Source/BoardView.m
author Jens Alfke <jens@mooseyard.com>
Thu May 29 15:04:06 2008 -0700 (2008-05-29)
changeset 9 a59acc683080
parent 5 3ba1f29595c7
child 10 6c78cc6bd7a6
permissions -rw-r--r--
Finally fixed the slow animation performance of board games; all it took was changing the board's z index from 1 to 0, somehow. Games working well now.
jens@0
     1
/*  This code is based on Apple's "GeekGameBoard" sample code, version 1.0.
jens@0
     2
    http://developer.apple.com/samplecode/GeekGameBoard/
jens@0
     3
    Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved.
jens@0
     4
jens@0
     5
    Redistribution and use in source and binary forms, with or without modification, are permitted
jens@0
     6
    provided that the following conditions are met:
jens@0
     7
jens@0
     8
    * Redistributions of source code must retain the above copyright notice, this list of conditions
jens@0
     9
      and the following disclaimer.
jens@0
    10
    * Redistributions in binary form must reproduce the above copyright notice, this list of
jens@0
    11
      conditions and the following disclaimer in the documentation and/or other materials provided
jens@0
    12
      with the distribution.
jens@0
    13
jens@0
    14
    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
jens@0
    15
    IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND 
jens@0
    16
    FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI-
jens@0
    17
    BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
jens@0
    18
    (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 
jens@0
    19
    PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
jens@0
    20
    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF 
jens@0
    21
    THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
jens@0
    22
*/
jens@0
    23
#import "BoardView.h"
jens@0
    24
#import "Bit.h"
jens@0
    25
#import "BitHolder.h"
jens@0
    26
#import "Game.h"
jens@0
    27
#import "QuartzUtils.h"
jens@0
    28
#import "GGBUtils.h"
jens@0
    29
jens@0
    30
jens@3
    31
@interface BoardView ()
jens@3
    32
- (void) _findDropTarget: (NSPoint)pos;
jens@3
    33
@end
jens@3
    34
jens@3
    35
jens@0
    36
@implementation BoardView
jens@0
    37
jens@0
    38
jens@0
    39
@synthesize game=_game, gameboard=_gameboard;
jens@0
    40
jens@0
    41
jens@0
    42
- (void) dealloc
jens@0
    43
{
jens@0
    44
    [_game release];
jens@0
    45
    [super dealloc];
jens@0
    46
}
jens@0
    47
jens@0
    48
jens@0
    49
- (void) startGameNamed: (NSString*)gameClassName
jens@0
    50
{
jens@0
    51
    if( _gameboard ) {
jens@0
    52
        [_gameboard removeFromSuperlayer];
jens@0
    53
        _gameboard = nil;
jens@0
    54
    }
jens@0
    55
    _gameboard = [[CALayer alloc] init];
jens@0
    56
    _gameboard.frame = [self gameBoardFrame];
jens@0
    57
    _gameboard.autoresizingMask = kCALayerWidthSizable | kCALayerHeightSizable;
jens@0
    58
    [self.layer addSublayer: _gameboard];
jens@0
    59
    [_gameboard release];
jens@0
    60
    
jens@0
    61
    Class gameClass = NSClassFromString(gameClassName);
jens@0
    62
    setObj(&_game, [[gameClass alloc] initWithBoard: _gameboard]);
jens@0
    63
}
jens@0
    64
jens@0
    65
jens@0
    66
- (CGRect) gameBoardFrame
jens@0
    67
{
jens@0
    68
    return self.layer.bounds;
jens@0
    69
}
jens@0
    70
jens@0
    71
jens@0
    72
- (void)resetCursorRects
jens@0
    73
{
jens@0
    74
    [super resetCursorRects];
jens@0
    75
    [self addCursorRect: self.bounds cursor: [NSCursor openHandCursor]];
jens@0
    76
