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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 "GGBTextLayer.h"
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#import "QuartzUtils.h"
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/** WARNING: THIS CODE REQUIRES GARBAGE COLLECTION!
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** This sample application uses Objective-C 2.0 garbage collection.
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** Therefore, the source code in this file does NOT perform manual object memory management.
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** If you reuse any of this code in a process that isn't garbage collected, you will need to
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** add all necessary retain/release/autorelease calls, and implement -dealloc methods,
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** otherwise unpleasant leakage will occur!
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**/
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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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- (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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- (void) awakeFromNib
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{
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srandomdev();
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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.currentTurn" options: nil];
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}
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- (void) 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(@"maxTurn = %u, currentTurn=%u", self.game.maxTurn,self.game.currentTurn);
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_turnSlider.maxValue = self.game.maxTurn;
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_turnSlider.numberOfTickMarks = self.game.maxTurn+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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[[NSSound soundNamed: @"Sosumi"] play];
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msg = @"%@ wins! Congratulations!";
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} else {
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p = game.currentPlayer;
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msg = @"Your turn, %@";
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NSLog(@"Game state = '%@'", self.game.stateString);
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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) enterFullScreen: (id)sender
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{
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[super enterFullScreen: sender];
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[self startGameNamed: sCurrentGameName]; // restart game so it'll use the new size
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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
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