|
想要查看内容赶紧注册登陆吧!
您需要 登录 才可以下载或查看,没有帐号?立即注册
x
#include "StdAfx.h"
#include "GameClient.h"
#include "CardControl.h"
//////////////////////////////////////////////////////////////////////////
//构造函数
CCardControl::CCardControl()
{
//状态变量
m_bHorizontal=true;
m_bPositively=false;
m_bDisplayItem=false;
//扑克数据
m_cbCardCount=0;
ZeroMemory(m_CardItemArray,sizeof(m_CardItemArray));
//间隔变量
m_nXDistance=DEF_X_DISTANCE;
m_nYDistance=DEF_Y_DISTANCE;
m_nShootDistance=DEF_SHOOT_DISTANCE;
//位置变量
m_YCollocateMode=enYTop;
m_XCollocateMode=enXLeft;
m_BenchmarkPos.SetPoint(0,0);
return;
}
//析构函数
CCardControl::~CCardControl()
{
}
//设置扑克
bool CCardControl::SetCardData(BYTE cbCardCount)
{
//效验参数
ASSERT(cbCardCount<=CountArray(m_CardItemArray));
if (cbCardCount>CountArray(m_CardItemArray)) return false;
//设置变量
m_cbCardCount=cbCardCount;
ZeroMemory(m_CardItemArray,sizeof(m_CardItemArray));
return true;
}
//设置扑克
bool CCardControl::SetCardData(const BYTE cbCardData[], BYTE cbCardCount)
{
//效验参数
ASSERT(cbCardCount<=CountArray(m_CardItemArray));
if (cbCardCount>CountArray(m_CardItemArray)) return false;
//设置变量
m_cbCardCount=cbCardCount;
//设置扑克
for (WORD i=0;i<cbCardCount;i++)
{
m_CardItemArray.bShoot=false;
m_CardItemArray.bEffect = false;
m_CardItemArray.bMy = false;
m_CardItemArray.cbCardData=cbCardData;
}
return true;
}
//设置扑克
bool CCardControl::SetShootCard(const BYTE cbCardData[], BYTE cbCardCount)
{
//变量定义
bool bChangeStatus=false;
//收起扑克
for (WORD i=0;i<m_cbCardCount;i++)
{
if (m_CardItemArray.bShoot==true)
{
bChangeStatus=true;
m_CardItemArray.bShoot=false;
}
}
//弹起扑克
for (WORD i=0;i<cbCardCount;i++)
{
for (WORD j=0;j<m_cbCardCount;j++)
{
if ((m_CardItemArray[j].bShoot==false)&&(m_CardItemArray[j].cbCardData==cbCardData))
{
bChangeStatus=true;
m_CardItemArray[j].bShoot=true;
break;
}
}
}
return bChangeStatus;
}
//设置特效
bool CCardControl::SetCardEffect(const BYTE cbCardData[],BYTE cbCardCount)
{
//变量定义
BYTE bTempCount=0;
//弹起扑克
for (WORD i=0;i<cbCardCount;i++)
{
for (WORD j=0;j<m_cbCardCount;j++)
{
if ((m_CardItemArray[j].bEffect==false)&&(m_CardItemArray[j].cbCardData==cbCardData))
{
bTempCount++;
m_CardItemArray[j].bEffect=true;
break;
}
}
}
return (bTempCount==cbCardCount);
}
//设置标志
bool CCardControl::SetMyCard(const BYTE cbCardData[],BYTE cbCardCount)
{
//变量定义
BYTE bTempCount=0;
//标志扑克
for (WORD i=0;i<cbCardCount;i++)
{
for (WORD j=0;j<m_cbCardCount;j++)
{
if ((m_CardItemArray[j].bMy==false)&&(m_CardItemArray[j].cbCardData==cbCardData))
{
bTempCount++;
m_CardItemArray[j].bMy=true;
break;
}
}
}
return (bTempCount==cbCardCount);
}
//设置扑克
bool CCardControl::SetCardItem(const tagCardItem CardItemArray[], BYTE cbCardCount)
{
//效验参数
ASSERT(cbCardCount<=CountArray(m_CardItemArray));
if (cbCardCount>CountArray(m_CardItemArray)) return false;
//设置扑克
m_cbCardCount=cbCardCount;
CopyMemory(m_CardItemArray,CardItemArray,cbCardCount*sizeof(tagCardItem));
return true;
}
//获取扑克
tagCardItem * CCardControl::GetCardFromIndex(BYTE cbIndex)
{
return (cbIndex<m_cbCardCount)?&m_CardItemArray[cbIndex]:NULL;
}
//获取扑克
tagCardItem * CCardControl::GetCardFromPoint(CPoint & MousePoint)
{
WORD wIndex=SwitchCardPoint(MousePoint);
return (wIndex!=INVALID_ITEM)?&m_CardItemArray[wIndex]:NULL;
}
//获取扑克
WORD CCardControl::GetCardData(BYTE cbCardData[], BYTE cbBufferCount)
{
if(cbBufferCount==0) return 0;
//效验参数
