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authorFranklin Wei <git@fwei.tk>2017-04-29 18:21:56 -0400
committerFranklin Wei <git@fwei.tk>2017-04-29 18:24:42 -0400
commit881746789a489fad85aae8317555f73dbe261556 (patch)
treecec2946362c4698c8db3c10f3242ef546c2c22dd /apps/plugins/puzzles/src/osx.m
parent03dd4b92be7dcd5c8ab06da3810887060e06abd5 (diff)
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puzzles: refactor and resync with upstream
This brings puzzles up-to-date with upstream revision 2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made by me, including cursor-only Untangle and some compilation fixes remain. Upstream code has been moved to its separate subdirectory and future syncs can be done by simply copying over the new sources. Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
Diffstat (limited to 'apps/plugins/puzzles/src/osx.m')
-rw-r--r--apps/plugins/puzzles/src/osx.m1775
1 files changed, 1775 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/src/osx.m b/apps/plugins/puzzles/src/osx.m
new file mode 100644
index 0000000..9d74da1
--- /dev/null
+++ b/apps/plugins/puzzles/src/osx.m
@@ -0,0 +1,1775 @@
+/*
+ * Mac OS X / Cocoa front end to puzzles.
+ *
+ * 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?
+ *
+ * - 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
+ * try to figure out a way of detecting keypad codes so I can
+ * implement UP_LEFT and friends. Alternatively, perhaps I
+ * should simply assign the number keys to UP_LEFT et al?
+ * They're not in use for anything else right now.
+ *
+ * - 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
+ * generally you never need the middle button unless you've
+ * made a mistake, so it's just click versus command-click).
+ * - Net is utterly vile; having normal click be one rotate and
+ * command-click be the other introduces a horrid asymmetry,
+ * and yet requiring a shift key for _each_ click would be
+ * 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
+ * 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.
+ *
+ * - 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
+ * to go about having a window with a reliable backing store! It
+ * just doesn't feel right; NSImageView is a _control_. Is there
+ * a simpler way?
+ *
+ * - Resizing is currently very bad; rather than bother to work
+ * out how to resize the NSImageView, I just splatter and
+ * recreate it.
+ */
+
+#define COMBINED /* we put all the puzzles in one binary in this port */
+
+#include <ctype.h>
+#include <time.h>
+#include <sys/time.h>
+#import <Cocoa/Cocoa.h>
+#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;
+
+/*
+ * The NSApplication shared instance, which I'll want to refer to from
+ * a few places here and there.
+ */
+NSApplication *app;
+
+/* ----------------------------------------------------------------------
+ * Miscellaneous support routines that aren't part of any object or
+ * clearly defined subsystem.
+ */
+
+void fatal(char *fmt, ...)
+{
+ va_list ap;
+ char errorbuf[2048];
+ NSAlert *alert;
+
+ va_start(ap, fmt);
+ vsnprintf(errorbuf, lenof(errorbuf), fmt, ap);
+ va_end(ap);
+
+ 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: Is there a system default we can tap into for this? */
+ output[0] = output[1] = output[2] = 0.8F;
+}
+
+void get_random_seed(void **randseed, int *randseedsize)
+{
+ time_t *tp = snew(time_t);
+ time(tp);
+ *randseed = (void *)tp;
+ *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
+ * pass different data through it.
+ */
+@interface DataMenuItem : NSMenuItem
+{
+ void *payload;
+}
+- (void)setPayload:(void *)d;
+- (void *)getPayload;
+@end
+@implementation DataMenuItem
+- (void)setPayload:(void *)d
+{
+ payload = d;
+}
+- (void *)getPayload
+{
+ return payload;
+}
+@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'
+ * 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;
+ int w, h;
+};
+
+@interface MyImageView : NSImageView
+{
+ GameWindow *ourwin;
+}
+- (void)setWindow:(GameWindow *)win;
+- (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 *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;
+ struct preset_menu *preset_menu;
+ NSMenuItem **preset_menu_items;
+ int n_preset_menu_items;
+}
+- (id)initWithGame:(const game *)g;
+- (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
+
+- (void)setWindow:(GameWindow *)win
+{
+ ourwin = win;
+}
+
+- (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
+- (void)setupContentView
+{
+ 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;
+
+ 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 contentView] addSubview:fe.view];
+}
+- (id)initWithGame:(const game *)g
+{
+ NSRect rect = { {0,0}, {0,0} }, rect2;
+ int w, h;
+
+ ourgame = g;
+ preset_menu = NULL;
+ preset_menu_items = NULL;
+
+ fe.window = self;
+
+ 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
+ * into a new initWithGame:gameID: method, and have
+ * initWithGame: simply call that one and pass it NULL.
