ point.x -= size.width / 2;
+ if (align & ALIGN_VCENTRE)
+ point.y -= size.height / 2;
+
+ [string drawAtPoint:point withAttributes:attr];
+}
+void draw_update(frontend *fe, int x, int y, int w, int h)
+{
+ /* FIXME */
+}
+void clip(frontend *fe, int x, int y, int w, int h)
+{
+ NSRect r = { {x,y}, {w,h} };
+
+ if (!fe->clipped)
+ [[NSGraphicsContext currentContext] saveGraphicsState];
+ [NSBezierPath clipRect:r];
+ fe->clipped = TRUE;
+}
+void unclip(frontend *fe)
+{
+ if (fe->clipped)
+ [[NSGraphicsContext currentContext] restoreGraphicsState];
+ fe->clipped = FALSE;
+}
+void start_draw(frontend *fe)
+{
+ [fe->image lockFocus];
+ fe->clipped = FALSE;
+}
+void end_draw(frontend *fe)
+{
+ [fe->image unlockFocus];
+ [fe->view setNeedsDisplay];
+}
+
+void deactivate_timer(frontend *fe)
+{
+ [fe->window deactivateTimer];
+}
+void activate_timer(frontend *fe)
+{
+ [fe->window activateTimer];
+}
+
+/* ----------------------------------------------------------------------
+ * 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);
+}
+
+/* ----------------------------------------------------------------------
+ * Tiny extension to NSMenuItem which carries a payload of a `const
+ * game *', allowing our AppController to work out _which_ game
+ * needs to be launched when it receives a newGame message.
+ */
+@interface GameMenuItem : NSMenuItem
+{
+ const game *ourgame;
+}
+- (void)setGame:(const game *)g;
+- (const game *)getGame;
+@end
+@implementation GameMenuItem
+- (void)setGame:(const game *)g
+{
+ ourgame = g;
+}
+- (const game *)getGame
+{
+ return ourgame;
+}
+@end
+
+/* ----------------------------------------------------------------------
+ * 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;
+@end
+
+@implementation AppController
+
+- (IBAction)newGame:(id)sender
+{
+ const game *g = [sender getGame];
+ id win;
+
+ win = [[GameWindow alloc] initWithGame:g];
+ [win makeKeyAndOrderFront:self];
+}
+
+@end
+
+/* ----------------------------------------------------------------------
+ * Main program. Constructs the menus and runs the application.
+ */
+int main(int argc, char **argv)
+{
+ NSAutoreleasePool *pool;
+ NSMenu *menu;
+ NSMenuItem *item;
+ AppController *controller;
+
+ pool = [[NSAutoreleasePool alloc] init];
+ [NSApplication sharedApplication];
+
+ controller = [[[AppController alloc] init] autorelease];
+
+ [NSApp setMainMenu: newmenu("Main Menu")];
+
+ menu = newsubmenu([NSApp mainMenu], "Apple Menu");
+ [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:));
+ [menu addItem:[NSMenuItem separatorItem]];
+ item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
+ [NSApp setAppleMenu: menu];
+
+ menu = newsubmenu([NSApp mainMenu], "Game");
+ {
+ int i;
+
+ for (i = 0; i < gamecount; i++) {
+ id item =
+ initnewitem([GameMenuItem allocWithZone:[NSMenu menuZone]],
+ menu, gamelist[i]->name, "", controller,
+ @selector(newGame:));
+ [item setGame:gamelist[i]];
+ }
+ }
+
+ menu = newsubmenu([NSApp mainMenu], "Windows");
+ [NSApp setWindowsMenu: menu];
+
+ [NSApp run];
+ [pool release];
+}