mirror of
https://github.com/reactos/reactos.git
synced 2024-12-26 00:54:40 +00:00
4f8cc9596c
svn path=/trunk/; revision=17143
658 lines
13 KiB
C++
658 lines
13 KiB
C++
//
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// CardLib - CardRegion class
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//
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// Freeware
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// Copyright J Brown 2001
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//
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#include <windows.h>
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#include "cardlib.h"
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#include "cardregion.h"
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#include "cardwindow.h"
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#include "cardcolor.h"
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HBITMAP CreateSinkBmp(HDC hdcCompat, HDC hdc, int width, int height);
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void PaintRect(HDC hdc, RECT *rect, COLORREF colour);
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CardRegion::CardRegion(CardWindow &parent, int Id, bool visible, int x, int y, int xOffset, int yOffset)
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: id(Id), parentWnd(parent), xpos(x), ypos(y), xoffset(xOffset), yoffset(yOffset), fVisible(visible)
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{
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width = __cardwidth;
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height = __cardheight;
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crBackgnd = RGB(0, 64, 100);
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uFaceDirType = CS_FACE_UP;
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nFaceDirOption = 0;
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uEmptyImage = CS_EI_SUNK;
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fVisible = visible;
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nThreedCount = 1;
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nBackCardIdx = 53;
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Update(); //Update this stack's size+card count
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hdcBackGnd = 0;
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hbmBackGnd = 0;
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hdcDragCard = 0;
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hbmDragCard = 0;
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nDragCardWidth = 0;
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nDragCardHeight = 0;
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CanDragCallback = 0;
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CanDropCallback = 0;
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AddCallback = 0;
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RemoveCallback = 0;
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ClickCallback = 0;
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DblClickCallback = 0;
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uDragRule = CS_DRAG_ALL;
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uDropRule = CS_DROP_ALL;
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xjustify = yjustify = xadjust = yadjust = 0;
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nFlashCount = 0;
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fFlashVisible = false;
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uFlashTimer = (UINT)-1;
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fMouseDragging = false;
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mxlock = CreateMutex(0, FALSE, 0);
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}
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CardRegion::~CardRegion()
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{
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CloseHandle(mxlock);
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}
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void CardRegion::SetBackColor(COLORREF cr)
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{
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crBackgnd = cr;
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}
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int CardRegion::CalcApparentCards(int realnum)
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{
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return ((realnum + nThreedCount - 1) - (realnum + nThreedCount - 1) % nThreedCount) / nThreedCount;
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}
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void CardRegion::CalcApparentCards()
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{
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nNumApparentCards = CalcApparentCards(cardstack.NumCards());
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}
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void CardRegion::UpdateSize(void)
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{
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if(cardstack.NumCards() > 0)
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{
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if(xoffset > 0)
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width = (nNumApparentCards - 1) * xoffset + __cardwidth;
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else
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width = (nNumApparentCards - 1) * -xoffset + __cardwidth;
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if(yoffset > 0)
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height = (nNumApparentCards - 1) * yoffset + __cardheight;
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else
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height = (nNumApparentCards - 1) * -yoffset + __cardheight;
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}
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else
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{
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width = __cardwidth;
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height = __cardheight;
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}
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}
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CardRegion *CardWindow::CreateRegion(int id, bool fVisible, int x, int y, int xoffset, int yoffset)
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{
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CardRegion *cr;
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if(nNumCardRegions == MAXCARDSTACKS)
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return FALSE;
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cr = new CardRegion(*this, id, fVisible, x, y, xoffset, yoffset);
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cr->SetBackColor(crBackgnd);
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cr->SetBackCardIdx(nBackCardIdx);
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Regions[nNumCardRegions++] = cr;
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return cr;
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}
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int CardRegion::GetOverlapRatio(int x, int y, int w, int h)
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{
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RECT me, him;
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RECT inter;
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SetRect(&him, x, y, x+w, y+h);
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SetRect(&me, xpos, ypos, xpos+width, ypos+height);
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//see if the specified rectangle overlaps us
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if(IntersectRect(&inter, &me, &him))
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{
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int wi = inter.right - inter.left;
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int hi = inter.bottom - inter.top;
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int overlap = wi * hi;
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int total = width * height;
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int percent = (overlap << 16) / total;
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return (percent * 100) >> 16;
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}
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//do not overlap
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else
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{
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return 0;
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}
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}
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bool CardRegion::SetDragRule(UINT uDragType, pCanDragProc proc)
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{
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switch(uDragType)
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{
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case CS_DRAG_NONE: case CS_DRAG_ALL: case CS_DRAG_TOP:
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uDragRule = uDragType;
