Refactoring some of the poker game logic again.
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99
temp/render/card.c
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99
temp/render/card.c
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "card.h"
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void pokerCardInit(poker_t *poker) {
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tilesetdiv_t *cardBack;
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// Load Cards Texture
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assetTextureLoad(&poker->cardTexture, "cards_normal.png");
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tilesetInit(&poker->cardTileset,
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CARD_COUNT_PER_SUIT, 6,
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poker->cardTexture.width, poker->cardTexture.height,
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0, 0,
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0, 0
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);
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// Cards Primitive
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cardBack = poker->cardTileset.divisions+(poker->cardTileset.columns * 4);
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primitiveInit(&poker->cardPrimitive,
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QUAD_VERTICE_COUNT * 2, QUAD_INDICE_COUNT * 2
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);
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quadBuffer(&poker->cardPrimitive, -POKER_CARD_DEPTH,
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-POKER_CARD_WIDTH, -POKER_CARD_HEIGHT,
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cardBack->x0, cardBack->y1,
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POKER_CARD_WIDTH, POKER_CARD_HEIGHT,
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cardBack->x1, cardBack->y0,
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QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT
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);
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}
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pokerposition_t pokerCardGetPosition(uint8_t seat, uint8_t slot) {
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pokerposition_t position;
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float t, t2;
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position.yaw = POKER_SEAT_ANGLE(seat);
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position.x = sin(position.yaw) * -0.75;
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position.z = cos(position.yaw) * -0.75;
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t = position.yaw + mathDeg2Rad(90);
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switch (slot) {
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case POKER_CARD_SLOT_HAND0:
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case POKER_CARD_SLOT_HAND1:
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t2 = POKER_CARD_WIDTH+POKER_CARD_PADDING;
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if(slot == POKER_CARD_SLOT_HAND0) t2 = -t2;
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t2 += 0.1;
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break;
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case POKER_CARD_SLOT_FLOP0:
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case POKER_CARD_SLOT_FLOP1:
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case POKER_CARD_SLOT_FLOP2:
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case POKER_CARD_SLOT_FLOP3:
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case POKER_CARD_SLOT_FLOP4:
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t2 = POKER_CARD_WIDTH*2+POKER_CARD_PADDING;
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t2 = (
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-t2 * ( POKER_CARD_SLOT_FLOP4-POKER_CARD_SLOT_FLOP0)
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)/2 + t2*(slot-POKER_CARD_SLOT_FLOP0);
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break;
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default:
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break;
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}
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position.x += t2 * sin(t);
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position.z += t2 * cos(t);
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return position;
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}
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void pokerCardRender(poker_t *poker, card_t card, float x, float y, float z,
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float pitch, float yaw, float roll
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) {
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tilesetdiv_t *cardFront = poker->cardTileset.divisions + card;
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quadBuffer(&poker->cardPrimitive, POKER_CARD_DEPTH,
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-POKER_CARD_WIDTH, -POKER_CARD_HEIGHT,
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cardFront->x0, cardFront->y1,
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POKER_CARD_WIDTH, POKER_CARD_HEIGHT,
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cardFront->x1, cardFront->y0,
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0, 0
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);
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shaderUseTexture(&poker->shader, &poker->cardTexture);
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shaderUsePosition(&poker->shader, x,y,z, pitch,yaw,roll);
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primitiveDraw(&poker->cardPrimitive, 0, -1);
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}
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void pokerCardRenderForSeat(poker_t *poker, uint8_t seat, card_t card, uint8_t slot) {
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pokerposition_t position = pokerCardGetPosition(seat, slot);
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pokerCardRender(poker, card,
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position.x, 0, position.z,
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mathDeg2Rad(-90), position.yaw, 0
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);
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}
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