+ */
+ midend_new_game(me);
+ 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:@DEFAULT_STATUSBAR_TEXT];
+ [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:YES];
+ [self setTitle:[NSString stringWithUTF8String: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];
+ }
+ }
+
+ [self setupContentView];
+ if (status)
+ [[self contentView] addSubview:status];
+ [self setIgnoresMouseEvents:NO];
+
+ [self center]; /* :-) */
+
+ return self;
+}
+
+- (void)dealloc
+{
+ int i;
+ for (i = 0; i < fe.ncolours; i++) {
+ [fe.colours[i] release];
+ }
+ sfree(fe.colours);
+ sfree(preset_menu_items);
+ midend_free(me);
+ [super dealloc];
+}
+
+- (void)processButton:(int)b x:(int)x y:(int)y
+{
+ 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];
+}
+
+- (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) {
+ 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 processKey:c];
+ }
+}
+
+- (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;
+}
+
+- (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 processKey:'n'];
+}
+- (void)restartGame:(id)sender
+{
+ 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) {
+ /*
+ * This used to be
+ *
+ * [[[op filenames] objectAtIndex:0] cString]
+ *
+ * but the plain cString method became deprecated and Xcode 7
+ * started complaining about it. Since OS X 10.9 we can
+ * apparently use the more modern API
+ *
+ * [[[op URLs] objectAtIndex:0] fileSystemRepresentation]
+ *
+ * but the alternative below still compiles with Xcode 7 and
+ * is a bit more backwards compatible, so I'll try it for the
+ * moment.
+ */
+ const char *name = [[[op filenames] objectAtIndex:0]
+ cStringUsingEncoding:
+ [NSString defaultCStringEncoding]];
+ 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 processKey:'u'];
+}
+- (void)redoMove:(id)sender
+{
+ [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
+{
+ int i;
+
+ while ([typemenu numberOfItems] > 1)
+ [typemenu removeItemAtIndex:0];
+ [[typemenu itemAtIndex:0] setState:NSOffState];
+
+ for (i = 0; i < n_preset_menu_items; i++)
+ preset_menu_items[i] = NULL;
+}
+
+- (void)updateTypeMenuTick
+{
+ int i, n;
+
+ n = midend_which_preset(me);
+
+ for (i = 0; i < n_preset_menu_items; i++)
+ if (preset_menu_items[i])
+ [preset_menu_items[i] setState:(i == n ? NSOnState : NSOffState)];
+
+ /*
+ * The Custom menu item is always right at the bottom of the
+ * Type menu.
+ */
+ [[typemenu itemAtIndex:[typemenu numberOfItems]-1]
+ setState:(n < 0 ? NSOnState : NSOffState)];
+}
+
+- (void)populateTypeMenu:(NSMenu *)nsmenu from:(struct preset_menu *)menu
+{
+ int i;
+
+ /*
+ * We process the entries in reverse order so that (in the
+ * top-level Type menu at least) we don't disturb the 'Custom'
+ * item which remains fixed even when we change back and forth
+ * between puzzle type windows.
