ref: 14db5e0145e0942e5cf851d696aebd2347418087
dir: /osx.m/
/* * 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)]; /* * 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, 1.0); 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->u.string.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->u.boolean.bval ? 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; const char *p; p = i->u.choices.choicenames; c = *p++; while (*p) { const char *q; char *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->u.choices.selected]; [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)preferences:(id)sender { [self startConfigureSheet:CFG_PREFS]; } - (void)sheetEndWithStatus:(bool)update { assert(sheet != NULL); [app endSheet:sheet]; [sheet orderOut:self]; sheet = NULL; if (update) { int k; config_item *i; const char *error; k = 0; for (i = cfg; i->type != C_END; i++) { switch (i->type) { case C_STRING: sfree(i->u.string.sval); i->u.string.sval = dupstr([[[(id)cfg_controls[k+1] cell] title] UTF8String]); k += 2; break; case C_BOOLEAN: i->u.boolean.bval = [(id)cfg_controls[k] state] == NSOnState; k++; break; case C_CHOICES: i->u.choices.selected = [(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 { if (cfg_which == CFG_PREFS) { char *prefs_err = save_prefs(me); if (prefs_err) { NSAlert *alert = [[[NSAlert alloc] init] autorelease]; [alert addButtonWithTitle:@"Bah"]; [alert setInformativeText:[NSString stringWithUTF8String: prefs_err]]; [alert beginSheetModalForWindow:self modalDelegate:nil didEndSelector:NULL contextInfo:nil]; sfree(prefs_err); } } else { midend_new_game(me); } [self resizeForNewGameParams]; [self updateTypeMenuTick]; } } sfree(cfg_controls); cfg_controls = NULL; } - (void)sheetOKButton:(id)sender { [self sheetEndWithStatus:true]; } - (void)sheetCancelButton:(id)sender { [self sheetEndWithStatus:false]; } - (void)setStatusLine:(const char *)text { [[status cell] setTitle:[NSString stringWithUTF8String:text]]; } @end /* * Drawing routines called by the midend. */ static void osx_draw_polygon(void *handle, const 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, const 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, const 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 addItem:[NSMenuItem separatorItem]]; newitem(menu, "Preferences", "", NULL, @selector(preferences:)); 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; }