}
jens@0
    77
jens@0
    78
jens@0
    79
- (IBAction) enterFullScreen: (id)sender
jens@0
    80
{
jens@0
    81
    if( self.isInFullScreenMode ) {
jens@0
    82
        [self exitFullScreenModeWithOptions: nil];
jens@0
    83
    } else {
jens@0
    84
        [self enterFullScreenMode: self.window.screen 
jens@0
    85
                      withOptions: nil];
jens@0
    86
    }
jens@0
    87
}
jens@0
    88
jens@0
    89
jens@0
    90
#pragma mark -
jens@0
    91
#pragma mark KEY EVENTS:
jens@0
    92
jens@0
    93
jens@0
    94
- (void) keyDown: (NSEvent*)ev
jens@0
    95
{
jens@0
    96
    if( self.isInFullScreenMode ) {
jens@0
    97
        if( [ev.charactersIgnoringModifiers hasPrefix: @"\033"] )       // Esc key
jens@0
    98
            [self enterFullScreen: self];
jens@0
    99
    }
jens@0
   100
}
jens@0
   101
jens@0
   102
jens@0
   103
#pragma mark -
jens@0
   104
#pragma mark HIT-TESTING:
jens@0
   105
jens@0
   106
jens@5
   107
/** Converts a point from window coords, to this view's root layer's coords. */
jens@5
   108
- (CGPoint) _convertPointFromWindowToLayer: (NSPoint)locationInWindow
jens@5
   109
{
jens@5
   110
    NSPoint where = [self convertPoint: locationInWindow fromView: nil];    // convert to view coords
jens@5
   111
    return NSPointToCGPoint( [self convertPointToBase: where] );            // then to layer coords
jens@5
   112
}
jens@5
   113
jens@5
   114
jens@0
   115
// Hit-testing callbacks (to identify which layers caller is interested in):
jens@0
   116
typedef BOOL (*LayerMatchCallback)(CALayer*);
jens@0
   117
jens@0
   118
static BOOL layerIsBit( CALayer* layer )        {return [layer isKindOfClass: [Bit class]];}
jens@0
   119
static BOOL layerIsBitHolder( CALayer* layer )  {return [layer conformsToProtocol: @protocol(BitHolder)];}
jens@0
   120
static BOOL layerIsDropTarget( CALayer* layer ) {return [layer respondsToSelector: @selector(draggingEntered:)];}
jens@0
   121
jens@0
   122
jens@0
   123
/** Locates the layer at a given point in window coords.
jens@0
   124
    If the leaf layer doesn't pass the layer-match callback, the nearest ancestor that does is returned.
jens@0
   125
    If outOffset is provided, the point's position relative to the layer is stored into it. */
jens@0
   126
- (CALayer*) hitTestPoint: (NSPoint)locationInWindow
jens@0
   127
         forLayerMatching: (LayerMatchCallback)match
jens@0
   128
                   offset: (CGPoint*)outOffset
jens@0
   129
{
jens@5
   130
    CGPoint where = [self _convertPointFromWindowToLayer: locationInWindow ];
jens@0
   131
    CALayer *layer = [_gameboard hitTest: where];
jens@0
   132
    while( layer ) {
jens@0
   133
        if( match(layer) ) {
jens@0
   134
            CGPoint bitPos = [self.layer convertPoint: layer.position 
jens@0
   135
                              fromLayer: layer.superlayer];
jens@0
   136
            if( outOffset )
jens@0
   137
                *outOffset = CGPointMake( bitPos.x-where.x, bitPos.y-where.y);
jens@0
   138
            return layer;
jens@0
   139
        } else
jens@0
   140
            layer = layer.superlayer;
jens@0
   141
    }
jens@0
   142
    return nil;
jens@0
   143
}
jens@0
   144
jens@0
   145
jens@0
   146
#pragma mark -
jens@0
   147
#pragma mark MOUSE CLICKS & DRAGS:
jens@0
   148
jens@0
   149
jens@0
   150
- (void) mouseDown: (NSEvent*)ev
jens@0
   151
{
jens@3
   152
    BOOL placing = NO;
jens@0
   153
    _dragStartPos = ev.locationInWindow;
jens@0
   154
    _dragBit = (Bit*) [self hitTestPoint: _dragStartPos
jens@0
   155
                        forLayerMatching: layerIsBit 
jens@0
