+++ /dev/null
-//\r
-// CardLib - CardRegion mouse-related stuff\r
-//\r
-// Freeware\r
-// Copyright J Brown 2001\r
-//\r
-#include <windows.h>\r
-#include <math.h>\r
-\r
-#include "cardlib.h"\r
-#include "cardwindow.h"\r
-#include "cardregion.h"\r
-\r
-double __CARDZOOMSPEED = 32;\r
-\r
-int ClipCard(HDC hdc, int x, int y, int width, int height);\r
-void DrawCard(HDC hdc, int x, int y, HDC hdcSource, int width, int height);\r
-\r
-#ifdef _DEBUG\r
-\r
-static pDebugClickProc DebugStackClickProc = 0;\r
-\r
-void CardLib_SetStackClickProc(pDebugClickProc proc)\r
-{\r
- DebugStackClickProc = proc;\r
-}\r
-\r
-#endif\r
-\r
-CardRegion *CardWindow::GetBestStack(int x, int y, int w, int h)\r
-{\r
- int maxoverlap = 0;\r
- int maxoverlapidx = -1;\r
-\r
- //find the stack which is most covered by the dropped\r
- //cards. Only include those which allow drops.\r
- //\r
- for(int i = 0; i < nNumCardRegions; i++)\r
- {\r
- int percent = Regions[i]->GetOverlapRatio(x, y, w, h);\r
-\r
- //if this stack has the biggest coverage yet\r
- if(percent > maxoverlap && Regions[i]->IsVisible())\r
- {\r
- maxoverlap = percent;\r
- maxoverlapidx = i;\r
- }\r
- }\r
- \r
- //if we found a stack to drop onto\r
- if(maxoverlapidx != -1)\r
- {\r
- return Regions[maxoverlapidx];\r
- }\r
- else\r
- {\r
- return 0;\r
- }\r
-}\r
-\r
-bool CardRegion::IsPointInStack(int x, int y)\r
-{\r
- int axpos = xoffset < 0 ? xpos + (nNumApparentCards-1)*xoffset : xpos;\r
- int aypos = yoffset < 0 ? ypos + (nNumApparentCards-1)*yoffset : ypos;\r
- \r
- if(x >= axpos && x < axpos + width && y >= aypos && y < aypos + height && fVisible)\r
- return true;\r
- else\r
- return false;\r
-}\r
-\r
-int CardRegion::GetNumDragCards(int x, int y)\r
-{\r
- int cardindex = 0; //index from stack start\r
- int maxidx;\r
-\r
- //make x,y relative to the stack's upper left corner\r
- x -= xpos + (xoffset < 0 ? (nNumApparentCards/*cardstack.NumCards()*/ - 1) * xoffset : 0);\r
- y -= ypos + (yoffset < 0 ? (nNumApparentCards/*cardstack.NumCards()*/ - 1) * yoffset : 0);\r
- \r
- //if stack is empty, cannot drag any cards from it\r
- if(cardstack.NumCards() <= 0)\r
- return 0;\r
-\r
- //see which card in the stack has been clicked on\r
- //top-bottom ordering\r
- if(yoffset > 0)\r
- {\r
- if(y < height - __cardheight)\r
- cardindex = y / yoffset;\r
- else\r
- cardindex = cardstack.NumCards() - 1;\r
- }\r
- else if(yoffset < 0)\r
- {\r
- if(y < __cardheight)\r
- cardindex = cardstack.NumCards() - 1;\r
- else\r
- cardindex = cardstack.NumCards() - ((y - __cardheight) / -yoffset) - 2;\r
- }\r
- else //yoffset == 0\r
- {\r
- cardindex = cardstack.NumCards() - 1;\r
- }\r
-\r
- maxidx = cardindex;\r
-\r
- //if left-right\r
- if(xoffset > 0)\r
- {\r
- if(x < width - __cardwidth)\r
- cardindex = x / xoffset;\r
- else\r
- cardindex = cardstack.NumCards() - 1;\r
- }\r
- else if(xoffset < 0)\r
- {\r
- if(x < __cardwidth)\r
- cardindex = cardstack.NumCards() - 1;\r
- else\r
- cardindex = cardstack.NumCards() - ((x - __cardwidth) / -xoffset) - 2;\r
- }\r
- else\r
