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///////////////////////////////////////////////////////////////////////////////
// $Id: Deck.cxx,v 1.3 1996/01/06 05:11:16 bwmott Exp $
///////////////////////////////////////////////////////////////////////////////
//
// Deck.cxx - Deck class
//
//
// Bradford W. Mott
// Copyright (C) 1994
// December 11,1994
//
///////////////////////////////////////////////////////////////////////////////
// $Log: Deck.cxx,v $
// Revision 1.3 1996/01/06 05:11:16 bwmott
// Changed all NULLs to 0
//
// Revision 1.2 1996/01/03 20:12:34 bwmott
// Fixed definitions inside case statement
//
// Revision 1.1 1995/01/12 02:10:42 bmott
// Initial revision
//
///////////////////////////////////////////////////////////////////////////////
#include <time.h>
#include <stdlib.h>
#include "UIApplication.hxx"
#include "Deck.hxx"
///////////////////////////////////////////////////////////////////////////////
// Constructor
///////////////////////////////////////////////////////////////////////////////
Deck::Deck(ContainerWidget* parent, const char *const widgetName,
int x, int y, int width, int maxHeight, SpriteCollection* sprites)
: DrawingArea(parent, widgetName, x, y, width, maxHeight),
myMaximumHeight(maxHeight),
mySprites(sprites)
{ }
///////////////////////////////////////////////////////////////////////////////
// Destructor
///////////////////////////////////////////////////////////////////////////////
Deck::~Deck()
{ }
///////////////////////////////////////////////////////////////////////////////
// Add the given card to myself
///////////////////////////////////////////////////////////////////////////////
void Deck::add(Card* card)
{
myListOfCards.append(card);
updateView();
}
///////////////////////////////////////////////////////////////////////////////
// Add the given cards to myself
///////////////////////////////////////////////////////////////////////////////
void Deck::add(LinkedList<Card>* cards)
{
for(Card* card = cards->removeHead(); card != 0;
card = cards->removeHead())
{
myListOfCards.append(card);
}
updateView();
}
///////////////////////////////////////////////////////////////////////////////
// Remove the my top card if one exists
///////////////////////////////////////////////////////////////////////////////
Card* Deck::remove()
{
Card* card = myListOfCards.remove();
updateView();
return(card);
}
///////////////////////////////////////////////////////////////////////////////
// Turn my top card over if it needs to be
///////////////////////////////////////////////////////////////////////////////
void Deck::turnTopCardFaceUp()
{
Card* top = myListOfCards.tail();
if(top != 0)
{
top->orientation(FaceUp);
updateView();
}
}
///////////////////////////////////////////////////////////////////////////////
// Shuffle deck
///////////////////////////////////////////////////////////////////////////////
void Deck::shuffle()
{
// Don't shuffle if it's empty :-)
if(myListOfCards.size() == 0)
return;
// Seed the random number generator with the system time
srand( (unsigned int)time(0) );
for(int t=0; t<100; ++t)
{
int cardNumber = ((unsigned long)rand()) % myListOfCards.size();
Card* card = myListOfCards.first();
for(int i=0; i<cardNumber; ++i)
card = myListOfCards.next();
// Move the card to the top of the deck
myListOfCards.remove(card);
myListOfCards.prepend(card);
}
// Update my view
updateView();
}
///////////////////////////////////////////////////////////////////////////////
// Determine the corresponding card index from the y coordinate in my view
///////////////////////////////////////////////////////////////////////////////
int Deck::cardIndexFromCoordinate(int y)
{
int index = -1;
if(myCardOffset > 0.0)
index = (int)((double)y / myCardOffset);
if(index >= myListOfCards.size())
index = myListOfCards.size() - 1;
return(index);
}
///////////////////////////////////////////////////////////////////////////////
// Update the graphical view of myself
///////////////////////////////////////////////////////////////////////////////
void Deck::updateView()
{
Pixmap pixmap;
char* imageData;
Sprite* backOfCard = mySprites->getByName("StandardBack");
Sprite* emptyDeck = mySprites->getByName("EmptyDeck");
int numberOfCards = myListOfCards.size();
int cardWidth = backOfCard->width();
int cardHeight = backOfCard->height();
int drawingAreaHeight;
int drawingAreaWidth;
// See if I have any cards
if(numberOfCards > 0)
{
myCardOffset = (float)cardHeight * 0.25;
drawingAreaHeight = (int)(cardHeight + (numberOfCards-1) * myCardOffset);
drawingAreaWidth = cardWidth;
// See if we have to squash the cards to get them to fit
if(drawingAreaHeight > myMaximumHeight)
{
myCardOffset = (float)(myMaximumHeight - cardHeight)/(float)(numberOfCards-1);
drawingAreaHeight = myMaximumHeight;
}
// Build pixmap to hold my view
pixmap = XCreatePixmap(application->display(), myWindow,
drawingAreaWidth, drawingAreaHeight, 8);
float pixmapOffset = 0.0;
for(Card* card=myListOfCards.first(); card!=(Card*)0 ;
card=myListOfCards.next())
{
Sprite* sprite;
// See if the card is face up or face down
if(card->orientation() == FaceDown)
sprite = backOfCard;
else
sprite = card->face();
if(card == myListOfCards.tail())
pixmapOffset = drawingAreaHeight - cardHeight;
XPutImage(application->display(), pixmap, application->gc(),
sprite->image(), 0, 0, 0, (int)pixmapOffset,
sprite->width(), sprite->height());
pixmapOffset += myCardOffset;
}
}
else
{
Sprite* sprite = emptyDeck;
drawingAreaHeight = sprite->height();
drawingAreaWidth = sprite->width();
// Build pixmap to hold my view
pixmap = XCreatePixmap(application->display(), myWindow,
drawingAreaWidth, drawingAreaHeight, 8);
XPutImage(application->display(), pixmap, application->gc(),
sprite->image(), 0, 0, 0, 0, sprite->width(), sprite->height());
}
// Install the pixmap on my drawing area
XSetWindowBackgroundPixmap(application->display(), myWindow, pixmap);
// Make sure the window refreshes
XClearWindow(application->display(), myWindow);
// Resize the window to fit the pixmap
resize(drawingAreaWidth, drawingAreaHeight);
// Free the pixmap
XFreePixmap(application->display(), pixmap);
}
///////////////////////////////////////////////////////////////////////////////
// Called whenever an event arrives for me (I need to override the default)
///////////////////////////////////////////////////////////////////////////////
void Deck::handleEvent(XEvent* event)
{
return;
if ((event->type == ButtonPress) && (event->xbutton.button == Button1))
{
int done = 0;
int parentRootX = 0;
int parentRootY = 0;
while(!done)
{
XEvent event;
XNextEvent(application->display(), &event);
switch(event.type)
{
case MotionNotify:
{
int newX = event.xmotion.x_root - parentRootX - width()/2;
int newY = event.xmotion.y_root - parentRootY - height()/2;
move(newX, newY);
break;
}
case ButtonRelease:
done = 1;
break;
default:
application->dispatchEvent(&event);
break;
}
}
}
}
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