   156
                                  offset: &_dragOffset];
jens@3
   157
    
jens@3
   158
    if( ! _dragBit ) {
jens@3
   159
        // If no bit was clicked, see if it's a BitHolder the game will let the user add a Bit to:
jens@3
   160
        id<BitHolder> holder = (id<BitHolder>) [self hitTestPoint: _dragStartPos
jens@3
   161
                                                 forLayerMatching: layerIsBitHolder
jens@3
   162
                                                           offset: NULL];
jens@3
   163
        if( holder ) {
jens@3
   164
            _dragBit = [_game bitToPlaceInHolder: holder];
jens@3
   165
            if( _dragBit ) {
jens@3
   166
                _dragOffset.x = _dragOffset.y = 0;
jens@3
   167
                if( _dragBit.superlayer==nil )
jens@5
   168
                    _dragBit.position = [self _convertPointFromWindowToLayer: _dragStartPos];
jens@3
   169
                placing = YES;
jens@3
   170
            }
jens@3
   171
        }
jens@3
   172
    }
jens@3
   173
    
jens@3
   174
    if( ! _dragBit ) {
jens@3
   175
        Beep();
jens@3
   176
        return;
jens@3
   177
    }
jens@3
   178
    
jens@3
   179
    // Clicked on a Bit:
jens@3
   180
    _dragMoved = NO;
jens@3
   181
    _dropTarget = nil;
jens@3
   182
    _oldHolder = _dragBit.holder;
jens@3
   183
    // Ask holder's and game's permission before dragging:
jens@3
   184
    if( _oldHolder ) {
jens@3
   185
        _dragBit = [_oldHolder canDragBit: _dragBit];
jens@0
   186
        if( _dragBit && ! [_game canBit: _dragBit moveFrom: _oldHolder] ) {
jens@0
   187
            [_oldHolder cancelDragBit: _dragBit];
jens@0
   188
            _dragBit = nil;
jens@0
   189
        }
jens@0
   190
        if( ! _dragBit ) {
jens@0
   191
            _oldHolder = nil;
jens@0
   192
            NSBeep();
jens@0
   193
            return;
jens@0
   194
        }
jens@3
   195
    }
jens@3
   196
    
jens@3
   197
    // Start dragging:
jens@3
   198
    _oldSuperlayer = _dragBit.superlayer;
jens@3
   199
    _oldLayerIndex = [_oldSuperlayer.sublayers indexOfObjectIdenticalTo: _dragBit];
jens@3
   200
    _oldPos = _dragBit.position;
jens@3
   201
    ChangeSuperlayer(_dragBit, self.layer, self.layer.sublayers.count);
jens@3
   202
    _dragBit.pickedUp = YES;
jens@3
   203
    [[NSCursor closedHandCursor] push];
jens@3
   204
    
jens@3
   205
    if( placing ) {
jens@3
   206
        if( _oldSuperlayer )
jens@5
   207
            _dragBit.position = [self _convertPointFromWindowToLayer: _dragStartPos];
jens@3
   208
        _dragMoved = YES;
jens@3
   209
        [self _findDropTarget: _dragStartPos];
jens@3
   210
    }
jens@0
   211
}
jens@0
   212
jens@3
   213
jens@0
   214
- (void) mouseDragged: (NSEvent*)ev
jens@0
   215
{
jens@0
   216
    if( _dragBit ) {
jens@0
   217
        // Get the mouse position, and see if we've moved 3 pixels since the mouseDown:
jens@0
   218
        NSPoint pos = ev.locationInWindow;
jens@0
   219
        if( fabs(pos.x-_dragStartPos.x)>=3 || fabs(pos.y-_dragStartPos.y)>=3 )
jens@0
   220
            _dragMoved = YES;
jens@0
   221
        
jens@0
   222
        // Move the _dragBit (without animation -- it's unnecessary and slows down responsiveness):
jens@5
   223
        CGPoint where = [self _convertPointFromWindowToLayer: pos];
jens@0
   224
        where.x += _dragOffset.x;
jens@0
   225
        where.y += _dragOffset.y;
jens@0
   226
        
jens@5
   227
        CGPoint newPos = [_dragBit.superlayer convertPoint: where fromLayer: self.layer];
jens@0
   228
jens@0
   229
        [CATransaction flush];