- {\r
- cardindex = cardstack.NumCards() - 1;\r
- }\r
-\r
- if(cardindex > maxidx) cardindex = maxidx;\r
-\r
- if(cardindex > cardstack.NumCards())\r
- cardindex = 1;\r
-\r
- //if are trying to drag too many cards at once\r
- return cardstack.NumCards() - cardindex;\r
-}\r
-\r
-bool CardRegion::CanDragCards(int iNumCards)\r
-{\r
- if(iNumCards <= 0) return false;\r
- if(nThreedCount > 1 && iNumCards > 1) return false;\r
-\r
- if(WaitForSingleObject(mxlock, 0) != WAIT_OBJECT_0)\r
- {\r
-// TRACE("Failed to gain access to card stack\n");\r
- return false;\r
- }\r
-\r
- ReleaseMutex(mxlock);\r
-\r
- switch(uDragRule)\r
- {\r
- case CS_DRAG_ALL:\r
- return true;\r
- \r
- case CS_DRAG_TOP:\r
-\r
- if(iNumCards == 1)\r
- return true;\r
- else\r
- return false;\r
- \r
- case CS_DRAG_NONE:\r
- return false;\r
- \r
- case CS_DRAG_CALLBACK:\r
- \r
- if(CanDragCallback)\r
- {\r
- return CanDragCallback(*this, iNumCards);\r
- }\r
- else\r
- {\r
- return false;\r
- }\r
- \r
- default:\r
- return false;\r
- }\r
-}\r
-\r
-bool CardRegion::CanDropCards(CardStack &cards)\r
-{\r
- if(WaitForSingleObject(mxlock, 0) != WAIT_OBJECT_0)\r
- {\r
- return false;\r
- }\r
-\r
- ReleaseMutex(mxlock);\r
-\r
- switch(uDropRule)\r
- {\r
- case CS_DROP_ALL:\r
- return true;\r
-\r
- case CS_DROP_NONE:\r
- return false;\r
-\r
- case CS_DROP_CALLBACK:\r
- \r
- if(CanDropCallback)\r
- {\r
- return CanDropCallback(*this, cards);\r
- }\r
- else\r
- {\r
- return false;\r
- }\r
-\r
- default:\r
- return false;\r
- }\r
-}\r
-\r
-bool CardRegion::OnLButtonDblClk(int x, int y)\r
-{\r
- iNumDragCards = GetNumDragCards(x, y); \r
-\r
- if(DblClickCallback)\r
- DblClickCallback(*this, iNumDragCards);\r
-\r
- return true;\r
-}\r
-\r
-bool CardRegion::OnLButtonDown(int x, int y)\r
-{\r
- iNumDragCards = GetNumDragCards(x, y); \r
-\r
-#ifdef _DEBUG\r
- if(DebugStackClickProc)\r
- {\r
- if(!DebugStackClickProc(*this))\r
- return false;\r
- }\r
-#endif\r
-\r
- if(ClickCallback)\r
- ClickCallback(*this, iNumDragCards);\r
-\r
- if(CanDragCards(iNumDragCards) != false)\r
- {\r
-\r
- //offset of the mouse cursor relative to the top-left corner\r
- //of the cards that are being dragged\r
- mousexoffset = x - xpos - xoffset * (nNumApparentCards - iNumDragCards);\r
- mouseyoffset = y - ypos - yoffset * (nNumApparentCards - iNumDragCards);\r
- \r
- if(xoffset < 0)\r
- mousexoffset += -xoffset * (iNumDragCards - 1);\r
-\r
- if(yoffset < 0)\r
- mouseyoffset += -yoffset * (iNumDragCards - 1);\r
- \r
- //remove the cards from the source stack\r
- dragstack = cardstack.Pop(iNumDragCards);\r
-\r
- //prepare the back buffer, and the drag image\r
- PrepareDragBitmaps(iNumDragCards);\r
-\r
- oldx = x - mousexoffset;\r
- oldy = y - mouseyoffset;\r
- \r
- Update(); //Update this stack's card count + size\r
-\r
- SetCapture((HWND)parentWnd);\r
-\r
- //set AFTER settings the dragstack...\r
- fMouseDragging = true;\r
-\r
- return true;\r
- }\r
-\r
- return false;\r
-}\r
-\r
-bool CardRegion::OnLButtonUp(int x, int y)\r
-{\r
- CardRegion *pDestStack = 0;\r