ASSERT(cbBufferCount>=m_cbCardCount);
if (cbBufferCount<m_cbCardCount) return 0;
//拷贝扑克
for (WORD i=0;i<m_cbCardCount;i++) cbCardData=m_CardItemArray.cbCardData;
return m_cbCardCount;
}
//获取扑克
WORD CCardControl::GetShootCard(BYTE cbCardData[], BYTE cbBufferCount)
{
//变量定义
WORD wShootCount=0;
//拷贝扑克
for (WORD i=0;i<m_cbCardCount;i++)
{
//效验参数
ASSERT(cbBufferCount>wShootCount);
if (cbBufferCount<=wShootCount) break;
//拷贝扑克
if (m_CardItemArray.bShoot==true) cbCardData[wShootCount++]=m_CardItemArray.cbCardData;
}
return wShootCount;
}
//获取扑克
WORD CCardControl::GetCardData(tagCardItem CardItemArray[], BYTE cbBufferCount)
{
//效验参数
ASSERT(cbBufferCount>=m_cbCardCount);
if (cbBufferCount<m_cbCardCount) return 0;
//拷贝扑克
CopyMemory(CardItemArray,m_CardItemArray,sizeof(tagCardItem)*m_cbCardCount);
return m_cbCardCount;
}
//设置距离
VOID CCardControl::SetCardDistance(UINT nXDistance, UINT nYDistance, UINT nShootDistance)
{
//设置变量
m_nXDistance=nXDistance;
m_nYDistance=nYDistance;
m_nShootDistance=nShootDistance;
return;
}
//获取中心
VOID CCardControl::GetCenterPoint(CPoint & CenterPoint)
{
//获取原点
CPoint OriginPoint;
GetOriginPoint(OriginPoint);
//获取位置
CSize ControlSize;
GetControlSize(ControlSize);
//设置中心
CenterPoint.x=OriginPoint.x+ControlSize.cx/2;
CenterPoint.y=OriginPoint.y+ControlSize.cy/2;
return;
}
//基准位置
VOID CCardControl::SetBenchmarkPos(INT nXPos, INT nYPos, enXCollocateMode XCollocateMode, enYCollocateMode YCollocateMode)
{
//设置变量
m_BenchmarkPos.x=nXPos;
m_BenchmarkPos.y=nYPos;
m_XCollocateMode=XCollocateMode;
m_YCollocateMode=YCollocateMode;
return;
}
//基准位置
VOID CCardControl::SetBenchmarkPos(const CPoint & BenchmarkPos, enXCollocateMode XCollocateMode, enYCollocateMode YCollocateMode)
{
//设置变量
m_BenchmarkPos=BenchmarkPos;
m_XCollocateMode=XCollocateMode;
m_YCollocateMode=YCollocateMode;
return;
}
//绘画扑克
VOID CCardControl:rawCardControl(CDC * pDC,bool ISbEffect)
{
//掩图大小
int nCardMaskWidth = m_ImageCardMask.GetWidth();
int nCardMaskHeight = m_ImageCardMask.GetHeight();
//获取位置
CPoint OriginPoint;
GetOriginPoint(OriginPoint);
//变量定义
INT nXDrawPos=0,nYDrawPos=0;
INT nXImagePos=0,nYImagePos=0;
//绘画扑克
for (WORD i=0;i<m_cbCardCount;i++)
{
//获取扑克
bool bShoot=m_CardItemArray.bShoot;
bool bEffect = m_CardItemArray.bEffect;
BYTE cbCardData=m_CardItemArray.cbCardData;
//间隙过滤
if (cbCardData==SPACE_CARD_DATA) continue;
//图片位置
if ((m_bDisplayItem==true)&&(cbCardData!=0))
{
if ((cbCardData==0x4E)||(cbCardData==0x4F))
{
nXImagePos=((cbCardData&CARD_MASK_VALUE)%14)*m_CardSize.cx;
nYImagePos=((cbCardData&CARD_MASK_COLOR)>>4)*m_CardSize.cy;
}
else
{
nXImagePos=((cbCardData&CARD_MASK_VALUE)-1)*m_CardSize.cx;
nYImagePos=((cbCardData&CARD_MASK_COLOR)>>4)*m_CardSize.cy;
}
}
else
{
nXImagePos=m_CardSize.cx*2;
nYImagePos=m_CardSize.cy*4;
}
//屏幕位置
if (m_bHorizontal==true)
{
nXDrawPos=m_nXDistance*i;
nYDrawPos=(bShoot==false)?m_nShootDistance:0;
}
else
{
nXDrawPos=0;
nYDrawPos=m_nYDistance*i;
}
//绘画扑克
m_ImageCard.DrawImage(pDC,OriginPoint.x+nXDrawPos,OriginPoint.y+nYDrawPos,m_CardSize.cx,m_CardSize.cy,nXImagePos,nYImagePos);
if(bEffect&&ISbEffect)
m_ImageCardMask.DrawImage(pDC,OriginPoint.x+nXDrawPos-2,OriginPoint.y+nYDrawPos-2,nCardMaskWidth,nCardMaskHeight,0,0);
//扑克标志
if(m_CardItemArray.bMy)
m_ImageWin.DrawImage(pDC,OriginPoint.x+nXDrawPos,OriginPoint.y+m_CardSize.cy+((m_YCollocateMode==enYTop)?
(m_CardSize.cy/2-m_ImageWin.GetHeight()):0)-m_ImageWin.GetHeight(),m_ImageWin.GetWidth(),m_ImageWin.GetHeight(),0,0);
}
return;
}
//光标消息
bool CCardControl::OnEventSetCursor(CPoint Point)
{
//光标处理
if (m_bPositively==true)
{
//获取索引
WORD wHoverItem=SwitchCardPoint(Point);
//更新判断
if (wHoverItem!=INVALID_ITEM)
{
SetCursor(LoadCursor(AfxGetInstanceHandle(),MAKEINTRESOURCE(IDC_CARD_CUR)));
return true;
}
}
return false;
}
//获取大小
VOID CCardControl::GetControlSize(CSize & ControlSize)
{
//获取大小
if (m_bHorizontal==true)
{
ControlSize.cy=m_CardSize.cy+m_nShootDistance;
ControlSize.cx=(m_cbCardCount>0)?(m_CardSize.cx+(m_cbCardCount-1)*m_nXDistance):0;
}
else
{
ControlSize.cx=m_CardSize.cx;
ControlSize.cy=(m_cbCardCount>0)?(m_CardSize.cy+(m_cbCardCount-1)*m_nYDistance):0;
}
return;
}
//获取原点
VOID CCardControl::GetOriginPoint(CPoint & OriginPoint)
{
//获取位置
CSize ControlSize;
GetControlSize(ControlSize);
//横向位置
switch (m_XCollocateMode)
{
case enXLeft: { OriginPoint.x=m_BenchmarkPos.x; break; }
case enXCenter: { OriginPoint.x=m_BenchmarkPos.x-ControlSize.cx/2; break; }
case enXRight: { OriginPoint.x=m_BenchmarkPos.x-ControlSize.cx; break; }
}
//竖向位置
switch (m_YCollocateMode)
{
case enYTop: { OriginPoint.y=m_BenchmarkPos.y; break; }
case enYCenter: { OriginPoint.y=m_BenchmarkPos.y-ControlSize.cy/2; break; }
case enYBottom: { OriginPoint.y=m_BenchmarkPos.y-ControlSize.cy; break; }
}
return;
}
//索引切换
WORD CCardControl::SwitchCardPoint(CPoint & MousePoint)
{
//获取位置
CSize ControlSize;
CPoint OriginPoint;
GetControlSize(ControlSize);
GetOriginPoint(OriginPoint);
//基准位置
INT nXPos=MousePoint.x-OriginPoint.x;
INT nYPos=MousePoint.y-OriginPoint.y;
//横向模式
if (m_bHorizontal==true)
{
//越界判断
if ((nXPos<=0)||(nxpos>=ControlSize.cx)) return INVALID_ITEM;
if ((nYPos<=0)||(nypos>=ControlSize.cy)) return INVALID_ITEM;
//计算索引
WORD wCardIndex=nXPos/m_nXDistance;
if (wCardIndex>=m_cbCardCount) wCardIndex=(m_cbCardCount-1);
//扑克搜索
for (WORD i=0;i<=wCardIndex;i++)
{
//变量定义
WORD wCurrentIndex=wCardIndex-i;
//横向测试
if (nXPos>=(INT)(wCurrentIndex*m_nXDistance+m_CardSize.cx)) break;
//竖向测试
bool bShoot=m_CardItemArray[wCurrentIndex].bShoot;
if ((bShoot==true)&&(nYPos<=m_CardSize.cy)) return wCurrentIndex;
if ((bShoot==false)&&(nYPos>=(INT)m_nShootDistance)) return wCurrentIndex;
}
}
return INVALID_ITEM;
}
//加载资源
bool CCardControl:oadResource(CWnd* pWnd)
{
//加载资源
HINSTANCE hInstance=AfxGetInstanceHandle();
m_ImageCard.LoadImage(pWnd, hInstance,TEXT("NG_CARD"));
m_ImageCardMask.LoadImage(pWnd, hInstance,TEXT("CARD_MASK"));
m_ImageWin.LoadImage(pWnd, hInstance,TEXT("NG_MAX"));
//获取大小
m_CardSize.SetSize(m_ImageCard.GetWidth()/13,m_ImageCard.GetHeight()/5);
return true;
}
//////////////////////////////////////////////////////////////////////////
|
|