Added JS engine.
This commit is contained in:
@ -13,11 +13,11 @@ bool gameInit(game_t *game) {
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// Send off to the game instance
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#if SETTING_GAME == SETTING_GAME_POKER
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return pokerGameInit(&game->pokerGame);
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return pokerGameInit(&game->pokerGame, &game->engine);
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#elif SETTING_GAME == SETTING_GAME_DAWN
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return dawnGameInit(game);
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#elif SETTING_GAME == SETTING_GAME_SANDBOX
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return sandboxSceneInit(&game->sandboxScene);
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return sandboxSceneInit(&game->sandboxScene, &game->engine);
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#endif
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}
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@ -24,8 +24,12 @@ void _pokerGameActionBetOnUpdate(
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// Handle as an AI
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if(isHuman) {
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turn.type = POKER_TURN_TYPE_FOLD;
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turnMade = true;
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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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} else {
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turn = pokerTurnGet(&game->poker, game->poker.bet.better);
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turnMade = true;
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@ -87,6 +91,7 @@ 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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pokerGameActionBetAdd(game);
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return;
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}
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@ -103,6 +108,7 @@ void _pokerGameActionBetOnEnd(
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pokerBetResetBetter(&game->poker);
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pokerGameActionRestackAdd(game);
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pokerGameActionLookAdd(game, game->poker.bet.better);
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pokerGameActionBetAdd(game);
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return;
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}
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@ -7,7 +7,9 @@
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#include "pokergame.h"
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bool pokerGameInit(pokergame_t *game) {
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bool pokerGameInit(pokergame_t *game, engine_t *engine) {
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game->engine = engine;
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// Load the Assets.
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pokerGameAssetsInit(&game->assets);
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@ -21,9 +21,10 @@
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* Initializes the game state for the poker game.
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*
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* @param game Game to initialize.
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* @param engine Engine to use when initializing.
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* @returns True if successful, otherwise false.
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*/
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bool pokerGameInit(pokergame_t *game);
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bool pokerGameInit(pokergame_t *game, engine_t *engine);
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/**
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* Updates the poker game instance.
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@ -20,6 +20,7 @@ bool pokerGameAssetsInit(pokergameassets_t *assets) {
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// Load the world textures.
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assetTextureLoad(&assets->testTexture, "test_texture.png");
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assetTextureLoad(&assets->cardTexture, "cards_normal.png");
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assetTextureLoad(&assets->roomTexture, "world/pub/pub_skywall.png");
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// Load the character textures.
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23
src/game/poker/ui/pokercardui.c
Normal file
23
src/game/poker/ui/pokercardui.c
Normal file
@ -0,0 +1,23 @@
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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 "pokercardui.h"
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void pokerCardSetImage(image_t *image, texture_t *texture, card_t card) {
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uint8_t cardImageIndex = (
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cardGetNumber(card) == CARD_ACE ? (
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card - CARD_COUNT_PER_SUIT + 1
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) : card+0x01
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);
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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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71, 96
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);
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}
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14
src/game/poker/ui/pokercardui.h
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14
src/game/poker/ui/pokercardui.h
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@ -0,0 +1,14 @@
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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 <dawn/dawn.h>
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#include "../../../ui/image.h"
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#include "../../../poker/card.h"
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void pokerCardSetImage(image_t *image, texture_t *texture, card_t card);
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@ -17,7 +17,14 @@ 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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// Set up the grid
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ui->grid.gutterX = POKER_PLAYER_UI_PADDING;
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ui->grid.columns = 2;
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ui->grid.rows = 2;
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ui->grid.columnDefinitions[1] = POKER_PLAYER_UI_IMAGE_SIZE;
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ui->grid.rowDefinitions[0] = POKER_PLAYER_UI_IMAGE_SIZE / 2.0f;
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ui->grid.rowDefinitions[1] = POKER_PLAYER_UI_IMAGE_SIZE / 2.0f;
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}
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void pokerPlayerUiUpdate(
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@ -72,62 +79,51 @@ void pokerPlayerUiRender(
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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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float gx, gy, gw, gh;
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// Font crap.
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scale = fontGetScale(FONT_SIZE_DEFAULT);
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player = game->poker.players + playerIndex;
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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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POKER_PLAYER_UI_IMAGE_SIZE*2, POKER_PLAYER_UI_IMAGE_SIZE, -1, -1
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// Align the grid itself.