jens@0
   230
        [CATransaction begin];
jens@0
   231
        [CATransaction setValue:(id)kCFBooleanTrue
jens@0
   232
                         forKey:kCATransactionDisableActions];
jens@0
   233
        _dragBit.position = newPos;
jens@0
   234
        [CATransaction commit];
jens@0
   235
jens@0
   236
        // Find what it's over:
jens@3
   237
        [self _findDropTarget: pos];
jens@3
   238
    }
jens@3
   239
}
jens@3
   240
jens@3
   241
jens@3
   242
- (void) _findDropTarget: (NSPoint)locationInWindow
jens@3
   243
{
jens@3
   244
    locationInWindow.x += _dragOffset.x;
jens@3
   245
    locationInWindow.y += _dragOffset.y;
jens@3
   246
    id<BitHolder> target = (id<BitHolder>) [self hitTestPoint: locationInWindow
jens@3
   247
                                             forLayerMatching: layerIsBitHolder
jens@3
   248
                                                       offset: NULL];
jens@3
   249
    if( target == _oldHolder )
jens@3
   250
        target = nil;
jens@3
   251
    if( target != _dropTarget ) {
jens@3
   252
        [_dropTarget willNotDropBit: _dragBit];
jens@3
   253
        _dropTarget.highlighted = NO;
jens@3
   254
        _dropTarget = nil;
jens@3
   255
    }
jens@3
   256
    if( target ) {
jens@3
   257
        CGPoint targetPos = [(CALayer*)target convertPoint: _dragBit.position
jens@3
   258
                                                 fromLayer: _dragBit.superlayer];
jens@3
   259
        if( [target canDropBit: _dragBit atPoint: targetPos]
jens@3
   260
           && [_game canBit: _dragBit moveFrom: _oldHolder to: target] ) {
jens@3
   261
            _dropTarget = target;
jens@3
   262
            _dropTarget.highlighted = YES;
jens@0
   263
        }
jens@0
   264
    }
jens@0
   265
}
jens@0
   266
jens@3
   267
jens@0
   268
- (void) mouseUp: (NSEvent*)ev
jens@0
   269
{
jens@0
   270
    if( _dragBit ) {
jens@0
   271
        if( _dragMoved ) {
jens@0
   272
            // Update the drag tracking to the final mouse position:
jens@0
   273
            [self mouseDragged: ev];
jens@0
   274
            _dropTarget.highlighted = NO;
jens@0
   275
            _dragBit.pickedUp = NO;
jens@0
   276
jens@0
   277
            // Is the move legal?
jens@0
   278
            if( _dropTarget && [_dropTarget dropBit: _dragBit
jens@0
   279
                                            atPoint: [(CALayer*)_dropTarget convertPoint: _dragBit.position 
jens@0
   280
                                                                            fromLayer: _dragBit.superlayer]] ) {
jens@0
   281
                // Yes, notify the interested parties:
jens@0
   282
                [_oldHolder draggedBit: _dragBit to: _dropTarget];
jens@0
   283
                [_game bit: _dragBit movedFrom: _oldHolder to: _dropTarget];
jens@0
   284
            } else {
jens@0
   285
                // Nope, cancel:
jens@0
   286
                [_dropTarget willNotDropBit: _dragBit];
jens@3
   287
                if( _oldSuperlayer ) {
jens@3
   288
                    ChangeSuperlayer(_dragBit, _oldSuperlayer, _oldLayerIndex);
jens@3
   289
                    _dragBit.position = _oldPos;
jens@3
   290
                    [_oldHolder cancelDragBit: _dragBit];
jens@3
   291
                } else {
jens@3
   292
                    [_dragBit removeFromSuperlayer];
jens@3
   293
                }
jens@0
   294
            }
jens@0
   295
        } else {
jens@0
   296
            // Just a click, without a drag:
jens@0
   297
            _dropTarget.highlighted = NO;
jens@0
   298
            _dragBit.pickedUp = NO;
jens@0
   299
