+ 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];
+ }
+}