void CardRegion::CalcApparentCards() { nNumApparentCards = CalcApparentCards(cardstack.NumCards()); }
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); } }