+ */
+ for (i = menu->n_entries; i-- > 0 ;) {
+ struct preset_menu_entry *entry = &menu->entries[i];
+ NSMenuItem *item;
+
+ if (entry->params) {
+ DataMenuItem *ditem;
+ ditem = [[[DataMenuItem alloc]
+ initWithTitle:[NSString stringWithUTF8String:
+ entry->title]
+ action:NULL keyEquivalent:@""]
+ autorelease];
+
+ [ditem setTarget:self];
+ [ditem setAction:@selector(presetGame:)];
+ [ditem setPayload:entry->params];
+
+ preset_menu_items[entry->id] = ditem;
+
+ item = ditem;
+ } else {
+ NSMenu *nssubmenu;
+
+ item = [[[NSMenuItem alloc]
+ initWithTitle:[NSString stringWithUTF8String:
+ entry->title]
+ action:NULL keyEquivalent:@""]
+ autorelease];
+ nssubmenu = newmenu(entry->title);
+ [item setSubmenu:nssubmenu];
+
+ [self populateTypeMenu:nssubmenu from:entry->submenu];
+ }
+
+ [item setEnabled:YES];
+ [nsmenu insertItem:item atIndex:0];
+ }
+}
+
+- (void)becomeKeyWindow
+{
+ [self clearTypeMenu];
+
+ [super becomeKeyWindow];
+
+ if (!preset_menu) {
+ int i;
+ preset_menu = midend_get_presets(me, &n_preset_menu_items);
+ preset_menu_items = snewn(n_preset_menu_items, NSMenuItem *);
+ for (i = 0; i < n_preset_menu_items; i++)
+ preset_menu_items[i] = NULL;
+ }
+
+ if (preset_menu->n_entries > 0) {
+ [typemenu insertItem:[NSMenuItem separatorItem] atIndex:0];
+ [self populateTypeMenu:typemenu from:preset_menu];
+ }
+
+ [self updateTypeMenuTick];
+}
+
+- (void)resignKeyWindow
+{
+ [self clearTypeMenu];
+ [super resignKeyWindow];
+}
+
+- (void)close
+{
+ [self clearTypeMenu];
+ [super close];
+}
+
+- (void)resizeForNewGameParams
+{
+ NSSize size = {0,0};
+ int 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
+{
+ game_params *params = [sender getPayload];
+
+ midend_set_params(me, params);
+ 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]];
+
+ [app 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);
+ [app 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
+
+/*
+ * Drawing routines called by the midend.
+ */
+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];
+
+ for (i = 0; i < npoints; i++) {
+ NSPoint p = { coords[i*2] + 0.5, fe->h - coords[i*2+1] - 0.5 };
+ if (i == 0)
+ [path moveToPoint:p];
+ else
+ [path lineToPoint:p];
+ }
+
+ [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];
+}
+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];
+}
+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, fe->h - y1 - 0.5 };
+ NSPoint p2 = { x2 + 0.5, fe->h - 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];
+ NSRectFill(NSMakeRect(x1, fe->h-y1-1, 1, 1));
+ NSRectFill(NSMakeRect(x2, fe->h-y2-1, 1, 1));
+}
+
+static void osx_draw_thick_line(
+ void *handle, float thickness,
+ float x1, float y1,
+ float x2, float y2,
+ int colour)
+{
+ frontend *fe = (frontend *)handle;
+ NSBezierPath *path = [NSBezierPath bezierPath];
+
+ assert(colour >= 0 && colour < fe->ncolours);
+ [fe->colours[colour] set];
+ [[NSGraphicsContext currentContext] setShouldAntialias: YES];
+ [path setLineWidth: thickness];
+ [path setLineCapStyle: NSButtLineCapStyle];
+ [path moveToPoint: NSMakePoint(x1, fe->h-y1)];
+ [path lineToPoint: NSMakePoint(x2, fe->h-y2)];
+ [path stroke];
+}
+
+static void osx_draw_rect(void *handle, int x, int y, int w, int h, int colour)
+{
+ frontend *fe = (frontend *)handle;
+ NSRect r = { {x, fe->h - y - h}, {w,h} };
+
+ [[NSGraphicsContext currentContext] setShouldAntialias:NO];
+
+ assert(colour >= 0 && colour < fe->ncolours);
+ [fe->colours[colour] set];
+
+ NSRectFill(r);
+}
+static void osx_draw_text(void *handle, int x, int y, int fonttype,
+ int fontsize, int align, int colour, char *text)
+{
+ frontend *fe = (frontend *)handle;
