shithub: puzzles

Download patch

ref: 0ae8782bc6a7ee69b3e7cf079f946e52546882bb
parent: f80d9c6d49eaf08d65420a3a5b47db5165add724
author: Simon Tatham <anakin@pobox.com>
date: Sun Jan 23 06:20:31 EST 2005

Added a framework for putting things other than the binary into a
Mac OS X application bundle, and provided an icon for Puzzles.

Also renamed the OS X source file from macosx.m to osx.m, so that it
can sit beside other things such as osx-info.plist and not cause
enormously long filenames.

[originally from svn r5179]

--- a/Recipe
+++ b/Recipe
@@ -39,7 +39,7 @@
 pattern  : [G] WINDOWS COMMON pattern
 
 # Mac OS X unified application containing all the puzzles.
-Puzzles  : [MX] macosx COMMON ALL
+Puzzles  : [MX] osx osx.icns osx-info.plist COMMON ALL
 
 # The `nullgame' source file is a largely blank one, which contains
 # all the correct function definitions to compile and link, but
--- a/macosx.m
+++ /dev/null
@@ -1,798 +1,0 @@
-/*
- * Mac OS X / Cocoa front end to puzzles.
- *
- * TODO:
- *
- *  - status bar support.
- *
- *  - configurability. Will no doubt involve learning all about the
- *    dialog control side of Cocoa.
- *
- *  - needs an icon.
- *
- *  - 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"?
- *
- *  - 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.
- *
- *  - proper fatal errors.
- *
- *  - is there a better approach to frontend_default_colour?
- *
- *  - do we need any more options in the Window menu?
- *
- *  - 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...
- *
- *  - Find out how to do help, and do some. We have a help file; at
- *    _worst_ this should involve a new Halibut back end, but I
- *    think help is HTML round here anyway so perhaps we can work
- *    with what we already have.
- * 
- *  - Can we arrange for a pop-up menu from the Dock icon which
- *    launches specific games, perhaps?
- * 
- *  - Why are the right and bottom edges of the Pattern grid one
- *    pixel thinner than they should be?
- * 
- * 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.
- */
-
-#include <ctype.h>
-#include <sys/time.h>
-#import <Cocoa/Cocoa.h>
-#include "puzzles.h"
-
-void fatal(char *fmt, ...)
-{
-    /* FIXME: This will do for testing, but should be GUI-ish instead. */
-    va_list ap;
-
-    fprintf(stderr, "fatal error: ");
-
-    va_start(ap, fmt);
-    vfprintf(stderr, fmt, ap);
-    va_end(ap);
-
-    fprintf(stderr, "\n");
-    exit(1);
-}
-
-void frontend_default_colour(frontend *fe, float *output)
-{
-    /* FIXME */
-    output[0] = output[1] = output[2] = 0.8F;
-}
-void status_bar(frontend *fe, char *text)
-{
-    /* FIXME */
-}
-
-void get_random_seed(void **randseed, int *randseedsize)
-{
-    time_t *tp = snew(time_t);
-    time(tp);
-    *randseed = (void *)tp;
-    *randseedsize = sizeof(time_t);
-}
-
-/* ----------------------------------------------------------------------
- * 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;
-
-/* ----------------------------------------------------------------------
- * 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
-
-/* ----------------------------------------------------------------------
- * 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;
-};
-
-@interface MyImageView : NSImageView
-{
-    GameWindow *ourwin;
-}
-- (void)setWindow:(GameWindow *)win;
-- (BOOL)isFlipped;
-- (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_data *me;
-    struct frontend fe;
-    struct timeval last_time;
-    NSTimer *timer;
-}
-- (id)initWithGame:(const game *)g;
-- dealloc;
-- (void)processButton:(int)b x:(int)x y:(int)y;
-- (void)keyDown:(NSEvent *)ev;
-- (void)activateTimer;
-- (void)deactivateTimer;