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gridResize(&ui->grid, POKER_PLAYER_UI_WIDTH, POKER_PLAYER_UI_HEIGHT);
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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(shader, &ui->frame.texture);
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shaderUsePosition(shader, x+gx, y+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, "$%i", player->chips);
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ui->label.maxWidth = -1;
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labelSetText(&ui->label, font, buffer);
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align = gridGetAndAlignChild(
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&ui->grid, 0, 0, 1, 1,
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ALIGN_POS_END | ALIGN_SIZE_ORIGINAL, ALIGN_POS_CENTER | ALIGN_SIZE_ORIGINAL,
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ui->label.info.width, ui->label.info.height
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);
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// gridSetSize(
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// &ui->grid, engine->render.width, engine->render.height,
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// align.width, align.height,
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// align.x + x, align.y + y
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// );
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labelRender(&ui->label, shader, x+align.x, y+align.y);
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// // Render face
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// gridGetChildSize(&ui->grid, ui->grid.breakpointCurrent, ui->grid.children+0,
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// &sCol, &sRow, &gx, &gy, &gw, &gh
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// );
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// shaderUseTexture(shader, &ui->frame.texture);
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// shaderUsePosition(shader, gx, gy, 0, 0,0,0);
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// primitiveDraw(&ui->quad, 0, -1);
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// // Render chips
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// sprintf(buffer, "$%i", player->chips);
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// ui->label.maxWidth = -1;
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// labelSetText(&ui->label, font, buffer);
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// 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_CENTER | 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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// sprintf(buffer, "Out");
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// } else if(player->state & POKER_PLAYER_STATE_FOLDED) {
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// sprintf(buffer, "Folded");
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// } else if(player->state & POKER_PLAYER_STATE_SHOWING) {
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// sprintf(buffer, "Showing");
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// } else if(game->poker.bet.better == playerIndex) {
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// sprintf(buffer, "Thinking");
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// } else {
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// sprintf(buffer, "Whatever");
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// }
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// labelSetText(&ui->label, font, buffer);
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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_CENTER | 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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sprintf(buffer, "Out");
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} else if(player->state & POKER_PLAYER_STATE_FOLDED) {
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sprintf(buffer, "Folded");
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} else if(player->state & POKER_PLAYER_STATE_SHOWING) {
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sprintf(buffer, "Showing");
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} else if(game->poker.bet.better == playerIndex) {
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sprintf(buffer, "Thinking");
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} else {
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sprintf(buffer, "Whatever");
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}
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labelSetText(&ui->label, font, buffer);
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align = gridGetAndAlignChild(
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&ui->grid, 0, 1, 1, 1,
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ALIGN_POS_END | ALIGN_SIZE_ORIGINAL, ALIGN_POS_CENTER | 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, x+align.x, y+align.y);
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}
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void pokerPlayerUiDispose(pokerplayerui_t *ui) {
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@ -10,6 +10,10 @@
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void pokerUiInit(pokergame_t *pokerGame) {
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uint8_t i, j;
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// Initialize card render(s)
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imageInit(&pokerGame->ui.card);
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// Initialize players
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j = 0;
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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if(i == POKER_PLAYER_HUMAN_INDEX) continue;
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@ -34,6 +38,29 @@ void pokerUiUpdate(pokergame_t *pokerGame, engine_t *engine) {
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void pokerUiRender(pokergame_t *pokerGame, engine_t *engine) {
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uint8_t i, j;
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pokerplayerui_t *ui;
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pokerplayer_t *player;
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char message[128];
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// cards
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if(pokerGame->poker.state >= POKER_STATE_DEALING) {
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for(j = 0; j < POKER_PLAYER_COUNT; j++) {
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player = pokerGame->poker.players + j;
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for(i = 0; i < player->cardCount; i++) {
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pokerCardSetImage(&pokerGame->ui.card, &pokerGame->assets.cardTexture, player->cards[i]);
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imageRender(&pokerGame->ui.card, &pokerGame->assets.shader, i * 64.0f, j * 100);
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}
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}
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}
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// show uh
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player = pokerGame->poker.players + POKER_PLAYER_HUMAN_INDEX;
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if(pokerGame->poker.bet.better == POKER_PLAYER_HUMAN_INDEX) {
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sprintf(message, "Press down to fold, up to bet, right to check/call.");
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labelSetText(&pokerGame->ui.player->label, &pokerGame->assets.font, message);
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labelRender(&pokerGame->ui.player->label, &pokerGame->assets.shader, 300, 100);
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}
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j = 0;
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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@ -42,7 +69,7 @@ void pokerUiRender(pokergame_t *pokerGame, engine_t *engine) {
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pokerPlayerUiRender(
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ui, pokerGame, &pokerGame->assets.shader, &pokerGame->assets.font, engine,
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i, 0, j * 75.0f
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i, engine->render.width - ui->grid.width, j * 75.0f
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);
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j++;
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}
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@ -51,6 +78,8 @@ void pokerUiRender(pokergame_t *pokerGame, engine_t *engine) {
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void pokerUiDispose(pokergame_t *pokerGame) {
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uint8_t i, j;
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imageDispose(&pokerGame->ui.card);
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j = 0;
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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if(i == POKER_PLAYER_HUMAN_INDEX) continue;
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@ -9,6 +9,7 @@
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#include <dawn/dawn.h>
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#include "../../../ui/label.h"
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#include "pokerplayerui.h"
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#include "pokercardui.h"
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/**
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* Initializes the UI Module.