- HDC hdc;\r
- int dropstackid = CS_DROPZONE_NODROP;\r
- \r
- RECT dragrect;\r
- DropZone *dropzone;\r
-\r
- fMouseDragging = false;\r
-\r
- //first of all, see if any drop zones have been registered\r
- SetRect(&dragrect, x-mousexoffset, y-mouseyoffset, x-mousexoffset+nDragCardWidth, y-mouseyoffset+nDragCardHeight);\r
-\r
- dropzone = parentWnd.GetDropZoneFromRect(&dragrect);\r
-\r
- if(dropzone)\r
- {\r
- dropstackid = dropzone->DropCards(dragstack);\r
- \r
- if(dropstackid != CS_DROPZONE_NODROP)\r
- pDestStack = parentWnd.CardRegionFromId(dropstackid);\r
- else\r
- pDestStack = 0;\r
- }\r
- else\r
- {\r
- pDestStack = parentWnd.GetBestStack(x - mousexoffset, y - mouseyoffset, nDragCardWidth, nDragCardHeight);\r
- }\r
- \r
- // If have found a stack to drop onto\r
- //\r
- if(pDestStack && pDestStack->CanDropCards(dragstack)) \r
- {\r
- hdc = GetDC((HWND)parentWnd);\r
- // UseNicePalette(hdc);\r
- ZoomCard(hdc, x - mousexoffset, y - mouseyoffset, pDestStack);\r
- ReleaseDC((HWND)parentWnd, hdc);\r
- \r
- //\r
- //add the cards to the destination stack\r
- //\r
- CardStack temp = pDestStack->GetCardStack();\r
- temp.Push(dragstack);\r
- \r
- pDestStack->SetCardStack(temp);\r
-// pDestStack->Update(); //Update this stack's card count + size\r
-// pDestStack->UpdateFaceDir(temp);\r
- \r
- // Call the remove callback on THIS stack, if one is specified\r
- //\r
- if(RemoveCallback)\r
- RemoveCallback(*this, iNumDragCards);\r
-\r
- // Call the add callback, if one is specified\r
- //\r
- if(pDestStack->AddCallback)\r
- pDestStack->AddCallback(*pDestStack, pDestStack->cardstack);//index, deststack->numcards);\r
- \r
- RedrawIfNotDim(pDestStack, true);\r
- } \r
-\r
- //\r
- // Otherwise, let the cards snap back onto this stack\r
- //\r
- else\r
- {\r
- \r
- hdc = GetDC((HWND)parentWnd);\r
- ZoomCard(hdc, x - mousexoffset, y - mouseyoffset, this);\r
- cardstack += dragstack;\r
- ReleaseDC((HWND)parentWnd, hdc);\r
-\r
- Update(); //Update this stack's card count + size\r
- }\r
- \r
- ReleaseDragBitmaps();\r
- ReleaseCapture();\r
- \r
- return true;\r
-}\r
-\r
-bool CardRegion::OnMouseMove(int x, int y)\r
-{\r
- HDC hdc;\r
-\r
- hdc = GetDC((HWND)parentWnd);\r
- \r
- x -= mousexoffset;\r
- y -= mouseyoffset;\r
- \r
- MoveDragCardTo(hdc, x, y);\r
-\r
- //BitBlt(hdc, nDragCardWidth+10, 0, nDragCardWidth, nDragCardHeight, hdcBackGnd, 0, 0, SRCCOPY);\r
- //BitBlt(hdc, 0, 0, nDragCardWidth, nDragCardHeight, hdcDragCard, 0, 0, SRCCOPY);\r
- \r
- ReleaseDC((HWND)parentWnd, hdc);\r
- \r
- oldx = x;\r
- oldy = y;\r
- \r
- return true;\r
-}\r
-\r
-//\r
-// There is a bug in BitBlt when the source x,y\r
-// become < 0. So this wrapper function simply adjusts\r
-// the coords so that we never try to blt in from this range\r
-//\r
-BOOL ClippedBitBlt(HDC hdcDest, int x, int y, int width, int height, HDC hdcSrc, int srcx, int srcy, DWORD dwROP)\r
-{\r
- if(srcx < 0)\r
- {\r
- x = 0 - srcx;\r
- width = width + srcx;\r
- srcx = 0;\r
- }\r
-\r
- if(srcy < 0)\r
- {\r
- y = 0 - srcy;\r
- height = height + srcy;\r
