Testing some UI interactions.
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@ -7,6 +7,17 @@
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#include "bet.h"
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void _pokerGameActionBetOnStart(
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queue_t *queue, queueaction_t *action, uint8_t i
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) {
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bool isHuman;
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pokergame_t *game = (pokergame_t *)action->data;
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// Reset the UI state.
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isHuman = game->poker.bet.better == POKER_PLAYER_HUMAN_INDEX;
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if(isHuman) pokerUiBetShow(&game->ui);
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}
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void _pokerGameActionBetOnUpdate(
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queue_t *queue, queueaction_t *action, uint8_t i
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) {
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@ -24,12 +35,8 @@ void _pokerGameActionBetOnUpdate(
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// Handle as an AI
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if(isHuman) {
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if(inputIsPressed(&game->engine.input, INPUT_DOWN)) {
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} else if(inputIsPressed(&game->engine.input, INPUT_RIGHT)) {
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} else if(inputIsPressed(&game->engine.input, INPUT_UP)) {
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}
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turn = game->ui.betTurn;
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turnMade = game->ui.betTurnMade;
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} else {
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turn = pokerTurnGet(&game->poker, game->poker.bet.better);
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turnMade = true;
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@ -93,7 +100,11 @@ void _pokerGameActionBetOnEnd(
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// Are we waiting on any players?
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if(game->poker.bet.better != 0xFF) {
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pokerGameActionLookAdd(game, game->poker.bet.better);
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if(game->poker.bet.better == POKER_PLAYER_HUMAN_INDEX) {
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pokerGameActionLookAdd(game, POKER_DEALER_INDEX);
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} else {
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pokerGameActionLookAdd(game, game->poker.bet.better);
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}
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pokerGameActionBetAdd(game);
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return;
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}
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@ -123,6 +134,7 @@ void _pokerGameActionBetOnEnd(
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queueaction_t * pokerGameActionBetAdd(pokergame_t *game) {
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queueaction_t *action = pokerGameActionAdd(game);
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action->onStart = &_pokerGameActionBetOnStart;
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action->onUpdate = &_pokerGameActionBetOnUpdate;
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action->onEnd = &_pokerGameActionBetOnEnd;
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return action;
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