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return true;
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case CS_DRAG_CALLBACK:
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uDragRule = uDragType;
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CanDragCallback = proc;
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return true;
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default:
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return false;
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}
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}
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bool CardRegion::SetDropRule(UINT uDropType, pCanDropProc proc)
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{
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switch(uDropType)
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{
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case CS_DROP_NONE: case CS_DROP_ALL:
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uDropRule = uDropType;
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return true;
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case CS_DROP_CALLBACK:
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uDropRule = uDropType;
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CanDropCallback = proc;
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return true;
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default:
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return false;
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}
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}
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void CardRegion::SetClickProc(pClickProc proc)
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{
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ClickCallback = proc;
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}
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void CardRegion::SetDblClickProc(pClickProc proc)
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{
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DblClickCallback = proc;
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}
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void CardRegion::SetAddCardProc(pAddProc proc)
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{
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AddCallback = proc;
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}
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void CardRegion::SetRemoveCardProc(pRemoveProc proc)
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{
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RemoveCallback = proc;
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}
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void CardRegion::Update()
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{
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CalcApparentCards();
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UpdateSize();
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UpdateFaceDir(cardstack);
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}
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bool CardRegion::SetThreedCount(int count)
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{
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if(count < 1)
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{
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return false;
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}
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else
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{
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nThreedCount = count;
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return true;
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}
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}
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void CardRegion::SetOffsets(int x, int y)
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{
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xoffset = x;
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yoffset = y;
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}
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void CardRegion::SetPos(int x, int y)
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{
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xpos = x;
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ypos = y;
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}
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void CardRegion::Show(bool fShow)
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{
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fVisible = fShow;
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}
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bool CardRegion::IsVisible()
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{
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return fVisible;
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}
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void CardRegion::SetPlacement(UINT xJustify, UINT yJustify, int xAdjust, int yAdjust)
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{
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xjustify = xJustify;
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yjustify = yJustify;
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xadjust = xAdjust;
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yadjust = yAdjust;
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}
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void CardRegion::SetFaceDirection(UINT uDirType, int nOption)
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{
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switch(uDirType)
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{
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case CS_FACE_UP: case CS_FACE_DOWN: case CS_FACE_DOWNUP:
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case CS_FACE_UPDOWN: case CS_FACE_ANY:
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uFaceDirType = uDirType;
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nFaceDirOption = nOption;
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UpdateFaceDir(cardstack);
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break;
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}
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}
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UINT CardRegion::GetFaceDirection(int *pnOption)
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{
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if(pnOption)
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*pnOption = nFaceDirOption;
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return uFaceDirType;
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}
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void CardRegion::AdjustPosition(int winwidth, int winheight)
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{
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Update(); //Update this stack's card count + size
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switch(xjustify)
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{
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default: case CS_XJUST_NONE: break;
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case CS_XJUST_CENTER: //centered
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xpos = (winwidth - (width & ~0x1)) / 2;
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xpos += xadjust;
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if(xoffset < 0) xpos += (width - __cardwidth);
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break;
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case CS_XJUST_RIGHT: //right-aligned
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xpos = winwidth - __cardwidth;//width - 20;
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xpos += xadjust;
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break;
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}
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switch(yjustify)
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{
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default: case CS_YJUST_NONE: break;
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case CS_YJUST_CENTER: //centered
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ypos = (winheight - height) / 2;
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ypos += yadjust;
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if(yoffset < 0) ypos += (height - __cardheight);
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break;
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case CS_YJUST_BOTTOM: //bottom-aligned
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ypos = winheight - __cardheight;//height - 20;
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ypos += yadjust;
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break;
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}
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}
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void CardRegion::Flash(int count, int milliseconds)
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{
