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426 lines
11 KiB
426 lines
11 KiB
/***************************************************************************/
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/** Microsoft Windows **/
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/** Copyright(c) Microsoft Corp., 1991, 1992 **/
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/***************************************************************************/
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/****************************************************************************
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card.cpp
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Nov 91, JimH
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Methods for card objects
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****************************************************************************/
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#include "hearts.h"
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#include <stdlib.h> // for labs() prototype
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#include "card.h"
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// Declare (and initialize) static members
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HINSTANCE card::hCardsDLL;
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INITPROC card::lpcdtInit;
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DRAWPROC card::lpcdtDraw;
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FARPROC card::lpcdtTerm;
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CBitmap card::m_bmFgnd;
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CBitmap card::m_bmBgnd2;
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CDC card::m_MemB;
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CDC card::m_MemB2;
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CRgn card::m_Rgn1;
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CRgn card::m_Rgn2;
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CRgn card::m_Rgn;
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DWORD card::dwPixel[12];
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BOOL card::bConstructed;
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int card::dxCrd;
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int card::dyCrd;
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CBitmap card::m_bmBgnd;
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int card::count = 0;
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int card::stepsize = 15; // bigger stepsize -> faster glide
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/****************************************************************************
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card::card
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If this is the first card being constructed, links to cards.dll are
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set up, along with the bitmaps and regions required for glide()
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****************************************************************************/
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card::card(int n) : id(n), state(NORMAL)
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{
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loc.x = 0;
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loc.y = 0;
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if (count == 0)
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{
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bConstructed = FALSE;
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hCardsDLL = LoadLibrary(TEXT("CARDS.DLL"));
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if (hCardsDLL < (HINSTANCE)HINSTANCE_ERROR)
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return;
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lpcdtInit = (INITPROC) GetProcAddress(hCardsDLL, "cdtInit");
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lpcdtDraw = (DRAWPROC) GetProcAddress(hCardsDLL, "cdtDraw");
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lpcdtTerm = (FARPROC) GetProcAddress(hCardsDLL, "cdtTerm");
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BOOL bResult = FALSE;
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if(lpcdtInit)
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{
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bResult = (*lpcdtInit)(&dxCrd, &dyCrd);
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}
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if (!bResult)
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return;
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bConstructed = TRUE;
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CDC ic;
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ic.CreateIC(TEXT("DISPLAY"), NULL, NULL, NULL);
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if (!m_bmBgnd.CreateCompatibleBitmap(&ic, dxCrd, dyCrd) ||
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!m_bmFgnd.CreateCompatibleBitmap(&ic, dxCrd, dyCrd) ||
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!m_bmBgnd2.CreateCompatibleBitmap(&ic, dxCrd, dyCrd))
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bConstructed = FALSE;
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ic.DeleteDC();
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if (!m_Rgn1.CreateRectRgn(1, 1, 2, 2) || // dummy sizes
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!m_Rgn2.CreateRectRgn(1, 1, 2, 2) ||
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!m_Rgn.CreateRectRgn(1, 1, 2, 2))
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bConstructed = FALSE;
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}
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count++;
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}
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/****************************************************************************
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card::~card
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If this is the last card being destroyed, cards.dll is freed and the
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bitmaps and regions created for glide() are deleted.
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****************************************************************************/
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card::~card()
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{
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count--;
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if (count == 0)
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{
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(*lpcdtTerm)();
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FreeLibrary(hCardsDLL);
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m_bmBgnd.DeleteObject();
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m_bmFgnd.DeleteObject();
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m_bmBgnd2.DeleteObject();
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m_Rgn.DeleteObject();
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m_Rgn1.DeleteObject();
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m_Rgn2.DeleteObject();
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}
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}
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/****************************************************************************
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card::Draw
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wrapper for cards.cdtDraw()
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EMPTY cards are not passed through
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****************************************************************************/
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BOOL card::Draw(CDC &dc, int x, int y, int mode, BOOL bUpdateLoc)
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{
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if (bUpdateLoc)
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{
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loc.x = x; // update current location
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loc.y = y;
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}
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if (id == EMPTY)
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return FALSE;
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return (*lpcdtDraw)(dc.m_hDC, x, y,
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mode == FACEDOWN ? CARDBACK : id, mode, 255);
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}
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/****************************************************************************
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card::CleanDraw
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Same as Draw except corners are cleaned up before bitmap is blted.
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It's slower than normal draw, but there won't be a white flash in the
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corners.
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****************************************************************************/
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BOOL card::CleanDraw(CDC &dc)
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{
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if (id == EMPTY)
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return FALSE;
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SaveCorners(dc, loc.x, loc.y);
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CDC memDC;
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memDC.CreateCompatibleDC(&dc);
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CBitmap bitmap;
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if (!bitmap.CreateCompatibleBitmap(&dc, dxCrd, dyCrd))
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return FALSE;
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CBitmap *oldbitmap = memDC.SelectObject(&bitmap);
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BOOL bResult = (*lpcdtDraw)(memDC.m_hDC, 0, 0, id, FACEUP, 0);
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if (!bResult)
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return FALSE;
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RestoreCorners(memDC, 0, 0);
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dc.BitBlt(loc.x, loc.y, dxCrd, dyCrd, &memDC, 0, 0, SRCCOPY);
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memDC.SelectObject(oldbitmap);
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bitmap.DeleteObject();
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return TRUE;
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}
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/****************************************************************************
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card::PopDraw
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Version of Draw intended for local humans. Selected cards are popped up.
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****************************************************************************/
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BOOL card::PopDraw(CDC &dc)
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{
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if (id == EMPTY)
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return FALSE;
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int y = loc.y;
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if (state == SELECTED)
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y -= POPSPACING;
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return (*lpcdtDraw)(dc.m_hDC, loc.x, y, id, FACEUP, 0);
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}
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/****************************************************************************
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card::Draw
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This routine glides a card from its current position to the specified
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end position.
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NOTE: before Glide() is called, the client must load card::m_bmBgnd with
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a bitmap of what should be displayed as being underneath the original
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card location. card::m_bmBgnd is created when the first card is
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constructed, and destroyed when the last card is destructed. Note also
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that card::m_bmBgnd must NOT be selected in any DC when Glide() is called.
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****************************************************************************/
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VOID card::Glide(CDC &dc, int xEnd, int yEnd)
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{
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int x1, y1, x2, y2; // each step is x1,y1 to x2,y2
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if (!m_MemB.CreateCompatibleDC(&dc) || // memory DCs
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!m_MemB2.CreateCompatibleDC(&dc))
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return;
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m_MemB2.SelectObject(&m_bmBgnd2);
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m_MemB.SelectObject(&m_bmFgnd);
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// draw card into fgnd bitmap
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(*lpcdtDraw)(m_MemB.m_hDC, 0, 0, id, FACEUP, 0);
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m_MemB.SelectObject(&m_bmBgnd); // associate memDCs with bitmaps
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SaveCorners(dc, loc.x, loc.y);
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RestoreCorners(m_MemB, 0, 0);
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long dx = xEnd - loc.x;
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long dy = yEnd - loc.y;
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int distance = IntSqrt(dx*dx + dy*dy); // int approx. of dist. to travel
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int steps = distance / stepsize; // determine # of intermediate steps
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// Ensure that GlideStep gets called an even number of times so
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// the background bitmap will get set properly for multi-glide moves
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if ((steps % 2) == 1)
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steps++;
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x1 = loc.x;
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y1 = loc.y;
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for (int i = 1; i < steps; i++)
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{
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x2 = loc.x + (int) (((long)i * dx) / (long)steps);
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y2 = loc.y + (int) (((long)i * dy) / (long)steps);
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GlideStep(dc, x1, y1, x2, y2);
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x1 = x2;
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y1 = y2;
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}
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// do last step manually so it lands exactly on xEnd, yEnd
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GlideStep(dc, x1, y1, xEnd, yEnd);
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// reset clip region for entire screen
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m_Rgn.SetRectRgn(0, 0, 30000, 30000); // really big region
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dc.SelectObject(&m_Rgn);
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loc.x = xEnd;
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loc.y = yEnd;
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m_MemB.DeleteDC(); // clean up memory DCs
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m_MemB2.DeleteDC();
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}
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/******************************************************************************
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GlideStep
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This routine gets called once for each step in the glide animation. On
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input, it needs the screen under the source in m_MemB, and the card to be
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moved in m_bmFgnd. It calculates the screen under the destination itself
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and blts it into m_MemB2. At the end of the animation, it moves m_MemB2 into
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m_MemB so it can be called again immediately with new coordinates.
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******************************************************************************/
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VOID card::GlideStep(CDC &dc, int x1, int y1, int x2, int y2)
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{
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m_Rgn1.SetRectRgn(x1, y1, x1+dxCrd, y1+dyCrd);
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m_Rgn2.SetRectRgn(x2, y2, x2+dxCrd, y2+dyCrd);
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/* create background of new location by combing screen background
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plus overlap from old background */
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m_MemB2.BitBlt(0, 0, dxCrd, dyCrd, &dc, x2, y2, SRCCOPY);
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m_MemB2.BitBlt(x1-x2, y1-y2, dxCrd, dyCrd, &m_MemB, 0, 0, SRCCOPY);
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SaveCorners(m_MemB2, 0, 0);
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/* Draw old background and then draw card */
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m_Rgn.CombineRgn(&m_Rgn1, &m_Rgn2, RGN_DIFF); // part of hRgn1 not in hRgn2
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dc.SelectObject(&m_Rgn);
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dc.BitBlt(x1, y1, dxCrd, dyCrd, &m_MemB, 0, 0, SRCCOPY);
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dc.SelectObject(&m_Rgn2);
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CBitmap *oldbitmap = m_MemB.SelectObject(&m_bmFgnd); // temp
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RestoreCorners(m_MemB, 0, 0);
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dc.BitBlt(x2, y2, dxCrd, dyCrd, &m_MemB, 0, 0, SRCCOPY);
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m_MemB.SelectObject(oldbitmap); // restore
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/* copy new background to old background, or rather, accomplish the
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same effect by swapping the associated memory device contexts. */
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HDC temp = m_MemB.Detach(); // detach the hDC from the CDC
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m_MemB.Attach(m_MemB2.Detach()); // move the hDC from B2 to B
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m_MemB2.Attach(temp); // finish the swap
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}
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/******************************************************************************
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IntSqrt
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Newton's method to find a quick close-enough square root without pulling
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in the floating point libraries.
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f(x) = x*x - square = 0
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f'(x) = 2x
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******************************************************************************/
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int card::IntSqrt(long square)
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{
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long lastguess = square;
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long guess = min(square / 2L, 1024L);
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while (labs(guess-lastguess) > 3L) // 3 is close enough
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{
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lastguess = guess;
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guess -= ((guess * guess) - square) / (2L * guess);
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}
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return (int) guess;
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}
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/******************************************************************************
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SaveCorners
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RestoreCorners
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based on similar routines in cards.dll
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******************************************************************************/
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VOID card::SaveCorners(CDC &dc, int x, int y)
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{
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// Upper Left
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dwPixel[0] = dc.GetPixel(x, y);
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dwPixel[1] = dc.GetPixel(x+1, y);
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dwPixel[2] = dc.GetPixel(x, y+1);
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// Upper Right
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x += dxCrd -1;
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dwPixel[3] = dc.GetPixel(x, y);
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dwPixel[4] = dc.GetPixel(x-1, y);
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dwPixel[5] = dc.GetPixel(x, y+1);
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// Lower Right
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y += dyCrd-1;
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dwPixel[6] = dc.GetPixel(x, y);
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dwPixel[7] = dc.GetPixel(x, y-1);
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dwPixel[8] = dc.GetPixel(x-1, y);
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// Lower Left
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x -= dxCrd-1;
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dwPixel[9] = dc.GetPixel(x, y);
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dwPixel[10] = dc.GetPixel(x+1, y);
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dwPixel[11] = dc.GetPixel(x, y-1);
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}
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VOID card::RestoreCorners(CDC &dc, int x, int y)
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{
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// Upper Left
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dc.SetPixel(x, y, dwPixel[0]);
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dc.SetPixel(x+1, y, dwPixel[1]);
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dc.SetPixel(x, y+1, dwPixel[2]);
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// Upper Right
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x += dxCrd-1;
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dc.SetPixel(x, y, dwPixel[3]);
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dc.SetPixel(x-1, y, dwPixel[4]);
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dc.SetPixel(x, y+1, dwPixel[5]);
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// Lower Right
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y += dyCrd-1;
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dc.SetPixel(x, y, dwPixel[6]);
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dc.SetPixel(x, y-1, dwPixel[7]);
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dc.SetPixel(x-1, y, dwPixel[8]);
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// Lower Left
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x -= dxCrd-1;
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dc.SetPixel(x, y, dwPixel[9]);
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dc.SetPixel(x+1, y, dwPixel[10]);
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dc.SetPixel(x, y-1, dwPixel[11]);
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}
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/******************************************************************************
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GetRect()
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sets and returns a rect that covers the card
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******************************************************************************/
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CRect &card::GetRect(CRect &rect)
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{
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rect.SetRect(loc.x, loc.y, loc.x+dxCrd, loc.y+dyCrd);
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return(rect);
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}
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