Source/DemoBoardView.m
author Jens Alfke <jens@mooseyard.com>
Thu Jul 17 13:29:04 2008 -0700 (2008-07-17)
changeset 19 3b750982ff39
parent 11 436cbdf56810
child 26 e7a464fb6d39
permissions -rw-r--r--
Don't load Checkers sound files till a game is displayed on a board; this speeds up launch.
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/*  This code is based on Apple's "GeekGameBoard" sample code, version 1.0.
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    http://developer.apple.com/samplecode/GeekGameBoard/
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    Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved.
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    Redistribution and use in source and binary forms, with or without modification, are permitted
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    provided that the following conditions are met:
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    * Redistributions of source code must retain the above copyright notice, this list of conditions
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      and the following disclaimer.
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    * Redistributions in binary form must reproduce the above copyright notice, this list of
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      conditions and the following disclaimer in the documentation and/or other materials provided
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      with the distribution.
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    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
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    IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND 
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    FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI-
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    BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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    (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 
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    PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
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    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF 
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    THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#import "DemoBoardView.h"
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#import "Game.h"
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#import "Turn.h"
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#import "Player.h"
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#import "GGBTextLayer.h"
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#import "QuartzUtils.h"
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@implementation DemoBoardView
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/** Class names of available games */
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static NSString* const kMenuGameNames[] = {@"KlondikeGame", @"CheckersGame", @"HexchequerGame",
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                                           @"TicTacToeGame", @"GoGame"};
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/** Class name of the current game. */
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static NSString* sCurrentGameName = @"CheckersGame";
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- (IBAction) toggleRemoteOpponent: (id)sender
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{
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    NSAssert(self.game.currentTurnNo==0,@"Game has already begun");
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    Player *opponent = [self.game.players objectAtIndex: 1];
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    opponent.local = !opponent.local;
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}
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- (void) startGameNamed: (NSString*)gameClassName
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{
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    [super startGameNamed: gameClassName];
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    Game *game = self.game;
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    [game addObserver: self 
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           forKeyPath: @"currentPlayer"
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              options: NSKeyValueObservingOptionInitial
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              context: NULL];
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    [game addObserver: self
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           forKeyPath: @"winner"
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              options: 0 
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              context: NULL];
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    self.window.title = [(id)[game class] displayName];
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}
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- (CGRect) gameBoardFrame
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{
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    CGRect bounds = [super gameBoardFrame];
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    bounds.size.height -= 32;                   // Leave room for headline
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    return CGRectInset(bounds,4,4);
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}
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- (BOOL)canBecomeKeyView        {return YES;}
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- (BOOL)acceptsFirstResponder   {return YES;}
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- (void) awakeFromNib
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{
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    srandomdev();
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    // BoardView supports receiving dragged images, but you have to register for them:
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    [self registerForDraggedTypes: [NSImage imagePasteboardTypes]];
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    [self registerForDraggedTypes: [NSArray arrayWithObject: NSFilenamesPboardType]];
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    CGRect bounds = self.layer.bounds;
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    self.layer.backgroundColor = GetCGPatternNamed(@"Background.png");
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    bounds.size.height -= 32;
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    _headline = [GGBTextLayer textLayerInSuperlayer: self.layer
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                                           withText: nil
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                                           fontSize: 24
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                                          alignment: kCALayerWidthSizable | kCALayerMinYMargin];
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    [self startGameNamed: sCurrentGameName];
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    [_turnSlider bind: @"value"    toObject: self withKeyPath: @"game.currentTurnNo" options: nil];
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}
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- (IBAction) startGameFromMenu: (id)sender
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{
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    sCurrentGameName = kMenuGameNames[ [sender tag] ];
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    [self startGameNamed: sCurrentGameName];
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}
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- (void)observeValueForKeyPath:(NSString *)keyPath 
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                      ofObject:(id)object 
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                        change:(NSDictionary *)change
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                       context:(void *)context
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{
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    Game *game = self.game;
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    if( object == game ) {
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        NSLog(@"maxTurnNo = %u, currentTurnNo = %u", 
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              self.game.maxTurnNo,self.game.currentTurnNo);
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        NSLog(@"Game state = '%@'", self.game.currentTurn.boardState);
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        _turnSlider.maxValue = self.game.maxTurnNo;
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        _turnSlider.numberOfTickMarks = self.game.maxTurnNo+1;
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        Player *p = game.winner;
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        NSString *msg;
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        if( p ) {
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            // The game is won
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            [[NSSound soundNamed: @"Sosumi"] play];
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            if( self.game.local )
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                msg = @"%@ wins! Congratulations!";
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            else
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                msg = p.local ?@"You Win! Congratulations!" :@"You Lose ... :-(";
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        } else {
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            // Otherwise go on to the next turn:
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            p = game.currentPlayer;
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            msg = @"Your turn, %@";
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        }
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        _headline.string = [NSString stringWithFormat: msg, p.name];
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    }
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}
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- (IBAction) undo: (id)sender
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{
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    if( self.game.currentTurn > 0 )
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        self.game.currentTurnNo--;
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    else
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        NSBeep();
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}
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- (IBAction) redo: (id)sender
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{
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    if( self.game.currentTurnNo < self.game.maxTurnNo )
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        self.game.currentTurnNo++;
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    else
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        NSBeep();
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}
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#pragma mark -
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#pragma mark NSAPPLICATION DELEGATE:
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- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
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{
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    return YES;
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}
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@end