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, ¶ms);
-
- 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, ¶ms);
+
+ 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];
+}