Beispiel #1
0
void CardRegion::PrepareDragBitmaps(int numtodrag)
{
    RECT rect;
    HDC hdc;
    int icard;
    int numcards = cardstack.NumCards();
    int xoff, yoff;

    if(nThreedCount > 1)
    {
        PrepareDragBitmapsThreed(numtodrag);
        return;
    }

    //work out how big the bitmaps need to be
    nDragCardWidth  = (numtodrag - 1) * abs(xoffset) + __cardwidth;
    nDragCardHeight = (numtodrag - 1) * abs(yoffset) + __cardheight;

    //Create bitmap for the back-buffer
    hdc = GetDC(NULL);
    hdcBackGnd = CreateCompatibleDC(hdc);
    hbmBackGnd = CreateCompatibleBitmap(hdc, nDragCardWidth, nDragCardHeight);
    SelectObject(hdcBackGnd, hbmBackGnd);

    //Create bitmap for the drag-image
    hdcDragCard = CreateCompatibleDC(hdc);
    hbmDragCard = CreateCompatibleBitmap(hdc, nDragCardWidth, nDragCardHeight);
    SelectObject(hdcDragCard, hbmDragCard);
    ReleaseDC(NULL, hdc);

    UseNicePalette(hdcBackGnd,  __hPalette);
    UseNicePalette(hdcDragCard, __hPalette);

    int realvisible = numcards / nThreedCount;

    //if(numcards > 0 && realvisible == 0) realvisible = 1;
    int iwhichcard = numcards - 1;
    if(nThreedCount == 1) iwhichcard = 0;

    //grab the first bit of background so we can prep the back buffer; do this by
    //rendering the card stack (minus the card we are dragging) to the temporary
    //background buffer, so it appears if we have lifted the card from the stack
    //PaintRect(hdcBackGnd, &rect, crBackgnd);
    SetRect(&rect, 0, 0, nDragCardWidth, nDragCardHeight);

    xoff = calc_offset(xoffset, numcards, numtodrag, realvisible);
    yoff = calc_offset(yoffset, numcards, numtodrag, realvisible);

    parentWnd.PaintCardRgn(hdcBackGnd, 0, 0, nDragCardWidth, nDragCardHeight, xpos - xoff,    ypos - yoff);

    //
    //    Render the cardstack into the back-buffer. The stack
    //    has already had the dragcards removed, so just draw
    //    what is left
    //
    for(icard = 0; icard < realvisible; icard++)
    {
        Card card = cardstack.cardlist[iwhichcard];
        int nCardVal;

        nCardVal = card.FaceUp() ? card.Idx() : nBackCardIdx;

        xoff = xoffset * icard + calc_offset(xoffset, numcards, numtodrag, realvisible);//- xoffset * ((numcards+numtodrag) / nThreedCount - numtodrag);
        yoff = yoffset * icard + calc_offset(yoffset, numcards, numtodrag, realvisible);//- yoffset * ((numcards+numtodrag) / nThreedCount - numtodrag);

        CardBlt(hdcBackGnd, xoff, yoff, nCardVal);
        iwhichcard++;
    }

    //
    // If there are no cards under this one, just draw the place holder
    //
    if(numcards == 0)
    {
        int xoff = 0, yoff = 0;

        if(xoffset < 0)    xoff = nDragCardWidth  -  __cardwidth;
        if(yoffset < 0)    yoff = nDragCardHeight -  __cardheight;

        switch(uEmptyImage)
        {
        case CS_EI_NONE:
            //No need to draw anything: We already cleared the
            //back-buffer before the main loop..

