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/***************************************************************************/ /** Microsoft Windows **/ /** Copyright(c) Microsoft Corp., 1991, 1992 **/ /***************************************************************************/
/****************************************************************************
dlg.cpp
Aug 92, JimH May 93, JimH chico port
Dialog classes are defined here.
CScoreDlg shows current score sheet
CQuoteDlg quote dialog
CWelcomeDlg welcome to Hearts, wanna be gamemeister?
COptionsDlg set options
CLocateDlg locate dealer
****************************************************************************/
#include "hearts.h"
#include "resource.h"
#include "main.h"
#include "debug.h"
#include "helpnum.h"
#include "stdlib.h"
typedef int (CALLBACK* FPROC)(); // a FARPROC that returns int
// declare statics
int CScoreDlg::nHandsPlayed = 0; int CScoreDlg::score[MAXPLAYER][MAXHANDS+1]; BOOL CScoreDlg::bGameOver = FALSE;
BEGIN_MESSAGE_MAP( CScoreDlg, CModalDialog ) ON_WM_PAINT() END_MESSAGE_MAP()
/****************************************************************************
CScoreDlg constructors
The first constructor takes only one argument, the pointer to the class of the parent window. It is used to display the current score at arbitrary points in the game, ie when the user requests it.
The second also updates the static score array with new information.
****************************************************************************/
CScoreDlg::CScoreDlg(CWnd *pParent) : CModalDialog(DLG_SCORE, pParent), m_myid(-1) {
}
CScoreDlg::CScoreDlg(CWnd *pParent, int s[MAXPLAYER], int id) : CModalDialog(DLG_SCORE, pParent), m_myid(id) { if (nHandsPlayed == MAXHANDS) { for (int hand = 1; hand < MAXHANDS; hand++) for (int player = 0; player < MAXPLAYER; player++) score[player][hand-1] = score[player][hand];
nHandsPlayed--; }
// add latest scores to list
for (int player = 0; player < MAXPLAYER; player++) score[player][nHandsPlayed] = s[player];
nHandsPlayed++; }
/****************************************************************************
CScoreDlg::OnInitDialog
****************************************************************************/
BOOL CScoreDlg::OnInitDialog() { RECT rcDlg, rcMain;
GetParent()->GetClientRect(&rcMain); GetParent()->ClientToScreen(&rcMain); rcMain.bottom -= ::nStatusHeight; GetWindowRect(&rcDlg);
int dxDlg = rcDlg.right - rcDlg.left; int dxMain = rcMain.right - rcMain.left; int x = rcMain.left + ((dxMain - dxDlg) / 2);
int dyDlg = rcDlg.bottom - rcDlg.top; int dyMain = rcMain.bottom - rcMain.top; int y = rcMain.top + ((dyMain - dyDlg) / 2);
SetWindowPos(NULL, x, y, 0, 0, SWP_NOSIZE | SWP_NOZORDER); SetText(); // set title bar text
return TRUE; }
/****************************************************************************
CScoreDlg::SetText -- set title bar text
****************************************************************************/
void CScoreDlg::SetText() { CString s, s2;
s.LoadString(IDS_SCORESHEET);
if (nHandsPlayed != 0) { int place = 0; for (int i = 1; i < MAXPLAYER; i++) if (score[i][nHandsPlayed-1] < score[0][nHandsPlayed-1]) place++;
s2.LoadString(IDS_PLACE1 + place); s += " -- "; s += s2; }
SetWindowText(s); }
/****************************************************************************
CScoreDlg::OnPaint
The score text is not drawn with text controls because the strikeout text is needed for some parts of the score. Instead, the paint message is hooked here.
****************************************************************************/
void CScoreDlg::OnPaint() { BYTE charset = 0; int fontsize = 0; CString fontname, charsetstr, fontsizestr; fontname.LoadString(IDS_FONTFACE); charsetstr.LoadString(IDS_CHARSET); fontsizestr.LoadString(IDS_FONTSIZE); charset = (BYTE)_ttoi((const TCHAR *)charsetstr); fontsize = _ttoi((const TCHAR *)fontsizestr);
// Nobody has best score if game hasn't started yet
int nBestScore = (nHandsPlayed == 0 ? 0 : 30000); int nWorstScore = 0;
if (nHandsPlayed > 0) { for (int pos = 0; pos < MAXPLAYER; pos++) { if (score[pos][nHandsPlayed-1] < nBestScore) { nBestScore = score[pos][nHandsPlayed-1]; } if (score[pos][nHandsPlayed-1] > nWorstScore) { nWorstScore = score[pos][nHandsPlayed-1]; } } }
// If the game is over, display appropriate text in title bar
if (nWorstScore >= 100) { CString title;
if (score[0][nHandsPlayed-1] == nBestScore) title.LoadString(IDS_GAMEOVERWIN); else title.LoadString(IDS_GAMEOVER);
SetWindowText(title); bGameOver = TRUE; }
CPaintDC dc(this); CRect rect; GetClientRect(&rect);
// Divide the dialog up into columns for displaying scores
rect.right -= 5; // 5 pixels on left, overlap on right
int nWidth = rect.right / 5; rect.bottom -= 10; // 5 pixels on top and bottom
int nHeight = rect.bottom; CString text, s; dc.SetBkMode(TRANSPARENT);
// If game is over, change the appearance of the dialog so people
// notice it. The section below adds the icon under the OK button.
