/** * Copyright (c) 2021 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "pokerplayerui.h" void pokerPlayerUiInit(pokerplayerui_t *ui) { gridInit(&ui->grid); labelInit(&ui->label); frameBufferInit(&ui->frame, POKER_PLAYER_UI_IMAGE_RESOLUTION, POKER_PLAYER_UI_IMAGE_RESOLUTION ); quadInit(&ui->quad, 0, 0, 0, 0, 1, POKER_PLAYER_UI_IMAGE_SIZE, POKER_PLAYER_UI_IMAGE_SIZE, 1, 0 ); // Set up the grid ui->grid.gutterX = POKER_PLAYER_UI_PADDING; ui->grid.columns = 2; ui->grid.rows = 2; ui->grid.columnDefinitions[1] = POKER_PLAYER_UI_IMAGE_SIZE; ui->grid.rowDefinitions[0] = POKER_PLAYER_UI_IMAGE_SIZE / 2.0f; ui->grid.rowDefinitions[1] = POKER_PLAYER_UI_IMAGE_SIZE / 2.0f; } void pokerPlayerUiUpdate( pokerplayerui_t *ui, pokergame_t *game, shader_t *shader, int32_t playerIndex, engine_t *engine ) { camera_t camera; uint8_t seat; pokerplayer_t *player; float x, y, z; player = game->poker.players + playerIndex; // Bind the frame buffer frameBufferUse(&ui->frame, true); // Set up the camera perspective cameraPerspective(&camera, 45, (float)POKER_PLAYER_UI_IMAGE_SIZE / (float)POKER_PLAYER_UI_IMAGE_SIZE, 0.03f, 10.0f ); // Locate the XYZ position of the camera to look at the player seat = pokerGameSeatFromIndex(playerIndex); x = POKER_WORLD_SEAT_POSITION_X(seat); y = POKER_PLAYER_UI_IMAGE_Y; z = POKER_WORLD_SEAT_POSITION_Z(seat); // Actually look at the player, we need to get close. cameraLookAt(&camera, x * POKER_PLAYER_UI_IMAGE_DIST, y, z * POKER_PLAYER_UI_IMAGE_DIST, x, y, z ); // Render the VN character shaderUse(shader); shaderUseCamera(shader, &camera); shaderUsePosition(shader, 0,0,0, 0,0,0); vnCharacterRender(game->scene.characters + playerIndex, shader); // Unbind the frame buffer. frameBufferUnbind(&engine->render, false); } void pokerPlayerUiRender( pokerplayerui_t *ui, pokergame_t *game, shader_t *shader, font_t *font, engine_t *engine, int32_t playerIndex, float x, float y ) { pokerplayer_t *player; char buffer[32]; float scale; align_t align; float gx, gy, gw, gh; // Font crap. scale = fontGetScale(FONT_SIZE_DEFAULT); player = game->poker.players + playerIndex; // Align the grid itself. gridResize(&ui->grid, POKER_PLAYER_UI_WIDTH, POKER_PLAYER_UI_HEIGHT); // Render face gridGetChild(&ui->grid, 1, 0, 1, 2, &gx, &gy, &gw, &gh); shaderUseTexture(shader, &ui->frame.texture); shaderUsePosition(shader, x+gx, y+gy, 0, 0,0,0); primitiveDraw(&ui->quad, 0, -1); // Render chips sprintf(buffer, "$%i", player->chips); ui->label.maxWidth = -1; labelSetText(&ui->label, font, buffer); align = gridGetAndAlignChild( &ui->grid, 0, 0, 1, 1, ALIGN_POS_END | ALIGN_SIZE_ORIGINAL, ALIGN_POS_CENTER | ALIGN_SIZE_ORIGINAL, ui->label.info.width, ui->label.info.height ); labelRender(&ui->label, shader, x+align.x, y+align.y); // Render state if(player->state & POKER_PLAYER_STATE_OUT) { sprintf(buffer, "Out"); } else if(player->state & POKER_PLAYER_STATE_FOLDED) { sprintf(buffer, "Folded"); } else if(player->state & POKER_PLAYER_STATE_SHOWING) { sprintf(buffer, "Showing"); } else if(game->poker.bet.better == playerIndex) { sprintf(buffer, "Thinking"); } else { sprintf(buffer, "Whatever"); } labelSetText(&ui->label, font, buffer); align = gridGetAndAlignChild( &ui->grid, 0, 1, 1, 1, ALIGN_POS_END | ALIGN_SIZE_ORIGINAL, ALIGN_POS_CENTER | ALIGN_SIZE_ORIGINAL, ui->label.info.width, ui->label.info.height ); labelRender(&ui->label, shader, x+align.x, y+align.y); } void pokerPlayerUiDispose(pokerplayerui_t *ui) { primitiveDispose(&ui->quad); frameBufferDispose(&ui->frame); labelDispose(&ui->label); }