DCAppController.m

/*
 
File: DCAppController.m
 
Abstract: Application Controller Implementation
 
Version: 1.0
 
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*/ 
 
#import "DCAppController.h"
#import "DCGame.h"
#import "DCDiceView.h"
#import "DCDie.h"
 
NSString * const DCGameDifficultyDefaultKey = @"DCGameDifficultyDefaultKey";
 
 
@implementation DCAppController
 
 
// Set up factory defaults for preferences.
+(void)initialize {
    NSDictionary *defaults = [NSDictionary dictionaryWithObject:[NSNumber numberWithInt:3] forKey:DCGameDifficultyDefaultKey];
    [[NSUserDefaults standardUserDefaults] registerDefaults: defaults];
}
 
 
// For fun, make the icon in the Dock a random die roll every launch
-(void)setRandomDiceRollIcon {
    NSImage *iconImage = [[NSImage alloc] initWithSize:NSMakeSize(128.0, 128.0)];
    DCDie *die = [[DCDie alloc] initWithBounds:NSInsetRect(NSMakeRect(0.0, 0.0, 128.0, 128.0), 12.0, 12.0)];
    [die roll];
    [iconImage lockFocus];
    [die draw];
    [iconImage unlockFocus];
    [NSApp setApplicationIconImage:iconImage];
    [die release];
    [iconImage release];
 
}
 
- (void) setupSliderAccessibility {
 
    float sliderMinValue = [difficultySlider minValue];
    float sliderMaxValue = [difficultySlider maxValue];
 
    /* Make an array of the text field cells that are the labels of the slider.  Set that array as the label UI elements of the slider cell.  Remember that the cell is the unignored UI element exposed to assistive applications. */
    NSArray *labels = [NSArray arrayWithObjects: [difficultLabel cell], [normalLabel cell], [easyLabel cell], nil];
    [[difficultySlider cell] accessibilitySetOverrideValue:labels forAttribute:NSAccessibilityLabelUIElementsAttribute];
    
    /* For each text field cell, add a label value attribute with the corresponding value from the slider */
    [[difficultLabel cell] accessibilitySetOverrideValue:[NSNumber numberWithDouble: sliderMinValue] forAttribute:NSAccessibilityLabelValueAttribute];
    
    [[normalLabel cell] accessibilitySetOverrideValue:[NSNumber numberWithDouble: ((sliderMaxValue - sliderMinValue) / 2.0 + sliderMinValue)] forAttribute:NSAccessibilityLabelValueAttribute];
 
    [[easyLabel cell] accessibilitySetOverrideValue:[NSNumber numberWithDouble: sliderMaxValue] forAttribute:NSAccessibilityLabelValueAttribute];
}
 
 
-(void) awakeFromNib {
    [self setupSliderAccessibility];
    [self setRandomDiceRollIcon];
    [self newGame: self];
}
 
-(void)dealloc {
    [game release];
    [super dealloc];
}
 
 
/* Actions */
 
// Get the default rolls per turn
-(IBAction)newGame:(id)sender {
    NSNumber *defaultRollsPerTurn = [[NSUserDefaultsController sharedUserDefaultsController] valueForKeyPath:@"values.DCGameDifficultyDefaultKey"];
    [self setGame: [[[DCGame alloc] initWithNumberOfRollsPerTurn:[defaultRollsPerTurn intValue]] autorelease]];
    [diceView clear:self];
}
 
-(IBAction)rollDice:(id)sender {
    [diceView rollDice:self];
    [game recordDiceRoll: [diceView diceValues]];
}
 
-(IBAction)scoreIt:(id)sender {
    int tag = [sender tag];
    [game recordScoreForScoreCategoryTag: tag];
    [diceView clear:self];
}
 
/* User Interface Validation */
-(BOOL)validateUserInterfaceItem:(id <NSValidatedUserInterfaceItem>)userInterfaceItem {
    if([userInterfaceItem action] == @selector(rollDice:) && ![game canRoll]) return NO;
    else return YES;
}
 
 
/* Accessors */
- (DCGame *)game {
    return [[game retain] autorelease];
}
 
- (void)setGame:(DCGame *)value {
    if (game != value) {
        [game release];
        game = [value retain];
    }
}
 
 
 
@end