if (bGameOver) { HICON hIcon = ::LoadIcon(AfxGetInstanceHandle(), MAKEINTRESOURCE(AFX_IDI_STD_FRAME));
int x = (nWidth * 4) + ((nWidth - 32) / 2); int y = 75;
dc.DrawIcon(x, y, hIcon); // CRect rectIcon(x-10, y-10, x+32+10, y+32+10);
// FrameRect(rectIcon);
}
// create Helv 8 bold font, and Helv 8 bold strikeout font
CFont font, strikefont; font.CreateFont(fontsize, 0, 0, 0, 700, 0, 0, 0, charset, 0, 0, 0, 0, fontname); strikefont.CreateFont(fontsize, 0, 0, 0, 700, 0, 0, 1, charset, 0, 0, 0, 0, fontname); CFont *oldfont = dc.SelectObject(&font);
for (int pos = 0; pos < MAXPLAYER; pos++) { int red = 127; // ega needed special processing here
if (nHandsPlayed > 0) if (score[pos][nHandsPlayed-1] == nBestScore) dc.SetTextColor(bGameOver ? RGB(red, 0, 0) : RGB(0, 0, 255));
text = ((CMainWindow *)::pMainWnd)->GetPlayerName(pos);
// The line below allows overlapping of names at top of score dlg.
// To disallow overlapping, use:
// rect.SetRect(5 + (nWidth*pos), 5, 5 + (nWidth*(pos+1)), nHeight);
rect.SetRect((nWidth*pos) - 5, 5, 15 + (nWidth*(pos+1)), nHeight); int nTextHeight = dc.DrawText(text, -1, &rect, DT_CENTER | DT_NOPREFIX); rect.top += nTextHeight;
dc.SelectObject(&strikefont); text.Empty(); for (int hand = 0; hand < (nHandsPlayed - 1); hand++) { wsprintf(s.GetBuffer(20), TEXT("%d\r\n"), score[pos][hand]); s.ReleaseBuffer(); text += s; } dc.DrawText(text, -1, &rect, DT_CENTER); rect.top += (nTextHeight * (nHandsPlayed - 1));
dc.SelectObject(&font); if (nHandsPlayed > 0) { wsprintf(text.GetBuffer(20), TEXT("%d"), score[pos][nHandsPlayed-1]); text.ReleaseBuffer(); } dc.DrawText(text, -1, &rect, DT_CENTER); dc.SetTextColor(0); }
dc.SelectObject(oldfont); }
/****************************************************************************
CQuoteDlg
****************************************************************************/
BEGIN_MESSAGE_MAP( CQuoteDlg, CModalDialog ) ON_WM_PAINT() END_MESSAGE_MAP()
/****************************************************************************
CQuoteDlg constructor
****************************************************************************/
CQuoteDlg::CQuoteDlg(CWnd *pParent) : CModalDialog(DLG_QUOTE, pParent) {
}
/****************************************************************************
CQuoteDlg::OnPaint
This used to draw an icon and a 3d frame. Now it just draws the icon.
****************************************************************************/
void CQuoteDlg::OnPaint() { CPaintDC dc(this); #ifdef USE_MIRRORING
SetLayout(dc.m_hDC, 0); SetLayout(dc.m_hAttribDC, 0); #endif
HICON hIcon = ::LoadIcon(AfxGetInstanceHandle(), MAKEINTRESOURCE(AFX_IDI_STD_FRAME));
int x = 24; int y = 24; dc.DrawIcon(x, y, hIcon); // CRect rectIcon(x-10, y-10, x+32+10, y+32+10);
// FrameRect(rectIcon);
}
/****************************************************************************
CWelcomeDlg
****************************************************************************/
BEGIN_MESSAGE_MAP( CWelcomeDlg, CModalDialog ) ON_BN_CLICKED(IDC_WELCOMEHELP, OnHelp) END_MESSAGE_MAP()
/****************************************************************************
CWelcomeDlg constructor
****************************************************************************/
CWelcomeDlg::CWelcomeDlg(CWnd *pParent) : CModalDialog(DLG_WELCOME, pParent), m_bGameMeister(FALSE) { RegEntry Reg(szRegPath); TCHAR *pm_myname = m_myname.GetBuffer(MAXNAMELENGTH+1); Reg.GetString(regvalName, pm_myname, MAXNAMELENGTH+1); m_myname.ReleaseBuffer(); }
/****************************************************************************
CWelcomeDlg::OnInitDialog()
Restore settings from .ini file
****************************************************************************/
BOOL CWelcomeDlg::OnInitDialog() { CEdit *editname = (CEdit *)GetDlgItem(IDC_YOURNAME); editname->SetWindowText(m_myname); editname->LimitText(MAXNAMELENGTH);
return TRUE; }
/****************************************************************************
CWelcomeDlg::OnOK()
Don't allow empty name. Store data in .ini file.