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@ -7,48 +7,48 @@
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#include "sandboxscene.h"
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framedtextmenu_t ftm;
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scripter_t scripter;
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bool sandboxSceneInit(sandboxscene_t *game) {
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bool sandboxSceneInit(sandboxscene_t *game, engine_t *engine) {
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assetFontLoad(&game->font, "fonts/opensans/OpenSans-Regular.ttf");
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assetTextureLoad(&game->texture, "test_texture.png");
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assetShaderLoad(&game->shader,
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"shaders/textured.vert", "shaders/textured.frag"
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);
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menuitem_t *item;
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framedTextMenuInit(&ftm, &game->font, &game->texture);
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ftm.menu.grid.rows = 3;
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item = textMenuAdd(&ftm.menu, "Option 1");
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item->y = 0;
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item = textMenuAdd(&ftm.menu, "Option 2");
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item->y = 1;
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item = textMenuAdd(&ftm.menu, "Option 3");
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item->y = 2;
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scripterInit(&scripter, engine);
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assetScripterAppend(&scripter, "scripts/main.js");
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scripterInvokeMethodSimple(&scripter, "init");
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return true;
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}
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void sandboxSceneUpdate(sandboxscene_t *game, engine_t *engine) {
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cameraLookAt(&game->camera,
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0, 0, 10,
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0, 0, 0
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);
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cameraLookAt(&game->camera, 3,3,3, 0,0,0);
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cameraOrtho(&game->camera,
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0, engine->render.width,
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engine->render.height, 0,
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cameraPerspective(&game->camera, 45,
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engine->render.width/engine->render.height,
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0.01f, 1000.0f
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);
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// cameraLookAt(&game->camera,
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// 0, 0, 10,
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// 0, 0, 0
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// );
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// cameraOrtho(&game->camera,
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// 0, engine->render.width,
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// engine->render.height, 0,
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// 0.01f, 1000.0f
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// );
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shaderUse(&game->shader);
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shaderUseCamera(&game->shader, &game->camera);
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framedTextMenuResize(&ftm, 400, 400);
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framedTextMenuUpdate(&ftm, engine);
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framedTextMenuRender(&ftm, &game->shader, 0, 0);
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shaderUsePosition(&game->shader, 0,0,0, 0,0,0);
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shaderUseTexture(&game->shader, &game->texture);
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scripterInvokeMethodSimple(&scripter, "update");
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}
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void sandboxSceneDispose(sandboxscene_t *game) {
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// scripterInvokeMethodSimple(&scripter, "dispose");
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scripterDispose(&scripter);
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}
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@ -18,7 +18,8 @@
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#include "../../file/asset.h"
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#include "../../file/xml.h"
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#include "../../file/asset.h"
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#include "../../script/scripter.h"
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#include "../../ui/grid.h"
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#include "../../ui/menu.h"
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#include "../../ui/textmenu.h"
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@ -29,9 +30,10 @@
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* Initialize the sandbox scene test game.
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*
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* @param game Game to initialize.
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* @param engine Engine to use during init.
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* @return True if successful, otherwise false.
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*/
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bool sandboxSceneInit(sandboxscene_t *game);
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bool sandboxSceneInit(sandboxscene_t *game, engine_t *engine);
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/**
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* Update a sandbox scene.
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Reference in New Issue
Block a user