📄 mantischessdraw.cpp
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#include "Windows.h"
#include "math.h"
#include "MantisChessDef.h"
#include "MantisChessDraw.h"
const float PAI=(float)3.1415927;
const int XC[2]={BWA/2,BWA/2-1}; //XC,YC-棋子宽的一半
const int YC[2]={BWA/2,BWA/2-2}; //[0].[1]分别为阴影和明线的偏移量
void DrawStar(HDC hdc,int x,int y,int i)
{
if(x!=0)
{
MoveToEx(hdc,XC[i]+BWA*x-3,YC[i]+BWA*y-3,NULL);
LineTo(hdc,XC[i]+BWA*x-6,YC[i]+BWA*y-3);
MoveToEx(hdc,XC[i]+BWA*x-3,YC[i]+BWA*y-3,NULL);
LineTo(hdc,XC[i]+BWA*x-3,YC[i]+BWA*y-6);
MoveToEx(hdc,XC[i]+BWA*x-3,YC[i]+BWA*y+3,NULL);
LineTo(hdc,XC[i]+BWA*x-6,YC[i]+BWA*y+3);
MoveToEx(hdc,XC[i]+BWA*x-3,YC[i]+BWA*y+3,NULL);
LineTo(hdc,XC[i]+BWA*x-3,YC[i]+BWA*y+6);
}
if(x!=8)
{
MoveToEx(hdc,XC[i]+BWA*x+3,YC[i]+BWA*y-3,NULL);
LineTo(hdc,XC[i]+BWA*x+6,YC[i]+BWA*y-3);
MoveToEx(hdc,XC[i]+BWA*x+3,YC[i]+BWA*y-3,NULL);
LineTo(hdc,XC[i]+BWA*x+3,YC[i]+BWA*y-6);
MoveToEx(hdc,XC[i]+BWA*x+3,YC[i]+BWA*y+3,NULL);
LineTo(hdc,XC[i]+BWA*x+6,YC[i]+BWA*y+3);
MoveToEx(hdc,XC[i]+BWA*x+3,YC[i]+BWA*y+3,NULL);
LineTo(hdc,XC[i]+BWA*x+3,YC[i]+BWA*y+6);
}
}
void MakeWood(HDC hdc, int cx, int cy, COLORREF color, int x0, int y0, int z0, float angle0,int dark)
{
int i,j;
FLOAT r,angle,u,v,w;
for( j=0;j<cy;j++)
for( i=0;i<cx;i++)
{
w=0;
u=(FLOAT)j*2;
v=(FLOAT)i;
r=(FLOAT)sqrt(v*v+w*w);
if(v==0)
angle=PAI/2;
else
angle=(FLOAT)atan2(v,w);
angle+=angle0;
w=FLOAT(r*cos(angle));
v=FLOAT(r*sin(angle));
u+=x0;
v+=y0;
w+=z0;
SetPixel(hdc,i,j,WoodGrain(u,v,w,color,dark));
}
}
COLORREF WoodGrain(FLOAT u, FLOAT v, FLOAT w,COLORREF color,int dark)
{
int r,g,b;
FLOAT radius,angle;
int grain;
radius = (FLOAT)sqrt(u*u+w*w);
if(w==0)
angle = PAI/2;
else
angle =(FLOAT) atan2(u,w);
radius = FLOAT(radius+1.1*sin(20*angle+v/150));
grain =int(radius)%10;
r=GetRValue(color);
g=GetGValue(color);
b=GetBValue(color);
switch(grain)
{
case 0:
r=max(0,r-dark/2);
g=max(0,g-dark/2);
b=max(0,b-dark/2);
color=RGB(r,g,b);
break;
case 1:
case 2:
case 3:
r=max(0,r-dark);
g=max(0,g-dark);
b=max(0,b-dark);
color=RGB(r,g,b);
break;
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
default:
break;
}
return color;
}
void MakeBoard(HDC hdc,COLORREF cr)
{
//填充
MakeWood(hdc,XBW,YBW,cr,-rand()%XBW,rand()%YBW,rand()%1000+500,FLOAT(rand()%20/1000.1+0.01),20);
//画棋盘
HPEN pen[2],oldpen;
int r,g,b;
COLORREF cr1,cr2;
r=GetRValue(cr);
g=GetGValue(cr);
b=GetBValue(cr);
cr1=RGB(min(255,r+40),min(255,g+40),min(255,b+40));
cr2=RGB(max(0,r-40),max(0,g-40),max(0,b-40));
pen[0]=CreatePen(PS_SOLID,0,cr1);
pen[1]=CreatePen(PS_SOLID,0,cr2);
oldpen=(HPEN)SelectObject(hdc,pen[0]);
for(int i=0;i<=1;i++)
{
SelectObject(hdc,pen[i]);
//画边框(双线)
MoveToEx(hdc,XC[i]-3,YC[i]-3,NULL);
LineTo(hdc,XC[i]-3,YC[i]+3+BWA*9);
LineTo(hdc,XC[i]+3+BWA*8,YC[i]+3+BWA*9);
LineTo(hdc,XC[i]+3+BWA*8,YC[i]-3);
LineTo(hdc,XC[i]-3,YC[i]-3);
MoveToEx(hdc,XC[i],YC[i],NULL);
LineTo(hdc,XC[i],YC[i]+BWA*9);
LineTo(hdc,XC[i]+BWA*8,YC[i]+BWA*9);
LineTo(hdc,XC[i]+BWA*8,YC[i]);
LineTo(hdc,XC[i],YC[i]);
//画竖线
int n;
for( n=1;n<=8;n++)
{
MoveToEx(hdc,XC[i],YC[i]+BWA*n,NULL);
LineTo(hdc,XC[i]+BWA*8,YC[i]+BWA*n);
}
for( n=1;n<=7;n++)
{
MoveToEx(hdc,XC[i]+BWA*n,YC[i],NULL);
LineTo(hdc,XC[i]+BWA*n,YC[i]+BWA*4);
MoveToEx(hdc,XC[i]+BWA*n,YC[i]+BWA*5,NULL);
LineTo(hdc,XC[i]+BWA*n,YC[i]+BWA*9);
}
//画宫
MoveToEx(hdc,XC[i]+BWA*3,YC[i]+BWA*0,NULL);
LineTo(hdc,XC[i]+BWA*5,YC[i]+BWA*2); //上捺
MoveToEx(hdc,XC[i]+BWA*5,YC[i]+BWA*0,NULL);
LineTo(hdc,XC[i]+BWA*3,YC[i]+BWA*2); //上撇
MoveToEx(hdc,XC[i]+BWA*3,YC[i]+BWA*7,NULL);
LineTo(hdc,XC[i]+BWA*5,YC[i]+BWA*9); //下捺
MoveToEx(hdc,XC[i]+BWA*5,YC[i]+BWA*7,NULL);
LineTo(hdc,XC[i]+BWA*3,YC[i]+BWA*9); //下撇
//画星
DrawStar(hdc,7,2,i);
DrawStar(hdc,1,2,i);
DrawStar(hdc,0,3,i);
DrawStar(hdc,2,3,i);
DrawStar(hdc,4,3,i);
DrawStar(hdc,6,3,i);
DrawStar(hdc,8,3,i);
DrawStar(hdc,7,7,i);
DrawStar(hdc,1,7,i);
DrawStar(hdc,0,6,i);
DrawStar(hdc,2,6,i);
DrawStar(hdc,4,6,i);
DrawStar(hdc,6,6,i);
DrawStar(hdc,8,6,i);
}
SelectObject(hdc,oldpen);
DeleteObject(pen[0]);
DeleteObject(pen[1]);
}
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