- srcy = 0;\r
- }\r
-\r
- return BitBlt(hdcDest, x, y, width, height, hdcSrc, srcx, srcy, dwROP);\r
-}\r
-\r
-void CardRegion::MoveDragCardTo(HDC hdc, int x, int y)\r
-{\r
- RECT inter, rect1, rect2;\r
-\r
- //mask off the new position of the drag-card, so\r
- //that it will not be painted over\r
- ClipCard(hdc, x, y, nDragCardWidth, nDragCardHeight);\r
- \r
- //restore the area covered by the card at its previous position\r
- BitBlt(hdc, oldx, oldy, nDragCardWidth, nDragCardHeight, hdcBackGnd, 0, 0, SRCCOPY);\r
-\r
- //remove clipping so we can draw the card at its new place\r
- SelectClipRgn(hdc, NULL);\r
- \r
- //if the card's old and new positions overlap, then we\r
- //need some funky code to update the "saved background" image,\r
- SetRect(&rect1, oldx, oldy, oldx+nDragCardWidth, oldy+nDragCardHeight);\r
- SetRect(&rect2, x, y, x+nDragCardWidth, y+nDragCardHeight);\r
- \r
- if(IntersectRect(&inter, &rect1, &rect2))\r
- {\r
- int interwidth = inter.right-inter.left;\r
- int interheight = inter.bottom-inter.top;\r
- int destx, desty, srcx, srcy;\r
- \r
- if(rect2.left > rect1.left) \r
- { \r
- destx = 0; srcx = nDragCardWidth - interwidth; \r
- }\r
- else\r
- {\r
- destx = nDragCardWidth - interwidth; srcx = 0;\r
- }\r
- \r
- if(rect2.top > rect1.top) \r
- {\r
- desty = 0; srcy = nDragCardHeight - interheight;\r
- }\r
- else \r
- {\r
- desty = nDragCardHeight - interheight; srcy = 0;\r
- }\r
- \r
- //shift the bit we didn't use for the restore (due to the clipping)\r
- //into the opposite corner\r
- BitBlt(hdcBackGnd, destx,desty, interwidth, interheight, hdcBackGnd, srcx, srcy, SRCCOPY);\r
- \r
- ExcludeClipRect(hdcBackGnd, destx, desty, destx+interwidth, desty+interheight);\r
- \r
- //this bit requires us to clip the BitBlt (from screen to background)\r
- //as BitBlt is a bit buggy it seems\r
- ClippedBitBlt(hdcBackGnd, 0,0, nDragCardWidth, nDragCardHeight, hdc, x, y, SRCCOPY);\r
- SelectClipRgn(hdcBackGnd, NULL);\r
- }\r
- else\r
- {\r
- BitBlt(hdcBackGnd, 0,0, nDragCardWidth, nDragCardHeight, hdc, x, y, SRCCOPY);\r
- }\r
- \r
- //finally draw the card to the screen\r
- DrawCard(hdc, x, y, hdcDragCard, nDragCardWidth, nDragCardHeight);\r
-}\r
-\r
-\r
-//extern "C" int _fltused(void) { return 0; }\r
-//extern "C" int _ftol(void) { return 0; }\r
-\r
-//\r
-// Better do this in fixed-point, to stop\r
-// VC from linking in floatingpoint-long conversions\r
-//\r
-//#define FIXED_PREC_MOVE\r
-#ifdef FIXED_PREC_MOVE\r
-#define PRECISION 12\r
-void ZoomCard(HDC hdc, int xpos, int ypos, CARDSTACK *dest)\r
-{\r
- long dx, dy, x , y;\r
-\r
- \r
- int apparentcards;\r
- x = xpos << PRECISION; y = ypos << PRECISION;\r
-\r
- oldx = (int)xpos;\r
- oldy = (int)ypos;\r
-\r
- apparentcards=dest->numcards/dest->threedcount;\r
-\r
- int idestx = dest->xpos + dest->xoffset * (apparentcards);// - iNumDragCards); \r
- int idesty = dest->ypos + dest->yoffset * (apparentcards);// - iNumDragCards);\r
-\r
- //normalise the motion vector\r
- dx = (idestx<<PRECISION) - x;\r