+ NSString *string = [NSString stringWithUTF8String: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 = fe->h - 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];
+}
+static char *osx_text_fallback(void *handle, const char *const *strings,
+ int nstrings)
+{
+ /*
+ * 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)];
+ 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;
+}
+static void osx_unclip(void *handle)
+{
+ frontend *fe = (frontend *)handle;
+ if (fe->clipped)
+ [[NSGraphicsContext currentContext] restoreGraphicsState];
+ fe->clipped = FALSE;
+}
+static void osx_start_draw(void *handle)
+{
+ frontend *fe = (frontend *)handle;
+ [fe->image lockFocus];
+ fe->clipped = FALSE;
+}
+static void osx_end_draw(void *handle)
+{
+ frontend *fe = (frontend *)handle;
+ [fe->image unlockFocus];
+}
+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,
+ osx_draw_thick_line,
+};
+
+void deactivate_timer(frontend *fe)
+{
+ [fe->window deactivateTimer];
+}
+void activate_timer(frontend *fe)
+{
+ [fe->window activateTimer];
+}
+
+/* ----------------------------------------------------------------------
+ * AppController: the object which receives the messages from all
+ * menu selections that aren't standard OS X functions.
+ */
+@interface AppController : NSObject <NSApplicationDelegate>
+{
+}
+- (void)newGameWindow:(id)sender;
+- (void)about:(id)sender;
+@end
+
+@implementation AppController
+
+- (void)newGameWindow:(id)sender
+{
+ const game *g = [sender getPayload];
+ id win;
+
+ win = [[GameWindow alloc] initWithGame:g];
+ [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
+
+/* ----------------------------------------------------------------------
+ * Main program. Constructs the menus and runs the application.
+ */
+int main(int argc, char **argv)
+{
+ NSAutoreleasePool *pool;
+ NSMenu *menu;
+ AppController *controller;
+ NSImage *icon;
+
+ pool = [[NSAutoreleasePool alloc] init];
+
+ icon = [NSImage imageNamed:@"NSApplicationIcon"];
+ app = [NSApplication sharedApplication];
+ [app setApplicationIconImage:icon];
+
+ controller = [[[AppController alloc] init] autorelease];
+ [app setDelegate:controller];
+
+ [app setMainMenu: newmenu("Main Menu")];
+
+ menu = newsubmenu([app mainMenu], "Apple Menu");
+ newitem(menu, "About Puzzles", "", NULL, @selector(about:));
+ [menu addItem:[NSMenuItem separatorItem]];
+ [app setServicesMenu:newsubmenu(menu, "Services")];
+ [menu addItem:[NSMenuItem separatorItem]];
+ newitem(menu, "Hide Puzzles", "h", app, @selector(hide:));
+ newitem(menu, "Hide Others", "o-h", app, @selector(hideOtherApplications:));
+ newitem(menu, "Show All", "", app, @selector(unhideAllApplications:));
+ [menu addItem:[NSMenuItem separatorItem]];
+ newitem(menu, "Quit", "q", app, @selector(terminate:));
+ [app setAppleMenu: menu];
+
+ menu = newsubmenu([app 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]],
+ 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([app mainMenu], "Edit");
+ newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
+ newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
+ [menu addItem:[NSMenuItem separatorItem]];
+ 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]];
+ newitem(menu, "Solve", "S-s", NULL, @selector(solveGame:));
+
+ menu = newsubmenu([app mainMenu], "Type");
+ typemenu = menu;
+ newitem(menu, "Custom", "", NULL, @selector(customGameType:));
+
+ menu = newsubmenu([app mainMenu], "Window");
+ [app setWindowsMenu: menu];
+ newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
+
+ menu = newsubmenu([app mainMenu], "Help");
+ newitem(menu, "Puzzles Help", "?", app, @selector(showHelp:));
+
+ [app run];
+ [pool release];
+
+ return 0;
+}