-@end
-
-@implementation MyImageView
-
-- (void)setWindow:(GameWindow *)win
-{
-    ourwin = win;
-}
-
-- (BOOL)isFlipped
-{
-    return YES;
-}
-
-- (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
-{
-    NSSize size = {0,0};
-    int w, h;
-
-    midend_size(me, &w, &h);
-    size.width = w;
-    size.height = h;
-
-    fe.image = [[NSImage alloc] initWithSize:size];
-    [fe.image setFlipped:YES];
-    fe.view = [[MyImageView alloc]
-	       initWithFrame:[self contentRectForFrameRect:[self frame]]];
-    [fe.view setImage:fe.image];
-    [fe.view setWindow:self];
-
-    midend_redraw(me);
-
-    [self setContentView:fe.view];
-}
-- (id)initWithGame:(const game *)g
-{
-    NSRect rect = { {0,0}, {0,0} };
-    int w, h;
-
-    ourgame = g;
-
-    fe.window = self;
-
-    me = midend_new(&fe, ourgame);
-    /*
-     * 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);
-    midend_size(me, &w, &h);
-    rect.size.width = w;
-    rect.size.height = h;
-
-    self = [super initWithContentRect:rect
-	    styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
-		       NSClosableWindowMask)
-	    backing:NSBackingStoreBuffered
-	    defer:true];
-    [self setTitle:[NSString stringWithCString: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];
-    [self setIgnoresMouseEvents:NO];
-
-    [self center];		       /* :-) */
-
-    return self;
-}
-
-- dealloc
-{
-    int i;
-    for (i = 0; i < fe.ncolours; i++) {
-	[fe.colours[i] release];
-    }
-    sfree(fe.colours);
-    midend_free(me);
-    return [super dealloc];
-}
-
-- (void)processButton:(int)b x:(int)x y:(int)y
-{
-    if (!midend_process_key(me, x, y, 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) {
-	    switch (c) {
-	      case NSUpArrowFunctionKey:
-		c = CURSOR_UP;
-		break;
-	      case NSDownArrowFunctionKey:
-		c = CURSOR_DOWN;
-		break;
-	      case NSLeftArrowFunctionKey:
-		c = CURSOR_LEFT;
-		break;
-	      case NSRightArrowFunctionKey:
-		c = CURSOR_RIGHT;
-		break;
-	      default:
-		continue;
-	    }
-	}
-
-	[self processButton:c x:-1 y:-1];
-    }
-}
-
-- (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)newGame:(id)sender
-{
-    [self processButton:'n' x:-1 y:-1];
-}
-- (void)restartGame:(id)sender
-{
-    [self processButton:'r' x:-1 y:-1];
-}
-- (void)undoMove:(id)sender
-{
-    [self processButton:'u' x:-1 y:-1];
-}
-- (void)redoMove:(id)sender
-{
-    [self processButton:'r'&0x1F x:-1 y:-1];
-}
-
-- (void)clearTypeMenu
-{
-    while ([typemenu numberOfItems] > 1)
-	[typemenu removeItemAtIndex:0];
-}
-
-- (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, &params);
-
-	    item = [[[DataMenuItem alloc]
-		     initWithTitle:[NSString stringWithCString:name]
-		     action:NULL keyEquivalent:@""]
-		    autorelease];
-
-	    [item setEnabled:YES];
-	    [item setTarget:self];
-	    [item setAction:@selector(presetGame:)];
-	    [item setPayload:params];
-
-	    [typemenu insertItem:item atIndex:0];
-	}
-    }
-}
-
-- (void)resignKeyWindow
-{
-    [self clearTypeMenu];
-    [super resignKeyWindow];
-}
-
-- (void)close
-{
-    [self clearTypeMenu];
-    [super close];
-}
-
-- (void)resizeForNewGameParams
-{
-    NSSize size = {0,0};
-    int w, h;
-
-    midend_size(me, &w, &h);
-    size.width = w;
-    size.height = h;
-
-    NSDisableScreenUpdates();
-    [self setContentSize:size];
-    [self setupContentView];
-    NSEnableScreenUpdates();
-}
-
-- (void)presetGame:(id)sender
-{
-    game_params *params = [sender getPayload];
-
-    midend_set_params(me, params);
-    midend_new_game(me);
-
-    [self resizeForNewGameParams];
-}
-
-@end
-
-/*
- * Drawing routines called by the midend.
