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osx.m
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/*
* 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.
*/
#ifndef COMBINED
#error Expected -DCOMBINED to come from the makefile
#endif
#include <ctype.h>
#include <time.h>
#include <fcntl.h>
#include <sys/stat.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(const 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, const void *buf, int len)
{
FILE *fp = (FILE *)wctx;
fwrite(buf, 1, len, fp);
}
static bool 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_ui *ui, game_state *st, game_state *st2)
{
}
static char *prefs_dir(void)
{
const char *var;
if ((var = getenv("SGT_PUZZLES_DIR")) != NULL)
return dupstr(var);
if ((var = getenv("HOME")) != NULL) {
size_t size = strlen(var) + 128;
char *dir = snewn(size, char);
sprintf(dir, "%s/Library/Application Support/"
"Simon Tatham's Portable Puzzle Collection", var);
return dir;
}
return NULL;
}
static char *prefs_path_general(const game *game, const char *suffix)
{
char *dir, *path;
dir = prefs_dir();
if (!dir)
return NULL;
path = make_prefs_path(dir, "/", game, suffix);
sfree(dir);
return path;
}
static char *prefs_path(const game *game)
{
return prefs_path_general(game, ".conf");
}
static char *prefs_tmp_path(const game *game)
{
return prefs_path_general(game, ".conf.tmp");
}
static void load_prefs(midend *me)
{
const game *game = midend_which_game(me);
char *path = prefs_path(game);
if (!path)
return;
FILE *fp = fopen(path, "r");
if (!fp)
return;
const char *err = midend_load_prefs(me, savefile_read, fp);
fclose(fp);
if (err)
fprintf(stderr, "Unable to load preferences file %s:\n%s\n",
path, err);
sfree(path);
}
static char *save_prefs(midend *me)
{
const game *game = midend_which_game(me);
char *dir_path = prefs_dir();
char *file_path = prefs_path(game);
char *tmp_path = prefs_tmp_path(game);
int fd;
FILE *fp;
bool cleanup_dir = false, cleanup_tmpfile = false;
char *err = NULL;
if (!dir_path || !file_path || !tmp_path) {
sprintf(err = snewn(256, char),
"Unable to save preferences:\n"
"Could not determine pathname for configuration files");
goto out;
}
if (mkdir(dir_path, 0777) < 0) {
/* Ignore errors while trying to make the directory. It may
* well already exist, and even if we got some error code
* other than EEXIST, it's still worth at least _trying_ to
* make the file inside it, and see if that goes wrong. */
} else {
cleanup_dir = true;
}
fd = open(tmp_path, O_CREAT | O_WRONLY | O_TRUNC | O_EXCL, 0666);
if (fd < 0) {
const char *os_err = strerror(errno);
sprintf(err = snewn(256 + strlen(tmp_path) + strlen(os_err), char),
"Unable to save preferences:\n"
"Unable to create file '%s': %s", tmp_path, os_err);
goto out;
} else {
cleanup_tmpfile = true;
}
errno = 0;
fp = fdopen(fd, "w");
midend_save_prefs(me, savefile_write, fp);
fclose(fp);
if (errno) {
const char *os_err = strerror(errno);
sprintf(err = snewn(80 + strlen(tmp_path) + strlen(os_err), char),
"Unable to write file '%s': %s", tmp_path, os_err);
goto out;
}
if (rename(tmp_path, file_path) < 0) {
const char *os_err = strerror(errno);
sprintf(err = snewn(256 + strlen(tmp_path) + strlen(file_path) +
strlen(os_err), char),
"Unable to save preferences:\n"
"Unable to rename '%s' to '%s': %s", tmp_path, file_path,
os_err);
goto out;
} else {
cleanup_dir = false;
cleanup_tmpfile = false;
}
out:
if (cleanup_tmpfile) {
if (unlink(tmp_path) < 0) { /* can't do anything about this */ }
}
if (cleanup_dir) {
if (rmdir(dir_path) < 0) { /* can't do anything about this */ }
}
sfree(dir_path);
sfree(file_path);
sfree(tmp_path);
return err;
}
/*
* 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, const char *title, const 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;
bool 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:(const 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, 1.0);
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);
load_prefs(me);
/*
* 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, 1.0);
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) == PKR_QUIT)
[self close];
}
- (void)processKey:(int)b
{
if (midend_process_key(me, -1, -1, b) == PKR_QUIT)
[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) {
bool 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;
if (c == 26 &&
!((NSShiftKeyMask | NSControlKeyMask) & ~[ev modifierFlags]))
c = UI_REDO;
[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:(const 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:UI_NEWGAME];
}
- (void)restartGame:(id)sender
{
midend_restart_game(me);
}
- (void)saveGame:(id)sender
{
NSSavePanel *sp = [NSSavePanel savePanel];
if ([sp runModal] == NSFileHandlingPanelOKButton) {
const char *name = [[sp URL] fileSystemRepresentation];
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 runModal] == NSOKButton) {
const char *name = [[[op URLs] objectAtIndex:0]
fileSystemRepresentation];
const 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:UI_UNDO];
}
- (void)redoMove:(id)sender
{
[self processKey:UI_REDO];
}
- (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
{
const 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)];