Restored some of the rendering
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@ -9,13 +9,12 @@
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#include "../libs.h"
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#include "player.h"
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#include "card.h"
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#include "render.h"
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#include "../display/tileset.h"
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#include "../display/primitive.h"
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#include "../display/texture.h"
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#include "../display/shader.h"
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#include "../display/camera.h"
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#include "../display/spritebatch.h"
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#include "../display/shader.h"
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#include "../display/texture.h"
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#include "../display/tileset.h"
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/** Rounds that the game can be in */
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#define POKER_ROUND_DEAL 0x00
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@ -32,14 +31,30 @@
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/** How many cards the dealer can hold in their hand */
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#define POKER_DEALER_HAND 5
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/** How many cards the grave can hold */
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#define POKER_GRAVE_SIZE CARD_DECK_SIZE
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/** How many players in a poker game (excludes dealer) */
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#define POKER_PLAYER_COUNT 5
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/** How many chips each player has by defautl */
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#define POKER_PLAYER_CHIPS_DEFAULT 10000
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/** The default blind cost for the big blind. Small Blind is half this */
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#define POKER_BLIND_BIG_DEFAULT 600
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#define POKER_BLIND_SMALL_DEFAULT (POKER_BLIND_BIG_DEFAULT/2)
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typedef struct {
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/** Current Card Deck */
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card_t deck[CARD_DECK_SIZE];
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uint8_t deckSize;
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/** Dealer Money */
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uint32_t blindSmall;
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uint32_t blindBig;
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/** Card grave (where spent cards go when burned */
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card_t grave[POKER_GRAVE_SIZE];
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uint8_t graveSize;
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/** Blinds */
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uint32_t blindSmall, blindBig;
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/** Dealer Hand */
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card_t cards[POKER_DEALER_HAND];
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@ -48,37 +63,33 @@ typedef struct {
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/** Player States */
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pokerplayer_t players[POKER_PLAYER_COUNT];
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/** Game State */
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/** The current round the game is on */
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uint8_t round;
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uint8_t roundPlayer;
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/** The current player that is the dealer */
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uint8_t roundDealer;
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/** Current pot of chips */
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uint32_t pot;
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/** The current buy-in bet size. */
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uint32_t roundBet;
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/** Rendering Assets */
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texture_t *kagamiTexture;
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tileset_t *kagamiTileset;
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primitive_t *kagamiQuad;
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texture_t dealerTexture;
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tileset_t dealerTileset;
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primitive_t dealerPrimitive;
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primitive_t *chipPrimitive;
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texture_t *chipTexture;
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primitive_t *tablePrimitive;
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texture_t *tableTexture;
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texture_t chipTexture;
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primitive_t chipPrimitive;
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texture_t tableTexture;
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primitive_t tablePrimitive;
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texture_t *cardTexture;
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tileset_t *cardTileset;
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primitive_t *cardPrimitive;
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texture_t cardTexture;
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tileset_t cardTileset;
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primitive_t cardPrimitive;
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texture_t *fontTexture;
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tileset_t *fontTileset;
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spritebatch_t *fontBatch;
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shader_t *shaderWorld;
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framebuffer_t *frameLeft;
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framebuffer_t *frameRight;
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primitive_t *quadLeft;
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primitive_t *quadRight;
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camera_t cameraMain;
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camera_t cameraLeft;
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camera_t cameraRight;
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shader_t shader;
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camera_t camera;
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} poker_t;
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