Refactor almost finished.
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@ -109,7 +109,7 @@ void _pokerGameActionBetOnEnd(
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pokerDiscussionQueue(&discussion);
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pokerBetResetBetter(
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&game->poker, &game->poker.players, game->poker.roundSmallBlind
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&game->poker.bet, game->poker.players, game->poker.roundSmallBlind
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);
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pokerGameActionRestackAdd(game);
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pokerGameActionLookAdd(game, game->poker.bet.better);
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@ -7,9 +7,10 @@
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#pragma once
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#include "../../../libs.h"
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#include "../../../util/math.h"
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#include "action.h"
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#include "../../../display/animation/queue.h"
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#include "../pokergame.h"
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#include "../../../display/animation/queue.h"
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#include "../../../poker/turn.h"
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#include "../../../poker/bet.h"
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#include "../../../poker/actions/flop.h"
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@ -42,7 +42,7 @@ void _pokerGameActionRoundOnEnd(queue_t *queue,queueaction_t *action,uint8_t i){
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// Begin Betting Round. This will queue for one player only and then the round
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// will take over.
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pokerBetResetBetter(
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&game->poker, game->poker.players, game->poker.roundSmallBlind
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&game->poker.bet, game->poker.players, game->poker.roundSmallBlind
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);
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pokerGameActionBetAdd(game);
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}
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@ -71,14 +71,3 @@ void gameInstanceDispose(pokergame_t *game) {
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// Unload all assets
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pokerGameAssetsDispose(&game->assets);
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}
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void pokerGameQueueRestack(pokergame_t *pokerGame) {
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arrayRewind(
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sizeof(pokergameactiondata_t),
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pokerGame->actionData,
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ANIMATION_QUEUE_ITEM_MAX,
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pokerGame->scene.conversation.actionQueue.current,
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pokerGame->scene.conversation.actionQueue.count
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);
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queueRestack(&pokerGame->scene.conversation.actionQueue);
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}
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@ -36,11 +36,4 @@ void gameInstanceUpdate(pokergame_t *game);
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* Disposes a previously initialized poker game instance.
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* @param game Game to dispose.
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*/
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void gameInstanceDispose(pokergame_t *game);
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/**
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* Restacks the poker game's stack.
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*
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* @param game Poker game to restack
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*/
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void pokerGameQueueRestack(pokergame_t *game);
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void gameInstanceDispose(pokergame_t *game);
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19
src/game/poker/pokergame.c
Normal file
19
src/game/poker/pokergame.c
Normal file
@ -0,0 +1,19 @@
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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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#include "pokergame.h"
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void pokerGameQueueRestack(pokergame_t *pokerGame) {
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arrayRewind(
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sizeof(pokergameactiondata_t),
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pokerGame->actionData,
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ANIMATION_QUEUE_ITEM_MAX,
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pokerGame->scene.conversation.actionQueue.current,
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pokerGame->scene.conversation.actionQueue.count
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);
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queueRestack(&pokerGame->scene.conversation.actionQueue);
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}
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@ -37,4 +37,11 @@ typedef struct {
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/** Data for the actions */
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pokergameactiondata_t actionData[ANIMATION_QUEUE_ITEM_MAX];
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} pokergame_t;
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} pokergame_t;
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/**
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* Restacks the poker game's stack.
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*
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* @param game Poker game to restack
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*/
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void pokerGameQueueRestack(pokergame_t *game);
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@ -77,7 +77,7 @@ void pokerUiUpdate(
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);
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// Bind the frame buffer
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frameBufferUse(&ui->frames + j, true);
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frameBufferUse(ui->frames+j, true);
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// Render the VN character
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shaderUse(shader);
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@ -110,7 +110,7 @@ void pokerUiRender(
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for(j = 0; j < POKER_PLAYER_COUNT; j++) {
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player = poker->players + j;
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for(i = 0; i < player->cardCount; i++) {
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pokerCardSetImage(&ui->card, &assets->cardTexture, player->cards[i]);
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pokerUiSetImageToCard(&ui->card,&assets->cardTexture,player->cards[i]);
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imageRender(&ui->card, &assets->shader, i * 64.0f, j * 100.0f);
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}
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}
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@ -132,11 +132,11 @@ void pokerUiRender(
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// Position the grid itself.
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x = 0;
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y = POKER_UI_PLAYER_HEIGHT * j;
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y = (float)(POKER_UI_PLAYER_HEIGHT * j);
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// Render face
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gridGetChild(&ui->grid, 1, 0, 1, 2, &gx, &gy, &gw, &gh);
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shaderUseTexture(&assets->shader, &ui->frames + j);
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shaderUseTexture(&assets->shader, &(ui->frames + j)->texture);
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shaderUsePosition(&assets->shader, x + gx, y + gy, 0, 0,0,0);
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primitiveDraw(&ui->quad, 0, -1);
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@ -194,8 +194,8 @@ void pokerUiSetImageToCard(image_t *image, texture_t *texture, card_t card) {
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imageSetTextureAndCrop(
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image, texture,
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cardGetNumber(cardImageIndex) * 71,
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cardGetSuit(card) * 96,
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cardGetNumber(cardImageIndex) * 71.0f,
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cardGetSuit(card) * 96.0f,
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71, 96
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);
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}
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@ -91,4 +91,4 @@ void pokerUiDispose(pokerui_t *ui);
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* @param texture Texture to use.
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* @param card Card to set to.
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*/
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void pokerCardSetImage(image_t *image, texture_t *texture, card_t card);
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void pokerUiSetImageToCard(image_t *image, texture_t *texture, card_t card);
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