Added grid cell alignment
This commit is contained in:
@ -8,6 +8,8 @@
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#include "pokerplayerui.h"
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void pokerPlayerUiInit(pokerplayerui_t *ui) {
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gridchild_t *child;
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labelInit(&ui->label);
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frameBufferInit(&ui->frame,
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POKER_PLAYER_UI_IMAGE_RESOLUTION, POKER_PLAYER_UI_IMAGE_RESOLUTION
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@ -16,6 +18,22 @@ void pokerPlayerUiInit(pokerplayerui_t *ui) {
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0, 0, 0, 1,
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POKER_PLAYER_UI_IMAGE_SIZE, POKER_PLAYER_UI_IMAGE_SIZE, 1, 0
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);
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// Grid
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gridInit(&ui->grid);
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gridAddBreakpoint(&ui->grid, -1, 2, 2, 0, 0);
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// Player UI Image
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child = gridAddChild(&ui->grid);
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gridChildAddBreakpoint(child, 1,0, 1,2);
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// Chips
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child = gridAddChild(&ui->grid);
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gridChildAddBreakpoint(child, 0,0, 1,1);
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// Title.
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child = gridAddChild(&ui->grid);
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gridChildAddBreakpoint(child, 0,1, 1,1);
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}
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void pokerPlayerUiUpdate(
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@ -62,28 +80,50 @@ void pokerPlayerUiUpdate(
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void pokerPlayerUiRender(
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pokerplayerui_t *ui, pokergame_t *game, shader_t *shader, font_t *font,
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engine_t *engine,
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int32_t playerIndex, float x, float y
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) {
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pokerplayer_t *player;
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char buffer[32];
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float scale;
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align_t align;
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float gx, gy, gw, gh, sCol, sRow;
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scale = fontGetScale(FONT_SIZE_DEFAULT);
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player = game->poker.players + playerIndex;
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// Render Face
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shaderUseTexture(shader, &ui->frame.texture);
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shaderUsePosition(shader, x - POKER_PLAYER_UI_IMAGE_SIZE,y,0, 0,0,0);
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primitiveDraw(&ui->quad, 0, -1);
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// Resize the grid
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align = alignmentGet(
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ALIGN_POS_END | ALIGN_SIZE_ORIGINAL, ALIGN_POS_START | ALIGN_SIZE_ORIGINAL,
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engine->render.width, engine->render.height,
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300, POKER_PLAYER_UI_IMAGE_SIZE, -1, -1
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);
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gridSetSize(
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&ui->grid, engine->render.width, engine->render.height,
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align.width, align.height,
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align.x, align.y
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);
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// Move everything left a bit.
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x -= POKER_PLAYER_UI_IMAGE_SIZE + POKER_PLAYER_UI_PADDING;
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y += (POKER_PLAYER_UI_IMAGE_SIZE - (FONT_LINE_HEIGHT * scale * 2)) / 2.0f;
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// Render face
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gridGetChildSize(&ui->grid, ui->grid.breakpointCurrent, ui->grid.children+0,
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&sCol, &sRow, &gx, &gy, &gw, &gh
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);
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shaderUseTexture(shader, &ui->frame.texture);
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shaderUsePosition(shader, gx, gy, 0, 0,0,0);
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primitiveDraw(&ui->quad, 0, -1);
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// Render chips
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sprintf(buffer, "$%i", player->chips);
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ui->label.maxWidth = -1;
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labelSetText(&ui->label, font, buffer);
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labelRender(&ui->label, shader, x - ui->label.info.width, y);
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align = gridAlignChild(
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&ui->grid, ui->grid.breakpointCurrent, ui->grid.children + 1, &sCol, &sRow,
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ALIGN_POS_END | ALIGN_SIZE_ORIGINAL, ALIGN_POS_START | ALIGN_SIZE_ORIGINAL,
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ui->label.info.width, ui->label.info.height
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);
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labelRender(&ui->label, shader, align.x, align.y);
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// Render state
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if(player->state & POKER_PLAYER_STATE_OUT) {
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@ -98,9 +138,12 @@ void pokerPlayerUiRender(
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sprintf(buffer, "Whatever");
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}
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labelSetText(&ui->label, font, buffer);
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labelRender(&ui->label, shader,
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x - ui->label.info.width, y + scale * FONT_LINE_HEIGHT
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align = gridAlignChild(
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&ui->grid, ui->grid.breakpointCurrent, ui->grid.children + 2, &sCol, &sRow,
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ALIGN_POS_END | ALIGN_SIZE_ORIGINAL, ALIGN_POS_START | ALIGN_SIZE_ORIGINAL,
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ui->label.info.width, ui->label.info.height
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);
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labelRender(&ui->label, shader, align.x, align.y);
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}
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void pokerPlayerUiDispose(pokerplayerui_t *ui) {
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@ -16,6 +16,9 @@
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#include "../../../display/camera.h"
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#include "../../../vn/vncharacter.h"
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#include "../../../ui/grid.h"
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#include "../../../ui/align.h"
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void pokerPlayerUiInit(pokerplayerui_t *ui);
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void pokerPlayerUiUpdate(
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@ -25,6 +28,7 @@ void pokerPlayerUiUpdate(
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void pokerPlayerUiRender(
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pokerplayerui_t *ui, pokergame_t *game, shader_t *shader, font_t *font,
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engine_t *engine,
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int32_t playerIndex, float x, float y
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);
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@ -40,9 +40,9 @@ void pokerUiRender(pokergame_t *pokerGame, engine_t *engine) {
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if(i == POKER_PLAYER_HUMAN_INDEX) continue;
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ui = pokerGame->ui.player + j;
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pokerPlayerUiRender(ui, pokerGame,
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&pokerGame->assets.shader, &pokerGame->assets.font, i,
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engine->render.width, j * 75.0f
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pokerPlayerUiRender(
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ui, pokerGame, &pokerGame->assets.shader, &pokerGame->assets.font, engine,
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i, engine->render.width, j * 75.0f
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);
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j++;
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}
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