            ChangeSuperlayer(_dragBit, _oldSuperlayer, _oldLayerIndex);
jens@0
   300
            [_oldHolder cancelDragBit: _dragBit];
jens@0
   301
            if( ! [_game clickedBit: _dragBit] )
jens@0
   302
                NSBeep();
jens@0
   303
        }
jens@9
   304
jens@0
   305
        _dropTarget = nil;
jens@0
   306
        _dragBit = nil;
jens@0
   307
        [NSCursor pop];
jens@0
   308
    }
jens@0
   309
}
jens@0
   310
jens@0
   311
jens@0
   312
#pragma mark -
jens@0
   313
#pragma mark INCOMING DRAGS:
jens@0
   314
jens@0
   315
jens@0
   316
// subroutine to call the target
jens@0
   317
static int tell( id target, SEL selector, id arg, int defaultValue )
jens@0
   318
{
jens@0
   319
    if( target && [target respondsToSelector: selector] )
jens@0
   320
        return (ssize_t) [target performSelector: selector withObject: arg];
jens@0
   321
    else
jens@0
   322
        return defaultValue;
jens@0
   323
}
jens@0
   324
jens@0
   325
jens@0
   326
- (NSDragOperation)draggingEntered:(id <NSDraggingInfo>)sender
jens@0
   327
{
jens@0
   328
    _viewDropTarget = [self hitTestPoint: [sender draggingLocation]
jens@0
   329
                        forLayerMatching: layerIsDropTarget
jens@0
   330
                                  offset: NULL];
jens@0
   331
    _viewDropOp = _viewDropTarget ?[_viewDropTarget draggingEntered: sender] :NSDragOperationNone;
jens@0
   332
    return _viewDropOp;
jens@0
   333
}
jens@0
   334
jens@0
   335
- (NSDragOperation)draggingUpdated:(id <NSDraggingInfo>)sender
jens@0
   336
{
jens@0
   337
    CALayer *target = [self hitTestPoint: [sender draggingLocation]
jens@0
   338
                        forLayerMatching: layerIsDropTarget 
jens@0
   339
                                  offset: NULL];
jens@0
   340
    if( target == _viewDropTarget ) {
jens@0
   341
        if( _viewDropTarget )
jens@0
   342
            _viewDropOp = tell(_viewDropTarget,@selector(draggingUpdated:),sender,_viewDropOp);
jens@0
   343
    } else {
jens@0
   344
        tell(_viewDropTarget,@selector(draggingExited:),sender,0);
jens@0
   345
        _viewDropTarget = target;
jens@0
   346
        if( _viewDropTarget )
jens@0
   347
            _viewDropOp = [_viewDropTarget draggingEntered: sender];
jens@0
   348
        else
jens@0
   349
            _viewDropOp = NSDragOperationNone;
jens@0
   350
    }
jens@0
   351
    return _viewDropOp;
jens@0
   352
}
jens@0
   353
jens@0
   354
- (BOOL)wantsPeriodicDraggingUpdates
jens@0
   355
{
jens@0
   356
    return (_viewDropTarget!=nil);
jens@0
   357
}
jens@0
   358
jens@0
   359
- (void)draggingExited:(id <NSDraggingInfo>)sender
jens@0
   360
{
jens@0
   361
    tell(_viewDropTarget,@selector(draggingExited:),sender,0);
jens@0
   362
    _viewDropTarget = nil;
jens@0
   363
}
jens@0
   364
jens@0
   365
- (BOOL)prepareForDragOperation:(id <NSDraggingInfo>)sender
jens@0
   366
{
jens@0
   367
    return tell(_viewDropTarget,@selector(prepareForDragOperation:),sender,YES);
jens@0
   368
}
jens@0
   369
jens@0
   370
- (BOOL)performDragOperation:(id <NSDraggingInfo>)sender
jens@0
   371
{
jens@0
   372
    return [_viewDropTarget performDragOperation: sender];
jens@0
   373
}
jens@0
   374
jens@0
   375
- (void)concludeDragOperation:(id <NSDraggingInfo>)sender
jens@0
   376
{
jens@0
   377
    tell(_viewDropTarget,@selector(concludeDragOperation:),sender,0);
jens@0
   378
}
jens@0
   379
jens@0
   380
- (void)draggingEnded:(id <NSDraggingInfo>)sender
jens@0
   381
{
jens@0
   382
    tell(_viewDropTarget,@selector(draggingEnded:),sender,0);
jens@0
   383
}
jens@0
   384
jens@0
   385
@end