****************************************************************************/
void CWelcomeDlg::OnOK() { GetDlgItemText(IDC_YOURNAME, m_myname.GetBuffer(MAXNAMELENGTH+1), MAXNAMELENGTH+1); m_myname.ReleaseBuffer();
if (m_myname.IsEmpty()) { ((CEdit *)GetDlgItem(IDC_YOURNAME))->SetFocus(); return; }
m_bGameMeister = TRUE;
RegEntry Reg(szRegPath);
Reg.SetValue(regvalRole, m_bGameMeister ? 1 : 0L); Reg.SetValue(regvalName, m_myname);
// ::WinHelp(m_hWnd, szHelpFileName, HELP_QUIT, 0);
EndDialog(IDOK); }
/****************************************************************************
CWelcomeDlg::OnHelp()
****************************************************************************/
void CWelcomeDlg::OnHelp() { // ::WinHelp(m_hWnd, szHelpFileName, HELP_CONTEXT, IDH_START_HOW_HRTS);
}
/****************************************************************************
COptionsDlg constructor
****************************************************************************/
COptionsDlg::COptionsDlg(CWnd *pParent) : CModalDialog(DLG_OPTIONS, pParent) {
}
/****************************************************************************
COptionsDlg::OnInitDialog
Set dialog controls to current values
****************************************************************************/
BOOL COptionsDlg::OnInitDialog() { RegEntry Reg(szRegPath);
// Set animation speed radio button
DWORD dwSpeed = Reg.GetNumber(regvalSpeed, IDC_NORMAL);
((CButton *)GetDlgItem((int)dwSpeed))->SetCheck(TRUE);
// Set current computer player names. If they are not specified in
// the .ini file, get defaults from the resource file.
CEdit *pName[3]; CString sName[3];
for (int i = 0; i < 3; i++) { pName[i] = (CEdit *)GetDlgItem(IDC_NAME1 + i); pName[i]->LimitText(MAXNAMELENGTH); TCHAR *p = sName[i].GetBuffer(MAXNAMELENGTH + 1); Reg.GetString(regvalPName[i], p, MAXNAMELENGTH+1); sName[i].ReleaseBuffer();
if (sName[i].IsEmpty()) sName[i].LoadString(IDS_P1NAME + i);
pName[i]->SetWindowText(p); }
// get current autostart state
m_bInitialState = IsAutoStart(); // ((CButton *)GetDlgItem(IDC_AUTO))->SetCheck(m_bInitialState);
return TRUE; }
/****************************************************************************
COptionsDlg::OnOK
save contol settings
****************************************************************************/
void COptionsDlg::OnOK() { RegEntry Reg(szRegPath);
// save animation speed setting
DWORD dwSpeed; int nStepSize;
if (((CButton *)GetDlgItem(IDC_FAST))->GetCheck()) { dwSpeed = IDC_FAST; nStepSize = 60; } else if (((CButton *)GetDlgItem(IDC_SLOW))->GetCheck()) { dwSpeed = IDC_SLOW; nStepSize = 5; } else { dwSpeed = IDC_NORMAL; nStepSize = 15; }
card c; c.SetStepSize(nStepSize); Reg.SetValue(regvalSpeed, dwSpeed);
// save computer player names
for (int i = 0; i < 3; i++) { CString sDefault, sEdit; sDefault.LoadString(IDS_P1NAME + i);
GetDlgItemText(IDC_NAME1 + i, sEdit.GetBuffer(MAXNAMELENGTH+1), MAXNAMELENGTH+1); sEdit.ReleaseBuffer();
if (sDefault == sEdit) Reg.DeleteValue(regvalPName[i]); else Reg.SetValue(regvalPName[i], sEdit); }
// save autostart state
// BOOL bState = ((CButton *)GetDlgItem(IDC_AUTO))->GetCheck();
// if (bState != m_bInitialState)
// IsAutoStart(TRUE); // toggle state
EndDialog(IDOK); }
/****************************************************************************
COptionsDlg::IsAutoStart
returns autostart state, and optionally toggles it. The bToggle parameter is FALSE by default.
If bToggle is TRUE, this function returns the NEW state.
****************************************************************************/
BOOL COptionsDlg::IsAutoStart(BOOL bToggle) { return FALSE; }
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