From 1a6a8b52f7aa4e2da6f4c34a0c743c760b8cfd99 Mon Sep 17 00:00:00 2001 From: Franklin Wei Date: Sun, 20 Nov 2016 15:16:41 -0500 Subject: Port of Simon Tatham's Puzzle Collection Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368 --- apps/plugins/puzzles/osx.m | 1724 ++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1724 insertions(+) create mode 100644 apps/plugins/puzzles/osx.m (limited to 'apps/plugins/puzzles/osx.m') diff --git a/apps/plugins/puzzles/osx.m b/apps/plugins/puzzles/osx.m new file mode 100644 index 0000000000..4740124175 --- /dev/null +++ b/apps/plugins/puzzles/osx.m @@ -0,0 +1,1724 @@ +/* + * 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 +#include +#include +#import +#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; +} +- (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; + + 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); + 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 +{ + 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 +{ + int n; + + [self clearTypeMenu]; + + [super becomeKeyWindow]; + + n = midend_num_presets(me); + + if (n > 0) { + [typemenu insertItem:[NSMenuItem separatorItem] atIndex:0]; + while (n--) { + char *name; + game_params *params; + DataMenuItem *item; + + midend_fetch_preset(me, n, &name, ¶ms); + + item = [[[DataMenuItem alloc] + initWithTitle:[NSString stringWithUTF8String:name] + action:NULL keyEquivalent:@""] + autorelease]; + + [item setEnabled:YES]; + [item setTarget:self]; + [item setAction:@selector(presetGame:)]; + [item setPayload:params]; + + [typemenu insertItem:item atIndex:0]; + } + } + + [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 +{ +} +- (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; +} -- cgit v1.2.3