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;
int w, h;
ourgame = g;
+ preset_menu = NULL;
+ preset_menu_items = NULL;
fe.window = self;
[status setBezeled:YES];
[status setBezelStyle:NSTextFieldSquareBezel];
[status setDrawsBackground:YES];
- [[status cell] setTitle:@""];
+ [[status cell] setTitle:@DEFAULT_STATUSBAR_TEXT];
[status sizeToFit];
rect2 = [status frame];
rect.size.height += rect2.size.height;
[fe.colours[i] release];
}
sfree(fe.colours);
+ sfree(preset_menu_items);
midend_free(me);
[super dealloc];
}
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)newGame:(id)sender
{
- [self processKey:'n'];
+ [self processKey:UI_NEWGAME];
}
- (void)restartGame:(id)sender
{
[op setAllowsMultipleSelection:NO];
if ([op runModalForTypes:nil] == NSOKButton) {
- const char *name = [[[op filenames] objectAtIndex:0] cString];
+ /*
+ * This used to be
+ *
+ * [[[op filenames] objectAtIndex:0] cString]
+ *
+ * but the plain cString method became deprecated and Xcode 7
+ * started complaining about it. Since OS X 10.9 we can
+ * apparently use the more modern API
+ *
+ * [[[op URLs] objectAtIndex:0] fileSystemRepresentation]
+ *
+ * but the alternative below still compiles with Xcode 7 and
+ * is a bit more backwards compatible, so I'll try it for the
+ * moment.
+ */
+ const char *name = [[[op filenames] objectAtIndex:0]
+ cStringUsingEncoding:
+ [NSString defaultCStringEncoding]];
char *err;
FILE *fp = fopen(name, "r");
}
- (void)undoMove:(id)sender
{
- [self processKey:'u'];
+ [self processKey:UI_UNDO];
}
- (void)redoMove:(id)sender
{
- [self processKey:'r'&0x1F];
+ [self processKey:UI_REDO];
}
- (void)copy:(id)sender
- (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, total, n;
+ int i, n;
- total = [typemenu numberOfItems];
n = midend_which_preset(me);
- if (n < 0)
- n = total - 1; /* that's always where "Custom" lives */
- for (i = 0; i < total; i++)
- [[typemenu itemAtIndex:i] setState:(i == n ? NSOnState : NSOffState)];
+
+ 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)becomeKeyWindow
+- (void)populateTypeMenu:(NSMenu *)nsmenu from:(struct preset_menu *)menu
{
- int n;
+ 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];
- n = midend_num_presets(me);
+ 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 (n > 0) {
+ if (preset_menu->n_entries > 0) {
[typemenu insertItem:[NSMenuItem separatorItem] atIndex:0];
- while (n--) {
- char *name;
- game_params *params;
- DataMenuItem *item;
-
- midend_fetch_preset(me, n, &name, ¶ms);
-
- item = [[[DataMenuItem alloc]
- initWithTitle:[NSString stringWithUTF8String:name]
- action:NULL keyEquivalent:@""]
- autorelease];
-
- [item setEnabled:YES];
- [item setTarget:self];
- [item setAction:@selector(presetGame:)];
- [item setPayload:params];
-
- [typemenu insertItem:item atIndex:0];
- }
+ [self populateTypeMenu:typemenu from:preset_menu];
}
[self updateTypeMenuTick];
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;
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)