jens@0: /* This code is based on Apple's "GeekGameBoard" sample code, version 1.0. jens@0: http://developer.apple.com/samplecode/GeekGameBoard/ jens@0: Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved. jens@0: jens@0: Redistribution and use in source and binary forms, with or without modification, are permitted jens@0: provided that the following conditions are met: jens@0: jens@0: * Redistributions of source code must retain the above copyright notice, this list of conditions jens@0: and the following disclaimer. jens@0: * Redistributions in binary form must reproduce the above copyright notice, this list of jens@0: conditions and the following disclaimer in the documentation and/or other materials provided jens@0: with the distribution. jens@0: jens@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR jens@0: IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND jens@0: FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI- jens@0: BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES jens@0: (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR jens@0: PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN jens@0: CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF jens@0: THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. jens@0: */ jens@0: #import jens@1: @class GGBLayer, Bit, Card, Grid, Game; jens@0: @protocol BitHolder; jens@0: jens@0: jens@0: /** NSView that hosts a game. */ jens@0: @interface BoardView : NSView jens@0: { jens@0: @private jens@0: Game *_game; // Current Game jens@1: GGBLayer *_gameboard; // Game's main layer jens@10: NSSize _oldSize; jens@0: jens@0: // Used during mouse-down tracking: jens@0: NSPoint _dragStartPos; // Starting position of mouseDown jens@0: Bit *_dragBit; // Bit being dragged jens@0: id _oldHolder; // Bit's original holder jens@0: CALayer *_oldSuperlayer; // Bit's original superlayer jens@0: int _oldLayerIndex; // Bit's original index in _oldSuperlayer.layers jens@0: CGPoint _oldPos; // Bit's original x/y position jens@0: CGPoint _dragOffset; // Offset of mouse position from _dragBit's origin jens@0: BOOL _dragMoved; // Has the mouse moved more than 3 pixels since mouseDown? jens@0: id _dropTarget; // Current BitHolder the cursor is over jens@0: jens@0: // Used while handling incoming drags: jens@0: CALayer *_viewDropTarget; // Current drop target during an incoming drag-n-drop jens@0: NSDragOperation _viewDropOp; // Current drag operation jens@0: } jens@0: jens@10: @property (retain) Game *game; jens@10: @property (readonly) CALayer *gameboard; jens@10: jens@0: - (void) startGameNamed: (NSString*)gameClassName; jens@0: jens@10: - (void) createGameBoard; jens@10: jens@10: - (void) reverseBoard; jens@10: jens@0: - (IBAction) enterFullScreen: (id)sender; jens@0: jens@0: - (CGRect) gameBoardFrame; jens@0: jens@0: @end