- */
-void draw_polygon(frontend *fe, int *coords, int npoints,
-                  int fill, int colour)
-{
-    NSBezierPath *path = [NSBezierPath bezierPath];
-    int i;
-
-    [[NSGraphicsContext currentContext] setShouldAntialias:YES];
-
-    assert(colour >= 0 && colour < fe->ncolours);
-    [fe->colours[colour] set];
-
-    for (i = 0; i < npoints; i++) {
-	NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
-	if (i == 0)
-	    [path moveToPoint:p];
-	else
-	    [path lineToPoint:p];
-    }
-
-    [path closePath];
-
-    if (fill)
-	[path fill];
-    else
-	[path stroke];
-}
-void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
-{
-    NSBezierPath *path = [NSBezierPath bezierPath];
-    NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, 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];
-}
-void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
-{
-    NSRect r = { {x,y}, {w,h} };
-
-    [[NSGraphicsContext currentContext] setShouldAntialias:NO];
-
-    assert(colour >= 0 && colour < fe->ncolours);
-    [fe->colours[colour] set];
-
-    NSRectFill(r);
-}
-void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
-               int align, int colour, char *text)
-{
-    NSString *string = [NSString stringWithCString: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 = 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];
-}
-void draw_update(frontend *fe, int x, int y, int w, int h)
-{
-    /* FIXME */
-}
-void clip(frontend *fe, int x, int y, int w, int h)
-{
-    NSRect r = { {x,y}, {w,h} };
-
-    if (!fe->clipped)
-	[[NSGraphicsContext currentContext] saveGraphicsState];
-    [NSBezierPath clipRect:r];
-    fe->clipped = TRUE;
-}
-void unclip(frontend *fe)
-{
-    if (fe->clipped)
-	[[NSGraphicsContext currentContext] restoreGraphicsState];
-    fe->clipped = FALSE;
-}
-void start_draw(frontend *fe)
-{
-    [fe->image lockFocus];
-    fe->clipped = FALSE;
-}
-void end_draw(frontend *fe)
-{
-    [fe->image unlockFocus];
-    [fe->view setNeedsDisplay];
-}
-
-void deactivate_timer(frontend *fe)
-{
-    [fe->window deactivateTimer];
-}
-void activate_timer(frontend *fe)
-{
-    [fe->window activateTimer];
-}
-
-/* ----------------------------------------------------------------------
- * Utility routines for constructing OS X menus.
- */
-
-NSMenu *newmenu(const char *title)
-{
-    return [[[NSMenu allocWithZone:[NSMenu menuZone]]
-	     initWithTitle:[NSString stringWithCString:title]]
-	    autorelease];
-}
-
-NSMenu *newsubmenu(NSMenu *parent, const char *title)
-{
-    NSMenuItem *item;
-    NSMenu *child;
-
-    item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]]
-	     initWithTitle:[NSString stringWithCString: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 stringWithCString:title]
-	     action:NULL
-	     keyEquivalent:[NSString stringWithCString: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);
-}
-
-/* ----------------------------------------------------------------------
- * AppController: the object which receives the messages from all
- * menu selections that aren't standard OS X functions.
- */
-@interface AppController : NSObject
-{
-}
-- (IBAction)newGame:(id)sender;
-@end
-
-@implementation AppController
-
-- (IBAction)newGame:(id)sender
-{
-    const game *g = [sender getPayload];
-    id win;
-
-    win = [[GameWindow alloc] initWithGame:g];
-    [win makeKeyAndOrderFront:self];
-}
-
-@end
-
-/* ----------------------------------------------------------------------
- * Main program. Constructs the menus and runs the application.
- */
-int main(int argc, char **argv)
-{
-    NSAutoreleasePool *pool;
-    NSMenu *menu;
-    NSMenuItem *item;
-    AppController *controller;
-
-    pool = [[NSAutoreleasePool alloc] init];
-    [NSApplication sharedApplication];
-
-    controller = [[[AppController alloc] init] autorelease];
-
-    [NSApp setMainMenu: newmenu("Main Menu")];
-
-    menu = newsubmenu([NSApp mainMenu], "Apple Menu");
-    [NSApp setServicesMenu:newsubmenu(menu, "Services")];
-    [menu addItem:[NSMenuItem separatorItem]];
-    item = newitem(menu, "Hide Puzzles", "h", NSApp, @selector(hide:));
-    item = newitem(menu, "Hide Others", "o-h", NSApp, @selector(hideOtherApplications:));
-    item = newitem(menu, "Show All", "", NSApp, @selector(unhideAllApplications:));
-    [menu addItem:[NSMenuItem separatorItem]];
-    item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
-    [NSApp setAppleMenu: menu];
-
-    menu = newsubmenu([NSApp mainMenu], "Open");
-    {
-	int i;
-
-	for (i = 0; i < gamecount; i++) {
-	    id item =
-		initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
-			    menu, gamelist[i]->name, "", controller,
-			    @selector(newGame:));
-	    [item setPayload:(void *)gamelist[i]];
-	}
-    }
-
-    menu = newsubmenu([NSApp mainMenu], "Game");
-    item = newitem(menu, "New", "n", NULL, @selector(newGame:));
-    item = newitem(menu, "Restart", "r", NULL, @selector(restartGame:));
-    item = newitem(menu, "Specific", "", NULL, @selector(specificGame:));
-    [menu addItem:[NSMenuItem separatorItem]];
-    item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
-    item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
-    [menu addItem:[NSMenuItem separatorItem]];
-    item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
-
-    menu = newsubmenu([NSApp mainMenu], "Type");
-    typemenu = menu;
-    item = newitem(menu, "Custom", "", NULL, @selector(customGameType:));
-
-    menu = newsubmenu([NSApp mainMenu], "Window");
-    [NSApp setWindowsMenu: menu];
-    item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
-
-    [NSApp run];
-    [pool release];
-}
--- a/mkfiles.pl
+++ b/mkfiles.pl
@@ -135,9 +135,7 @@
       $file = "$1.r";
       $depends{$j} = [$file];
       push @scanlist, $file;
-    } elsif ($j =~ /\.lib$/) {
-      # libraries don't have dependencies
-    } else {
+    } elsif ($j !~ /\./) {
       $file = "$j.c";
       $file = "$j.m" unless &findfile($file);
       $depends{$j} = [$file];
@@ -259,7 +257,7 @@
     } elsif ($i =~ /^(.*)\.lib/) {
       $y = $1;
       ($x = $ltmpl) =~ s/X/$y/;
-    } else {
+    } elsif ($i !~ /\./) {
       ($x = $otmpl) =~ s/X/$i/;
     }
     push @ret, $x if $x ne "";
@@ -267,6 +265,19 @@
   return join " ", @ret;
 }
 
+sub special {
+  my ($prog, $suffix) = @_;
+  my @ret;
+  my ($i, $x, $y);
+  @ret = ();
+  foreach $i (@{$programs{$prog}}) {
+    if (substr($i, (length $i) - (length $suffix)) eq $suffix) {
+      push @ret, $i;
+    }
+  }
+  return join " ", @ret;
+}
+
 sub splitline {