- dy = (idesty<<PRECISION) - y;\r
- long recip = (1 << PRECISION) / 1;//sqrt(dx*dx + dy*dy);\r
-\r
- dx *= recip * 16;//CARDZOOMSPEED; \r
- dy *= recip * 16;//CARDZOOMSPEED;\r
-\r
- //if(dx < 0) dxinc = 1.001; else\r
-\r
- for(;;)\r
- {\r
- int ix, iy;\r
- x += dx;\r
- y += dy;\r
-\r
- ix = (int)x>>PRECISION;\r
- iy = (int)y>>PRECISION;\r
- if(dx < 0 && ix < idestx) ix = idestx;\r
- else if(dx > 0 && ix > idestx) ix = idestx;\r
-\r
- if(dy < 0 && iy < idesty) iy = idesty;\r
- else if(dy > 0 && iy > idesty) iy = idesty;\r
-\r
- MoveDragCardTo(hdc, ix, iy);\r
-\r
- if(ix == idestx && iy == idesty)\r
- break;\r
-\r
- oldx = (int)x >> PRECISION;\r
- oldy = (int)y >> PRECISION;\r
-\r
- //dx *= 1.2;\r
- //dy *= 1.2;\r
-\r
- Sleep(10);\r
- }\r
-}\r
-#else\r
-void CardRegion::ZoomCard(HDC hdc, int xpos, int ypos, CardRegion *pDestStack)\r
-{\r
- double dx, dy, x ,y;\r
- int apparentcards;\r
- x = (double)xpos; y = (double)ypos;\r
-\r
- oldx = (int)x;\r
- oldy = (int)y;\r
-\r
- apparentcards = pDestStack->cardstack.NumCards() / pDestStack->nThreedCount;\r
-\r
- int idestx = pDestStack->xpos + pDestStack->xoffset * (apparentcards);\r
- int idesty = pDestStack->ypos + pDestStack->yoffset * (apparentcards);\r
-\r
- if(pDestStack->yoffset < 0)\r
- idesty += pDestStack->yoffset * (iNumDragCards-1);\r
-\r
- if(pDestStack->xoffset < 0)\r
- idestx += pDestStack->xoffset * (iNumDragCards-1);\r
-\r
- //normalise the motion vector\r
- dx = idestx - x;\r
- dy = idesty - y;\r
- double recip = 1.0 / sqrt(dx*dx + dy*dy);\r
- dx *= recip * __CARDZOOMSPEED; dy *= recip * __CARDZOOMSPEED;\r
-\r
- //if(dx < 0) dxinc = 1.001; else\r
-\r
- for(;;)\r
- {\r
- bool attarget = true;\r
- int ix, iy;\r
- x += dx;\r
- y += dy;\r
-\r
- ix = (int)x;\r
- iy = (int)y;\r
- if(dx < 0.0 && ix < idestx) ix = idestx; \r
- else if(dx > 0.0 && ix > idestx) ix = idestx;\r
- else attarget = false;\r
-\r
- if(dy < 0.0 && iy < idesty) iy = idesty;\r
- else if(dy > 0.0 && iy > idesty) iy = idesty;\r
- else attarget = false;\r
-\r
- //if the target stack wants the drag cards drawn differently\r
- //to how they are, then redraw the drag card image just before\r
- //the cards land\r
- /*if(attarget == true)\r
- {\r
- for(int i = 0; i < iNumDragCards; i++)\r
- {\r
- int xdraw = pDestStack->xoffset*i;\r
- int ydraw = pDestStack->yoffset*i;\r
-\r
- if(pDestStack->yoffset < 0)\r
- ydraw = -pDestStack->yoffset * (iNumDragCards-i-1);\r
- if(pDestStack->xoffset < 0)\r
- xdraw = -pDestStack->xoffset * (iNumDragCards-i-1);\r
-\r
- if(pDestStack->facedirection == CS_FACEUP && \r
- pDestStack->numcards+i >= dest->numfacedown)\r
- {\r
- //cdtDraw(hdcDragCard, xdraw, ydraw, iDragCards[i], ectFACES, 0);\r
- }\r
- else\r
- {\r
- //cdtDraw(hdcDragCard, xdraw, ydraw, CARDSTACK::backcard, ectBACKS, 0);\r
- }\r
- }\r
- }*/\r
-\r
- MoveDragCardTo(hdc, ix, iy);\r
-\r
- if(attarget || ix == idestx && iy == idesty)\r
- break;\r
-\r
- oldx = (int)x;\r
- oldy = (int)y;\r
-\r
- //dx *= 1.2;\r
- //dy *= 1.2;\r
-\r
- Sleep(10);\r
- }\r
-}\r
-#endif
\ No newline at end of file