#pragma once extern CardWindow SolWnd; extern TCHAR szAppName[]; extern bool fGameStarted; #define OPTION_SHOW_STATUS 4 #define OPTION_THREE_CARDS 8 #define CARDBACK_START IDC_CARDBACK1 #define CARDBACK_END IDC_CARDBACK12 #define NUM_CARDBACKS (CARDBACK_END - CARDBACK_START + 1) #define CARDBACK_RES_START 53 /* Display option cards with half the size */ #define CARDBACK_OPTIONS_WIDTH 36 #define CARDBACK_OPTIONS_HEIGHT 48 extern DWORD dwOptions; void CreateSol(); void NewGame(void); #define NUM_ROW_STACKS 7 #define DECK_ID 1 #define PILE_ID 2 #define SUIT_ID 4 #define ROW_ID 10 // Various metrics used for placing the objects and computing the minimum window size #define X_BORDER 20 #define X_PILE_BORDER 18 #define X_ROWSTACK_BORDER 10 #define X_SUITSTACK_BORDER 10 #define Y_BORDER 20 #define Y_ROWSTACK_BORDER 32 extern int yRowStackCardOffset; extern CardRegion *pDeck; extern CardRegion *pPile; extern CardRegion *pSuitStack[]; extern CardRegion *pRowStack[]; bool CARDLIBPROC RowStackDragProc(CardRegion &stackobj, int iNumCards); bool CARDLIBPROC RowStackDropProc(CardRegion &stackobj, CardStack &dragcards); bool CARDLIBPROC SuitStackDropProc(CardRegion &stackobj, CardStack &dragcards); void CARDLIBPROC SuitStackAddProc(CardRegion &stackobj, const CardStack &added); void CARDLIBPROC RowStackClickProc(CardRegion &stackobj, int iNumClicked); void CARDLIBPROC RowStackDblClickProc(CardRegion &stackobj, int iNumClicked); void CARDLIBPROC DeckClickProc(CardRegion &stackobj, int iNumClicked); void CARDLIBPROC PileDblClickProc(CardRegion &stackobj, int iNumClicked); void CARDLIBPROC PileRemoveProc(CardRegion &stackobj, int iRemoved);