   my ($line, $width, $splitchar) = @_;
   my ($result, $len);
@@ -1133,10 +1144,22 @@
     foreach $p (&prognames("MX")) {
       ($prog, $type) = split ",", $p;
       $objstr = &objects($p, "X.o", undef, undef);
-      print "${prog}: ${prog}.app/Contents/MacOS/$prog\n\n";
-      print "${prog}.app:\n\tmkdir \$\@\n";
-      print "${prog}.app/Contents: ${prog}.app\n\tmkdir \$\@\n";
-      print "${prog}.app/Contents/MacOS: ${prog}.app/Contents\n\tmkdir \$\@\n";
+      $icon = &special($p, ".icns");
+      $infoplist = &special($p, "info.plist");
+      print "${prog}.app:\n\tmkdir -p \$\@\n";
+      print "${prog}.app/Contents: ${prog}.app\n\tmkdir -p \$\@\n";
+      print "${prog}.app/Contents/MacOS: ${prog}.app/Contents\n\tmkdir -p \$\@\n";
+      $targets = "${prog}.app/Contents/MacOS/$prog";
+      if (defined $icon) {
+	print "${prog}.app/Contents/Resources: ${prog}.app/Contents\n\tmkdir -p \$\@\n";
+	print "${prog}.app/Contents/Resources/${prog}.icns: ${prog}.app/Contents/Resources $icon\n\tcp $icon \$\@\n";
+	$targets .= " ${prog}.app/Contents/Resources/${prog}.icns";
+      }
+      if (defined $infoplist) {
+	print "${prog}.app/Contents/Info.plist: ${prog}.app/Contents/Resources $infoplist\n\tcp $infoplist \$\@\n";
+	$targets .= " ${prog}.app/Contents/Info.plist";
+      }
+      print &splitline("${prog}: $targets", 69) . "\n\n";
       print &splitline("${prog}.app/Contents/MacOS/$prog: ".
 	               "${prog}.app/Contents/MacOS " . $objstr), "\n";
       $libstr = &objects($p, undef, undef, "-lX");
--- /dev/null
+++ b/osx-info.plist
@@ -1,0 +1,8 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+	<key>CFBundleIconFile</key>
+	<string>Puzzles.icns</string>
+</dict>
+</plist>
binary files /dev/null b/osx.icns differ
--- /dev/null
+++ b/osx.m
@@ -1,0 +1,800 @@
+/*
+ * Mac OS X / Cocoa front end to puzzles.
+ *
+ * TODO:
+ *
+ *  - status bar support.
+ *
+ *  - configurability. Will no doubt involve learning all about the
+ *    dialog control side of Cocoa.
+ *
+ *  - 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"?
+ *
+ *  - 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.
+ *
+ *  - proper fatal errors.
+ *
+ *  - is there a better approach to frontend_default_colour?
+ *
+ *  - do we need any more options in the Window menu?
+ *
+ *  - 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...
+ *
+ *  - Find out how to do help, and do some. We have a help file; at
+ *    _worst_ this should involve a new Halibut back end, but I
+ *    think help is HTML round here anyway so perhaps we can work
+ *    with what we already have.
+ * 
+ *  - Can we arrange for a pop-up menu from the Dock icon which
+ *    launches specific games, perhaps?
+ * 
+ *  - Why are the right and bottom edges of the Pattern grid one
+ *    pixel thinner than they should be?
+ * 
+ * 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.
+ */
+
+#include <ctype.h>
+#include <sys/time.h>
+#import <Cocoa/Cocoa.h>
+#include "puzzles.h"
+
+void fatal(char *fmt, ...)