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if(count <= 0) return;
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nFlashCount = count;
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fFlashVisible = false;
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uFlashTimer = SetTimer((HWND)parentWnd, (WPARAM)this, milliseconds, 0);
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parentWnd.Redraw();
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}
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void CardRegion::StopFlash()
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{
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if(uFlashTimer != (UINT)-1)
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{
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KillTimer((HWND)parentWnd, uFlashTimer);
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nFlashCount = 0;
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uFlashTimer = (UINT)-1;
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fFlashVisible = true;
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}
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}
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void CardRegion::DoFlash()
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{
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if(uFlashTimer != (UINT)-1)
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{
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fFlashVisible = !fFlashVisible;
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if(--nFlashCount == 0)
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{
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KillTimer((HWND)parentWnd, uFlashTimer);
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uFlashTimer = (UINT)-1;
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fFlashVisible = true;
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}
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parentWnd.Redraw();
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}
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}
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int CardRegion::Id()
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{
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return id;
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}
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void CardRegion::SetEmptyImage(UINT uImage)
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{
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switch(uImage)
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{
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case CS_EI_NONE: case CS_EI_SUNK:
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uEmptyImage = uImage;
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break;
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default:
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uEmptyImage = CS_EI_NONE;
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break;
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}
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}
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void CardRegion::SetBackCardIdx(UINT uBackIdx)
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{
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if(uBackIdx >= 52 && uBackIdx <= 68)
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nBackCardIdx = uBackIdx;
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}
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void CardRegion::SetCardStack(const CardStack &cs)
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{
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//make a complete copy of the specified stack..
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cardstack = cs;
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// Update the face-direction and stack-size
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Update();
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}
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const CardStack & CardRegion::GetCardStack()
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{
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//return reference to our internal stack
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return cardstack;
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}
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//
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// Update specified card-stack using THIS stack's
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// face direction rules!
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//
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void CardRegion::UpdateFaceDir(CardStack &cards)
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{
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int i, n, num;
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num = cards.NumCards();
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//Now apply the face direction rules..
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switch(uFaceDirType)
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{
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case CS_FACE_UP:
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for(i = 0; i < num; i++)
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{
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cards[i].SetFaceUp(true);
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}
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break;
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case CS_FACE_DOWN:
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for(i = 0; i < num; i++)
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{
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cards[i].SetFaceUp(false);
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}
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break;
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case CS_FACE_DOWNUP:
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num = cardstack.NumCards();
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n = min(nFaceDirOption, num);
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//bottom n cards..
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for(i = 0; i < n; i++)
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{
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cards[num - i - 1].SetFaceUp(false);
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}
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for(i = n; i < num; i++)
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{
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cards[num - i - 1].SetFaceUp(true);
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}
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break;
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case CS_FACE_UPDOWN:
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num = cardstack.NumCards();
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n = min(nFaceDirOption, num);
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for(i = 0; i < n; i++)
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{
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cards[num - i - 1].SetFaceUp(true);
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}
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for(i = n; i < num; i++)
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{
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cards[num - i - 1].SetFaceUp(false);
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}
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break;
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case CS_FACE_ANY: //cards can be any orientation
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default:
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break;
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}
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}
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bool CardRegion::MoveCard(CardRegion *pDestStack, int nNumCards, bool fAnimate)
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{
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HDC hdc;
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int x, y;
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if(pDestStack == 0) return false; //{ forcedfacedir = -1 ;return 0; }
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if(nNumCards < 0 || nNumCards > cardstack.NumCards())
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return false;
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x = xpos + xoffset * (nNumApparentCards - nNumCards);
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y = ypos + yoffset * (nNumApparentCards - nNumCards);
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oldx = x;
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oldy = y;
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dragstack = cardstack.Pop(nNumCards);
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//Alter the drag-stack so that it's cards are the same way up
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//as the destination. Use the destination's drag-rules
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//instead of this ones!!