            //SetRect(&rc, xoff, yoff, xoff+ __cardwidth, yoff + __cardheight);
            //PaintRect(hdcBackGnd, &rc, MAKE_PALETTERGB(crBackgnd));
            //parentWnd.PaintCardRgn(hdcBackGnd, xoff, yoff, __cardwidth, __cardheight, xpos, ypos);// + xoff, ypos + yoff);
            break;

        case CS_EI_SUNK:
            DrawCard(hdcBackGnd, xoff, yoff, __hdcPlaceHolder, __cardwidth, __cardheight);
            break;

        case CS_EI_CIRC:
        case CS_EI_X:
            CardBlt(hdc, xoff, yoff, uEmptyImage);
            break;
        }
    }

    //
    //    now render the drag-cards into the dragcard image
    //
    PaintRect(hdcDragCard, &rect, crBackgnd);

    for(icard = 0; icard < numtodrag; icard++)
    {
        int nCardVal;

        if(xoffset >= 0) xoff =  xoffset * icard;
        else              xoff = -xoffset * (numtodrag - icard - 1);

        if(yoffset >= 0) yoff =  yoffset * icard;
        else             yoff = -yoffset * (numtodrag - icard - 1);

        Card card = dragstack.cardlist[icard];

        nCardVal = card.FaceUp() ? card.Idx() : nBackCardIdx;

        CardBlt(hdcDragCard, xoff, yoff, nCardVal);
    }
}
Beispiel #2
0
void CardRegion::PrepareDragBitmapsThreed(int numtodrag)
{
    RECT rect;
    HDC hdc;
    int icard;
    int numunder = 0;
    int iwhichcard;

    int numcards = cardstack.NumCards();

    //work out how big the bitmaps need to be
    nDragCardWidth  = (numtodrag - 1) * abs(xoffset) + __cardwidth;
    nDragCardHeight = (numtodrag - 1) * abs(yoffset) + __cardheight;

    //Create bitmap for the back-buffer
    hdc = GetDC(NULL);
    hdcBackGnd = CreateCompatibleDC(hdc);
    hbmBackGnd = CreateCompatibleBitmap(hdc, nDragCardWidth, nDragCardHeight);
    SelectObject(hdcBackGnd, hbmBackGnd);

    //create bitmap for the drag-image
    hdcDragCard = CreateCompatibleDC(hdc);
    hbmDragCard = CreateCompatibleBitmap(hdc, nDragCardWidth, nDragCardHeight);
    SelectObject(hdcDragCard, hbmDragCard);
    ReleaseDC(NULL, hdc);

    UseNicePalette(hdcBackGnd,  __hPalette);
    UseNicePalette(hdcDragCard, __hPalette);

    //grab the first bit of background so we can prep the back buffer; do this by
    //rendering the card stack (minus the card we are dragging) to the temporary
    //background buffer, so it appears if we have lifted the card from the stack
    //--SetRect(&rect, 0, 0, nDragCardWidth, nDragCardHeight);
    //--PaintRect(hdcBackGnd, &rect, crBackgnd);

    int threedadjust = numcards  % nThreedCount == 0;

    numunder = CalcApparentCards(numcards);
    iwhichcard = (numcards+numtodrag) - numunder - 1;
    if(nThreedCount == 1) iwhichcard = 0;

    int xoff = calc_offset(xoffset, numunder, numtodrag, numunder);
    int yoff = calc_offset(yoffset, numunder, numtodrag, numunder);

    parentWnd.PaintCardRgn(hdcBackGnd, 0,0,    nDragCardWidth,nDragCardHeight,    xpos - xoff,ypos - yoff);

    //
    //    Render the cardstack into the back-buffer. The stack
    //    has already had the dragcards removed, so just draw
    //    what is left
    //
    for(icard = 0; icard < numunder; icard++)
    {
        Card card = cardstack.cardlist[iwhichcard];
        int nCardVal = card.FaceUp() ? card.Idx() : nBackCardIdx;

        CardBlt(hdcBackGnd,
                xoffset * icard - xoffset*(numunder-numtodrag+threedadjust),
                yoffset * icard - yoffset*(numunder-numtodrag+threedadjust),
                nCardVal);

        iwhichcard++;
    }

    //
    // If there are no cards under this one, just draw the place holder
    //
    if(numcards == 0)
    {
        switch(uEmptyImage)
        {
        case CS_EI_NONE:
            //no need! we've already cleared the whole
            //back-buffer before the main loop!
            //SetRect(&rect, 0, 0, __cardwidth, __cardheight);
            //PaintRect(hdcBackGnd, &rect, MAKE_PALETTERGB(crBackgnd));
            break;

        case CS_EI_SUNK:
            DrawCard(hdcBackGnd, 0, 0, __hdcPlaceHolder, __cardwidth, __cardheight);
            break;

        case CS_EI_CIRC:
        case CS_EI_X:
            CardBlt(hdc, 0, 0, uEmptyImage);
            break;
        }
    }