+{
+    /* FIXME: This will do for testing, but should be GUI-ish instead. */
+    va_list ap;
+
+    fprintf(stderr, "fatal error: ");
+
+    va_start(ap, fmt);
+    vfprintf(stderr, fmt, ap);
+    va_end(ap);
+
+    fprintf(stderr, "\n");
+    exit(1);
+}
+
+void frontend_default_colour(frontend *fe, float *output)
+{
+    /* FIXME */
+    output[0] = output[1] = output[2] = 0.8F;
+}
+void status_bar(frontend *fe, char *text)
+{
+    /* FIXME */
+}
+
+void get_random_seed(void **randseed, int *randseedsize)
+{
+    time_t *tp = snew(time_t);
+    time(tp);
+    *randseed = (void *)tp;
+    *randseedsize = sizeof(time_t);
+}
+
+/* ----------------------------------------------------------------------
+ * 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;
+
+/* ----------------------------------------------------------------------
+ * 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
+
+/* ----------------------------------------------------------------------
+ * 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;
+};
+
+@interface MyImageView : NSImageView
+{
+    GameWindow *ourwin;
+}
+- (void)setWindow:(GameWindow *)win;
+- (BOOL)isFlipped;
+- (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_data *me;
+    struct frontend fe;
+    struct timeval last_time;
+    NSTimer *timer;
+}
+- (id)initWithGame:(const game *)g;
+- dealloc;
+- (void)processButton:(int)b x:(int)x y:(int)y;
+- (void)keyDown:(NSEvent *)ev;
+- (void)activateTimer;
+- (void)deactivateTimer;
+@end
+
+@implementation MyImageView
+
+- (void)setWindow:(GameWindow *)win
+{
+    ourwin = win;
+}
+
+- (BOOL)isFlipped
+{
+    return YES;
+}
+
+- (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
+{
+    NSSize size = {0,0};
+    int w, h;
+
+    midend_size(me, &w, &h);
+    size.width = w;
+    size.height = h;
+
+    fe.image = [[NSImage alloc] initWithSize:size];
+    [fe.image setFlipped:YES];
+    fe.view = [[MyImageView alloc]
+	       initWithFrame:[self contentRectForFrameRect:[self frame]]];
+    [fe.view setImage:fe.image];
+    [fe.view setWindow:self];
+
+    midend_redraw(me);
+
+    [self setContentView:fe.view];
+}
+- (id)initWithGame:(const game *)g
+{
+    NSRect rect = { {0,0}, {0,0} };
+    int w, h;
+
+    ourgame = g;
+
+    fe.window = self;
+
+    me = midend_new(&fe, ourgame);
+    /*
+     * 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);
+    midend_size(me, &w, &h);
+    rect.size.width = w;
+    rect.size.height = h;
+
+    self = [super initWithContentRect:rect
+	    styleMask:(NSTitledWindowMask | NSMiniaturizableWindowMask |
+		       NSClosableWindowMask)
+	    backing:NSBackingStoreBuffered
+	    defer:true];
+    [self setTitle:[NSString stringWithCString: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];
+    [self setIgnoresMouseEvents:NO];
+
+    [self center];		       /* :-) */
+
+    return self;
+}
+
+- dealloc
+{
+    int i;
+    for (i = 0; i < fe.ncolours; i++) {
+	[fe.colours[i] release];
+    }
+    sfree(fe.colours);
+    midend_free(me);
+    return [super dealloc];
+}
+
+- (void)processButton:(int)b x:(int)x y:(int)y
+{
+    if (!midend_process_key(me, x, y, 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) {
+	    switch (c) {
+	      case NSUpArrowFunctionKey:
+		c = CURSOR_UP;
+		break;
+	      case NSDownArrowFunctionKey:
+		c = CURSOR_DOWN;
+		break;
+	      case NSLeftArrowFunctionKey:
+		c = CURSOR_LEFT;
+		break;
+	      case NSRightArrowFunctionKey:
+		c = CURSOR_RIGHT;
+		break;
+	      default:
+		continue;
+	    }
+	}
+
+	[self processButton:c x:-1 y:-1];
+    }
+}
+
+- (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)newGame:(id)sender
+{
+    [self processButton:'n' x:-1 y:-1];
+}
+- (void)restartGame:(id)sender
+{
+    [self processButton:'r' x:-1 y:-1];
+}
+- (void)undoMove:(id)sender
+{
+    [self processButton:'u' x:-1 y:-1];
+}
+- (void)redoMove:(id)sender
+{
+    [self processButton:'r'&0x1F x:-1 y:-1];
+}
+
+- (void)clearTypeMenu
+{
+    while ([typemenu numberOfItems] > 1)
+	[typemenu removeItemAtIndex:0];
+}
+
+- (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, &params);
+
+	    item = [[[DataMenuItem alloc]
+		     initWithTitle:[NSString stringWithCString:name]
+		     action:NULL keyEquivalent:@""]
+		    autorelease];
+
+	    [item setEnabled:YES];
+	    [item setTarget:self];
+	    [item setAction:@selector(presetGame:)];
+	    [item setPayload:params];
+
+	    [typemenu insertItem:item atIndex:0];
+	}
+    }
+}
+
+- (void)resignKeyWindow
+{
+    [self clearTypeMenu];
+    [super resignKeyWindow];
+}
+
+- (void)close
+{
+    [self clearTypeMenu];
+    [super close];
+}
+
+- (void)resizeForNewGameParams
+{
+    NSSize size = {0,0};
+    int w, h;
+
+    midend_size(me, &w, &h);
+    size.width = w;
+    size.height = h;
+
+    NSDisableScreenUpdates();
+    [self setContentSize:size];
+    [self setupContentView];
+    NSEnableScreenUpdates();
+}
+
+- (void)presetGame:(id)sender
+{
+    game_params *params = [sender getPayload];
+
+    midend_set_params(me, params);
+    midend_new_game(me);
+
+    [self resizeForNewGameParams];
+}
+
+@end
+
+/*
+ * Drawing routines called by the midend.
