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* Introduce a versioning mechanism, and an `About' box in all frontSimon Tatham2005-05-15
| | | | | | | | | ends. Versioning will be done solely by Subversion revision number, since development on these puzzles is very incremental and gradual and there don't tend to be obvious points to place numbered releases. [originally from svn r5781]
* I've had two complaints that Solo ought to recognise the numericSimon Tatham2005-05-12
| | | | | | | | | | | | | | | | keypad. The reason it doesn't is because front ends were carefully translating the numeric keypad into 8-way directional keys for the benefit of Cube. Therefore, a policy change: - front ends process the numeric keypad by sending MOD_NUM_KEYPAD | '3' and similar - front ends running on a platform with Num Lock SHOULD do this _irrespective_ of the state of Num Lock - back ends do whatever they see fit with numeric keypad keys. Result: the numeric keypad now works in Solo, and also works in OS X Cube (which it previously didn't because I forgot to implement that bit of the front end!). [originally from svn r5774]
* Added an automatic `Solve' feature to most games. This is useful forSimon Tatham2005-05-02
| | | | | | | | | | | | | | | | various things: - if you haven't fully understood what a game is about, it gives you an immediate example of a puzzle plus its solution so you can understand it - in some games it's useful to compare your solution with the real one and see where you made a mistake - in the rearrangement games (Fifteen, Sixteen, Twiddle) it's handy to be able to get your hands on a pristine grid quickly so you can practise or experiment with manoeuvres on it - it provides a good way of debugging the games if you think you've encountered an unsolvable grid! [originally from svn r5731]
* It's actually vitally important, it turns out, to have all of theSimon Tatham2005-05-02
| | | | | | | | | `Cut', `Copy' and `Paste' items in the Edit menu of an OS X application - because there's nothing else that enables the keyboard cut/copy/paste shortcuts in an edit box! OS X Puzzles can now have game IDs pasted into it, which it previously couldn't. [originally from svn r5728]
* The addition of a `Copy' menu item on OS X was really beginning toSimon Tatham2005-05-01
| | | | | | | strain my unconventional menu organisation, so I've reverted to having `File' and `Edit' menus like everyone else. [originally from svn r5727]
* Introduced a new function in every game which formats a game_stateSimon Tatham2005-05-01
| | | | | | | | as text. This is used by front ends to implement copy-to-clipboard. Currently the function does nothing (and is disabled) in every game except Solo, but it's a start. [originally from svn r5724]
* I've found NSView's setNeedsDisplayInRect: method, which isSimon Tatham2005-02-05
| | | | | | | obviously better than just calling setNeedsDisplay on the whole thing... [originally from svn r5258]
* Need to impose a _maximum_ width on edit boxes, as well as a minimumSimon Tatham2005-01-25
| | | | | | | | width; if allowed to resize to the text within them, they look terribly silly when containing an entire Rectangles or Pattern game ID. [originally from svn r5210]
* Ahem. Rogue copy and paste was causing preset menu items to go intoSimon Tatham2005-01-24
| | | | | | the Help menu rather than the Type menu. Fixed. [originally from svn r5199]
* Help should have the shortcut Command-?.Simon Tatham2005-01-24
| | | | [originally from svn r5195]
* Improve OS X help: split back up into multiple files (thanks toSimon Tatham2005-01-24
| | | | | | | Halibut's new \cfg{html-local-head} directive), and add some CSS to mimic the font choices of system help files. [originally from svn r5194]
* First cut at online help under OS X. I just built the HTML versionSimon Tatham2005-01-24
| | | | | | | | | of the manual using Halibut (with one additional magic tag in the <HEAD> section), stuck it in the right part of the application bundle, referenced it in Info.plist, and added a Help menu. Everything else was automatic. Not bad! [originally from svn r5190]
* The main grid outline in Pattern was asymmetric between the top/leftSimon Tatham2005-01-24
| | | | | | | | | edges and the bottom/right ones. Fix it. (Also remove it from the todo list in osx.m, where I had entered it in the assumption that it was a bug in my new OS X port! Turns out it's an entirely platform- independent bug.) [originally from svn r5187]
* Fix two window-resizing bugs introduced by the addition of the status bar.Simon Tatham2005-01-24
| | | | [originally from svn r5186]
* Improve fatal error handling.Simon Tatham2005-01-24
| | | | [originally from svn r5185]
* Added a dock menu which makes it more convenient to launch a newSimon Tatham2005-01-24
| | | | | | game window. [originally from svn r5184]
* Status bar support.Simon Tatham2005-01-24
| | | | [originally from svn r5183]
* Implemented the configurable dialog box mechanism, allowing customSimon Tatham2005-01-23
| | | | | | | game sizes and entering of specific game IDs. I think this is now a plausibly usable port, even if still by no means _finished_. [originally from svn r5182]
* Added a framework for putting things other than the binary into aSimon Tatham2005-01-23
Mac OS X application bundle, and provided an icon for Puzzles. Also renamed the OS X source file from macosx.m to osx.m, so that it can sit beside other things such as osx-info.plist and not cause enormously long filenames. [originally from svn r5179]