    //
    //    now render the drag-cards into the dragcard image
    //
    PaintRect(hdcDragCard, &rect, crBackgnd);

    for(icard = 0; icard < numtodrag; icard++)
    {
        Card card = dragstack.cardlist[icard];
        int nCardVal = card.FaceUp() ? card.Idx() : nBackCardIdx;

        CardBlt(hdcDragCard, xoffset * icard, yoffset * icard, nCardVal);
    }
}
Beispiel #3
0
void CardRegion::Render(HDC hdc)
{
    int cardnum = 0;
    int numtodraw;
    BOOL fDrawTips;

    Update();            //Update this stack's card count + size

    numtodraw = nNumApparentCards;

    if(nFlashCount != 0)
    {
        if(fFlashVisible == false)
            numtodraw = 0;
    }

    if(fVisible == 0) return;

    cardnum = cardstack.NumCards() - numtodraw;
    int counter;

    for(counter = 0; counter < numtodraw; counter++)
    {
        int cardval;

        int x = xoffset * counter + xpos;
        int y = yoffset * counter + ypos;

        //if about to draw last card, then actually draw the top card
        if(counter == numtodraw - 1) cardnum = cardstack.NumCards() - 1;

        Card card = cardstack.cardlist[cardnum];
        cardval = card.Idx();

        if(card.FaceDown())
            cardval = nBackCardIdx;    //card-back

        //only draw the visible part of the card
        if(counter < numtodraw - 1)
        {
            if(yoffset != 0 && xoffset != 0)
                fDrawTips = FALSE;
            else
                fDrawTips = TRUE;

            if((yoffset != 0 && abs(xoffset) == 1) || (xoffset != 0 && abs(yoffset) == 1))
                fDrawTips = TRUE;

            //draw horizontal strips
            if(yoffset > 0)
            {
                DrawHorzCardStrip(hdc, x, y, cardval, yoffset, fDrawTips);
            }
            else if(yoffset < 0)
            {
                DrawHorzCardStrip(hdc, x, y+__cardheight+yoffset, cardval, yoffset, fDrawTips);
            }

            //draw some vertical bars
            if(xoffset > 0)
            {
                DrawVertCardStrip(hdc, x, y, cardval, xoffset, fDrawTips);
            }
            else if(xoffset < 0)
            {
                DrawVertCardStrip(hdc, x+__cardwidth+xoffset, y, cardval, xoffset, fDrawTips);
            }

            if(yoffset != 0 && xoffset != 0)//fDrawTips == FALSE)
            {
                //if we didn't draw any tips, then this is a 2-dim stack
                //(i.e, it goes at a diagonal).
                //in this case, we need to fill in the small triangle in
                //each corner!
                DrawCardCorner(hdc, x, y, cardval, xoffset, yoffset);
            }
        }
        //if the top card, draw the whole thing
        else
        {
            CardBlt(hdc, x, y, cardval);
        }

        cardnum ++;

    } //end of index

    if(counter == 0)    //if the cardstack is empty, then draw it that way
    {
        int x = xpos;
        int y = ypos;

        switch(uEmptyImage)
        {
        default:
        case CS_EI_NONE:
            //this wipes the RECT variable, so watch out!
            //SetRect(&rect, x, y, x+__cardwidth, y+__cardheight);
            //PaintRect(hdc, &rect, MAKE_PALETTERGB(crBackgnd));
            parentWnd.PaintCardRgn(hdc, x, y, __cardwidth, __cardheight, x, y);
            break;

        case CS_EI_SUNK:
            DrawCard(hdc, x, y, __hdcPlaceHolder, __cardwidth, __cardheight);
            break;

        case CS_EI_CIRC:
        case CS_EI_X:
            CardBlt(hdc, x, y, uEmptyImage);
            break;
        }

    }

    return;
}