+ */
+void draw_polygon(frontend *fe, int *coords, int npoints,
+                  int fill, int colour)
+{
+    NSBezierPath *path = [NSBezierPath bezierPath];
+    int i;
+
+    [[NSGraphicsContext currentContext] setShouldAntialias:YES];
+
+    assert(colour >= 0 && colour < fe->ncolours);
+    [fe->colours[colour] set];
+
+    for (i = 0; i < npoints; i++) {
+	NSPoint p = { coords[i*2] + 0.5, coords[i*2+1] + 0.5 };
+	if (i == 0)
+	    [path moveToPoint:p];
+	else
+	    [path lineToPoint:p];
+    }
+
+    [path closePath];
+
+    if (fill)
+	[path fill];
+    else
+	[path stroke];
+}
+void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
+{
+    NSBezierPath *path = [NSBezierPath bezierPath];
+    NSPoint p1 = { x1 + 0.5, y1 + 0.5 }, p2 = { x2 + 0.5, 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];
+}
+void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
+{
+    NSRect r = { {x,y}, {w,h} };
+
+    [[NSGraphicsContext currentContext] setShouldAntialias:NO];
+
+    assert(colour >= 0 && colour < fe->ncolours);
+    [fe->colours[colour] set];
+
+    NSRectFill(r);
+}
+void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
+               int align, int colour, char *text)
+{
+    NSString *string = [NSString stringWithCString: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 = 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];
+}
+void draw_update(frontend *fe, int x, int y, int w, int h)
+{
+    /* FIXME */
+}
+void clip(frontend *fe, int x, int y, int w, int h)
+{
+    NSRect r = { {x,y}, {w,h} };
+
+    if (!fe->clipped)
+	[[NSGraphicsContext currentContext] saveGraphicsState];
+    [NSBezierPath clipRect:r];
+    fe->clipped = TRUE;
+}
+void unclip(frontend *fe)
+{
+    if (fe->clipped)
+	[[NSGraphicsContext currentContext] restoreGraphicsState];
+    fe->clipped = FALSE;
+}
+void start_draw(frontend *fe)
+{
+    [fe->image lockFocus];
+    fe->clipped = FALSE;
+}
+void end_draw(frontend *fe)
+{
+    [fe->image unlockFocus];
+    [fe->view setNeedsDisplay];
+}
+
+void deactivate_timer(frontend *fe)
+{
+    [fe->window deactivateTimer];
+}
+void activate_timer(frontend *fe)
+{
+    [fe->window activateTimer];
+}
+
+/* ----------------------------------------------------------------------
+ * Utility routines for constructing OS X menus.
