Built basic UI Grid.
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@ -9,11 +9,9 @@
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void pokerPlayerUiInit(pokerplayerui_t *ui) {
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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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);
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quadInit(&ui->quad, 0,
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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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@ -24,11 +22,13 @@ void pokerPlayerUiUpdate(
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pokerplayerui_t *ui, pokergame_t *game, shader_t *shader, int32_t playerIndex,
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engine_t *engine
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) {
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camera_t camera;
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uint8_t seat;
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pokerplayer_t *player;
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float x, y, z;
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player = game->poker.players + playerIndex;
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// Bind the frame buffer
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frameBufferUse(&ui->frame, true);
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@ -8,42 +8,53 @@
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#include "pokerui.h"
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void pokerUiInit(pokergame_t *pokerGame) {
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uint8_t i;
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uint8_t i, j;
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j = 0;
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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pokerPlayerUiInit(pokerGame->ui.player + i);
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if(i == POKER_PLAYER_HUMAN_INDEX) continue;
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pokerPlayerUiInit(pokerGame->ui.player + j);
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j++;
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}
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}
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void pokerUiUpdate(pokergame_t *pokerGame, engine_t *engine) {
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uint8_t i;
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uint8_t i, j;
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pokerplayerui_t *ui;
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j = 0;
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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ui = pokerGame->ui.player + i;
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if(i == POKER_PLAYER_HUMAN_INDEX) continue;
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ui = pokerGame->ui.player + j;
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pokerPlayerUiUpdate(ui, pokerGame, &pokerGame->assets.shader, i, engine);
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j++;
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}
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}
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void pokerUiRender(pokergame_t *pokerGame, engine_t *engine) {
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uint8_t i;
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uint8_t i, j;
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pokerplayerui_t *ui;
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j = 0;
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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ui = pokerGame->ui.player + i;
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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, i * 75.0f
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engine->render.width, j * 75.0f
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);
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j++;
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}
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}
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void pokerUiDispose(pokergame_t *pokerGame) {
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uint8_t i;
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uint8_t i, j;
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j = 0;
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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pokerPlayerUiDispose(pokerGame->ui.player + i);
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if(i == POKER_PLAYER_HUMAN_INDEX) continue;
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pokerPlayerUiDispose(pokerGame->ui.player + j);
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j++;
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}
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}
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