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CardStack temp;
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temp.Push(pDestStack->GetCardStack());
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temp.Push(dragstack);
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pDestStack->UpdateFaceDir(temp);
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dragstack = temp.Pop(nNumCards);
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if(fAnimate)
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{
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iNumDragCards = nNumCards;
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PrepareDragBitmaps(nNumCards);
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}
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Update(); //Update this stack's size+card count
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if(fAnimate)
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{
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hdc = GetDC((HWND)parentWnd);
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ZoomCard(hdc, x, y, pDestStack);
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ReleaseDC((HWND)parentWnd, hdc);
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ReleaseDragBitmaps();
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}
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// Get a copy of the cardstack
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CardStack cs = pDestStack->GetCardStack();
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cs.Push(dragstack);
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pDestStack->SetCardStack(cs);
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//cs = pDestStack->GetCardStack();
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//pDestStack->Update();
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//pDestStack->UpdateFaceDir(cs);
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RedrawIfNotDim(pDestStack, false);
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//forcedfacedir = -1;
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return true;
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}
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//
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// Simple wrappers
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//
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int CardRegion::NumCards() const
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{
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if(fMouseDragging)
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return cardstack.NumCards() + dragstack.NumCards();
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else
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return cardstack.NumCards();
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}
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bool CardRegion::Lock()
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{
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DWORD dw = WaitForSingleObject(mxlock, 0);
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if(dw == WAIT_OBJECT_0)
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{
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//TRACE("LockStack succeeded\n");
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return true;
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}
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else
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{
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//TRACE("LockStack failed\n");
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return false;
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}
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return false;
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}
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bool CardRegion::UnLock()
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{
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if(ReleaseMutex(mxlock))
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{
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//TRACE("Unlocking stack\n");
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return true;
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}
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else
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{
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//TRACE("Unlocking stack failed\n");
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return false;
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}
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}
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bool CardRegion::PlayCard(CardRegion *pDestStack, int value, int num)
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{
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//search the stack for the specified card value...
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while(num--)
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{
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for(int i = 0; i < cardstack.NumCards(); i++)
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{
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if(cardstack[i].HiVal() == value)
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{
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//swap the card with one at top pos...
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Card card = cardstack.RemoveCard(i);
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cardstack.Push(card);
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Redraw();
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MoveCard(pDestStack, 1, true);
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break;
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}
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}
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}
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return true;
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}
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//
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// Redraw the current stack if it has a different
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// layout than the comparison stack.
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//
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void CardRegion::RedrawIfNotDim(CardRegion *pCompare, bool fFullRedraw)
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{
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//
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//
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//
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if( pCompare->xoffset != xoffset ||
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pCompare->yoffset != yoffset ||
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pCompare->nThreedCount != nThreedCount ||
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pCompare->uFaceDirType != uFaceDirType ||
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pCompare->uFaceDirType != CS_FACE_ANY
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)
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{
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if(fFullRedraw)
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parentWnd.Redraw();
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else
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pCompare->Redraw();
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}
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}
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//
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// SimulateDrag mimicks the complete drag+drop process.
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// It basically just a MoveCard(..), but it calls the
|
|
// event callbacks as well.
|
|
//
|
|
bool CardRegion::SimulateDrag(CardRegion *pDestStack, int iNumDragCards, bool fAnimate)
|
|
{
|
|
if(pDestStack == 0)
|
|
return false;
|
|
|
|
if(CanDragCards(iNumDragCards) != false)
|
|
{
|
|
//make a list of the cards that would be in the drag list
|
|
CardStack tempstack = cardstack.Top(iNumDragCards);
|
|
|
|
if(pDestStack->CanDropCards(tempstack))
|
|
{
|
|
MoveCard(pDestStack, iNumDragCards, fAnimate);
|
|
|
|
if(RemoveCallback)
|
|
RemoveCallback(*this, iNumDragCards);
|
|
|
|
if(pDestStack->AddCallback)
|
|
pDestStack->AddCallback(*pDestStack, pDestStack->cardstack);
|
|
|
|
RedrawIfNotDim(pDestStack, true);
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
}
|