+ */
+
+NSMenu *newmenu(const char *title)
+{
+    return [[[NSMenu allocWithZone:[NSMenu menuZone]]
+	     initWithTitle:[NSString stringWithCString:title]]
+	    autorelease];
+}
+
+NSMenu *newsubmenu(NSMenu *parent, const char *title)
+{
+    NSMenuItem *item;
+    NSMenu *child;
+
+    item = [[[NSMenuItem allocWithZone:[NSMenu menuZone]]
+	     initWithTitle:[NSString stringWithCString: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 stringWithCString:title]
+	     action:NULL
+	     keyEquivalent:[NSString stringWithCString: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);
+}
+
+/* ----------------------------------------------------------------------
+ * AppController: the object which receives the messages from all
+ * menu selections that aren't standard OS X functions.
+ */
+@interface AppController : NSObject
+{
+}
+- (IBAction)newGame:(id)sender;
+@end
+
+@implementation AppController
+
+- (IBAction)newGame:(id)sender
+{
+    const game *g = [sender getPayload];
+    id win;
+
+    win = [[GameWindow alloc] initWithGame:g];
+    [win makeKeyAndOrderFront:self];
+}
+
+@end
+
+/* ----------------------------------------------------------------------
+ * Main program. Constructs the menus and runs the application.
+ */
+int main(int argc, char **argv)
+{
+    NSAutoreleasePool *pool;
+    NSMenu *menu;
+    NSMenuItem *item;
+    AppController *controller;
+    NSImage *icon;
+
+    pool = [[NSAutoreleasePool alloc] init];
+
+    icon = [NSImage imageNamed:@"NSApplicationIcon"];
+    [NSApplication sharedApplication];
+    [NSApp setApplicationIconImage:icon];
+
+    controller = [[[AppController alloc] init] autorelease];
+
+    [NSApp setMainMenu: newmenu("Main Menu")];
+
+    menu = newsubmenu([NSApp mainMenu], "Apple Menu");
+    [NSApp setServicesMenu:newsubmenu(menu, "Services")];
+    [menu addItem:[NSMenuItem separatorItem]];
+    item = newitem(menu, "Hide Puzzles", "h", NSApp, @selector(hide:));
+    item = newitem(menu, "Hide Others", "o-h", NSApp, @selector(hideOtherApplications:));
+    item = newitem(menu, "Show All", "", NSApp, @selector(unhideAllApplications:));
+    [menu addItem:[NSMenuItem separatorItem]];
+    item = newitem(menu, "Quit", "q", NSApp, @selector(terminate:));
+    [NSApp setAppleMenu: menu];
+
+    menu = newsubmenu([NSApp mainMenu], "Open");
+    {
+	int i;
+
+	for (i = 0; i < gamecount; i++) {
+	    id item =
+		initnewitem([DataMenuItem allocWithZone:[NSMenu menuZone]],
+			    menu, gamelist[i]->name, "", controller,
+			    @selector(newGame:));
+	    [item setPayload:(void *)gamelist[i]];
+	}
+    }
+
+    menu = newsubmenu([NSApp mainMenu], "Game");
+    item = newitem(menu, "New", "n", NULL, @selector(newGame:));
+    item = newitem(menu, "Restart", "r", NULL, @selector(restartGame:));
+    item = newitem(menu, "Specific", "", NULL, @selector(specificGame:));
+    [menu addItem:[NSMenuItem separatorItem]];
+    item = newitem(menu, "Undo", "z", NULL, @selector(undoMove:));
+    item = newitem(menu, "Redo", "S-z", NULL, @selector(redoMove:));
+    [menu addItem:[NSMenuItem separatorItem]];
+    item = newitem(menu, "Close", "w", NULL, @selector(performClose:));
+
+    menu = newsubmenu([NSApp mainMenu], "Type");
+    typemenu = menu;
+    item = newitem(menu, "Custom", "", NULL, @selector(customGameType:));
+
+    menu = newsubmenu([NSApp mainMenu], "Window");
+    [NSApp setWindowsMenu: menu];
+    item = newitem(menu, "Minimise Window", "m", NULL, @selector(performMiniaturize:));
+
+    [NSApp run];
+    [pool release];
+}