* Got it working with latest iPhone SDK.
* Fixed some text alignment issues that showed up on PlayingCards.
* Working on persistence and move-tracking for Game.
1 /* This code is based on Apple's "GeekGameBoard" sample code, version 1.0.
2 http://developer.apple.com/samplecode/GeekGameBoard/
3 Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved.
5 Redistribution and use in source and binary forms, with or without modification, are permitted
6 provided that the following conditions are met:
8 * Redistributions of source code must retain the above copyright notice, this list of conditions
9 and the following disclaimer.
10 * Redistributions in binary form must reproduce the above copyright notice, this list of
11 conditions and the following disclaimer in the documentation and/or other materials provided
12 with the distribution.
14 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
15 IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
16 FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI-
17 BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
18 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
19 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
20 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
21 THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 #import "DemoBoardView.h"
25 #import "GGBTextLayer.h"
26 #import "QuartzUtils.h"
29 /** WARNING: THIS CODE REQUIRES GARBAGE COLLECTION!
30 ** This sample application uses Objective-C 2.0 garbage collection.
31 ** Therefore, the source code in this file does NOT perform manual object memory management.
32 ** If you reuse any of this code in a process that isn't garbage collected, you will need to
33 ** add all necessary retain/release/autorelease calls, and implement -dealloc methods,
34 ** otherwise unpleasant leakage will occur!
38 @implementation DemoBoardView
41 /** Class names of available games */
42 static NSString* const kMenuGameNames[] = {@"KlondikeGame", @"CheckersGame", @"HexchequerGame",
43 @"TicTacToeGame", @"GoGame"};
45 /** Class name of the current game. */
46 static NSString* sCurrentGameName = @"CheckersGame";
49 - (void) startGameNamed: (NSString*)gameClassName
51 [super startGameNamed: gameClassName];
53 Game *game = self.game;
54 [game addObserver: self
55 forKeyPath: @"currentPlayer"
56 options: NSKeyValueObservingOptionInitial
58 [game addObserver: self
63 self.window.title = [(id)[game class] displayName];
67 - (CGRect) gameBoardFrame
69 CGRect bounds = [super gameBoardFrame];
70 bounds.size.height -= 32; // Leave room for headline
71 return CGRectInset(bounds,4,4);
75 - (BOOL)canBecomeKeyView {return YES;}
76 - (BOOL)acceptsFirstResponder {return YES;}
83 [self registerForDraggedTypes: [NSImage imagePasteboardTypes]];
84 [self registerForDraggedTypes: [NSArray arrayWithObject: NSFilenamesPboardType]];
86 CGRect bounds = self.layer.bounds;
87 self.layer.backgroundColor = GetCGPatternNamed(@"Background.png");
89 bounds.size.height -= 32;
90 _headline = [GGBTextLayer textLayerInSuperlayer: self.layer
93 alignment: kCALayerWidthSizable | kCALayerMinYMargin];
95 [self startGameNamed: sCurrentGameName];
97 [_turnSlider bind: @"value" toObject: self withKeyPath: @"game.currentTurn" options: nil];
101 - (IBAction) startGameFromMenu: (id)sender
103 sCurrentGameName = kMenuGameNames[ [sender tag] ];
104 [self startGameNamed: sCurrentGameName];
108 - (void)observeValueForKeyPath:(NSString *)keyPath
110 change:(NSDictionary *)change
111 context:(void *)context
113 Game *game = self.game;
114 if( object == game ) {
115 NSLog(@"maxTurn = %u, currentTurn=%u", self.game.maxTurn,self.game.currentTurn);
116 _turnSlider.maxValue = self.game.maxTurn;
117 _turnSlider.numberOfTickMarks = self.game.maxTurn+1;
119 Player *p = game.winner;
122 [[NSSound soundNamed: @"Sosumi"] play];
123 msg = @"%@ wins! Congratulations!";
125 p = game.currentPlayer;
126 msg = @"Your turn, %@";
127 NSLog(@"Game state = '%@'", self.game.stateString);
129 _headline.string = [NSString stringWithFormat: msg, p.name];
134 - (IBAction) undo: (id)sender
136 if( self.game.currentTurn > 0 )
137 self.game.currentTurn--;
143 - (IBAction) redo: (id)sender
145 if( self.game.currentTurn < self.game.maxTurn )
146 self.game.currentTurn++;
152 - (IBAction) enterFullScreen: (id)sender
154 [super enterFullScreen: sender];
155 [self startGameNamed: sCurrentGameName]; // restart game so it'll use the new size
160 #pragma mark NSAPPLICATION DELEGATE:
163 - (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender