Merge pull request 'Feature/casino holdem sidebar polish' (#31) from feature/casino-holdem-sidebar-polish into master
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Reviewed-on: #31
This commit was merged in pull request #31.
This commit is contained in:
2026-08-31 23:36:45 -06:00
10 changed files with 1509 additions and 91 deletions
+64 -31
View File
@@ -31,6 +31,7 @@
<span id="potBadgeAmount">$0</span> <span id="potBadgeAmount">$0</span>
</div> </div>
</div> </div>
<div id="betsLayer" aria-hidden="true"></div>
<div id="seatsLayer"></div> <div id="seatsLayer"></div>
</div> </div>
<p id="tableHint" class="tableHint"></p> <p id="tableHint" class="tableHint"></p>
@@ -81,34 +82,25 @@
<span>Starting stack ($)</span> <span>Starting stack ($)</span>
<input type="number" id="defaultStackInput" min="0" step="1" placeholder="e.g. 200" /> <input type="number" id="defaultStackInput" min="0" step="1" placeholder="e.g. 200" />
</label> </label>
<p class="fieldHint">Blinds post themselves each hand, and every seat without its own stack starts here. Set a seat's own stack in its editor.</p> <p class="fieldHint">Blinds post themselves each hand. Seats without their own stack start here.</p>
<label class="fieldRow">
<span>Base pot amount ($)</span> <details class="subPanel">
<input type="number" id="basePotInput" min="0" step="1" placeholder="e.g. 500" /> <summary>Without live betting</summary>
</label> <div class="subPanelBody">
<p class="fieldHint">Every player who didn't go all-in short is assumed to have put in this amount. Enter a smaller amount on a seat only if that player is all-in for less.</p> <label class="fieldRow">
<span>Base pot amount ($)</span>
<input type="number" id="basePotInput" min="0" step="1" placeholder="e.g. 500" />
</label>
<p class="fieldHint">For tracking a hand by hand instead of tapping the action: everyone is assumed to have put in this much, unless their seat says otherwise.</p>
</div>
</details>
</div> </div>
</details> </details>
<details class="sidebarPanel"> <details class="sidebarPanel">
<summary>Chip Legend</summary> <summary>Session</summary>
<div class="panelBody">
<div id="chipLegendList"></div>
<button id="addChipColorBtn" class="holdemBtn holdemBtnSmall">+ Add chip color</button>
<p class="fieldHint">Give each chip color a dollar value, then count chips per seat instead of typing a total.</p>
</div>
</details>
<details class="sidebarPanel">
<summary>Table Notes</summary>
<div class="panelBody">
<textarea id="tableNotes" rows="4" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
</div>
</details>
<details class="sidebarPanel">
<summary>Session Standings</summary>
<div class="panelBody"> <div class="panelBody">
<h3 class="panelSubhead">Standings</h3>
<div id="standingsTable"> <div id="standingsTable">
<div class="standingsRow standingsHeader"> <div class="standingsRow standingsHeader">
<span>Player</span> <span>Player</span>
@@ -119,20 +111,33 @@
<div id="standingsList"></div> <div id="standingsList"></div>
</div> </div>
<p id="standingsEmptyHint" class="fieldHint">Once you resolve a pot, everyone's running total for the night shows up here.</p> <p id="standingsEmptyHint" class="fieldHint">Once you resolve a pot, everyone's running total for the night shows up here.</p>
</div>
</details>
<details class="sidebarPanel"> <h3 class="panelSubhead">Hands</h3>
<summary>Hand History</summary>
<div class="panelBody">
<div id="handHistoryList"></div> <div id="handHistoryList"></div>
<p id="handHistoryEmptyHint" class="fieldHint">Resolved pots show up here as you play, in case a chip count is disputed later.</p> <p id="handHistoryEmptyHint" class="fieldHint">Resolved pots are logged here, in case a chip count is disputed later.</p>
<div class="handHistoryActions"> <div class="handHistoryActions">
<button id="exportHistoryBtn" class="holdemBtn holdemBtnSmall">Export CSV</button> <button id="exportHistoryBtn" class="holdemBtn holdemBtnSmall">Export CSV</button>
<button id="clearHistoryBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Clear history</button> <button id="clearHistoryBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Clear history</button>
</div> </div>
</div> </div>
</details> </details>
<details class="sidebarPanel">
<summary>Chip Legend</summary>
<div class="panelBody">
<div id="chipLegendList"></div>
<button id="addChipColorBtn" class="holdemBtn holdemBtnSmall">+ Add chip color</button>
<p class="fieldHint">Give each chip color a value, then count chips on a seat instead of typing a total.</p>
</div>
</details>
<details class="sidebarPanel">
<summary>Table Notes</summary>
<div class="panelBody">
<textarea id="tableNotes" rows="4" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
</div>
</details>
</aside> </aside>
</div> </div>
</div> </div>
@@ -167,8 +172,8 @@
</label> </label>
</div> </div>
<div class="seatCards"> <div class="seatCards">
<input type="text" class="cardInput card1Input" maxlength="2" placeholder="__" /> <button type="button" class="cardSlot card1Slot" aria-label="Choose first card"></button>
<input type="text" class="cardInput card2Input" maxlength="2" placeholder="__" /> <button type="button" class="cardSlot card2Slot" aria-label="Choose second card"></button>
</div> </div>
<label class="fieldRow stackRow"> <label class="fieldRow stackRow">
<span>Stack</span> <span>Stack</span>
@@ -230,6 +235,31 @@
</div> </div>
</template> </template>
<div id="seatMenuOverlay" hidden>
<div id="seatMenuSheet" role="dialog" aria-labelledby="seatMenuTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="seatMenuHeader">
<h2 id="seatMenuTitle"></h2>
<span id="seatMenuSubtitle"></span>
</div>
<div id="seatMenuActions"></div>
<button id="seatMenuCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
</div>
</div>
<div id="cardPickerOverlay" hidden>
<div id="cardPickerSheet" role="dialog" aria-labelledby="cardPickerTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="cardPickerHeader">
<h2 id="cardPickerTitle"></h2>
<button id="cardPickerClearBtn" class="holdemBtn holdemBtnSmall" type="button">Clear</button>
<button id="cardPickerCloseBtn" class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
</div>
<div id="cardPickerSlots"></div>
<div id="cardPickerGrid"></div>
</div>
</div>
<div id="actionBar" aria-live="polite" hidden></div> <div id="actionBar" aria-live="polite" hidden></div>
<div id="toastHost" aria-live="polite"></div> <div id="toastHost" aria-live="polite"></div>
@@ -265,8 +295,11 @@
<script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script> <script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/state.js?v=@ViewData["cssVersion"]"></script> <script src="~/js/casino/holdem/state.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/render.js?v=@ViewData["cssVersion"]"></script> <script src="~/js/casino/holdem/render.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/cardPicker.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/seatMenu.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/betting.js?v=@ViewData["cssVersion"]"></script> <script src="~/js/casino/holdem/betting.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/actionBar.js?v=@ViewData["cssVersion"]"></script> <script src="~/js/casino/holdem/actionBar.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/shortcuts.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/potWizard.js?v=@ViewData["cssVersion"]"></script> <script src="~/js/casino/holdem/potWizard.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/handHistoryExport.js?v=@ViewData["cssVersion"]"></script> <script src="~/js/casino/holdem/handHistoryExport.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script> <script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
+511 -10
View File
@@ -223,6 +223,68 @@ body {
inset: 0; inset: 0;
} }
/* ---------- Bets on the felt ---------- */
/* Shares the seat ring's box exactly, so a bet always lands on the spoke between its
player and the pot. When the seat ring gets inset on a phone, this moves with it —
measured the alternative, and a bets ring on its own geometry ends up either behind
the pucks or on top of the pot badge. */
#betsLayer {
position: absolute;
inset: 0;
pointer-events: none;
}
.betChip {
position: absolute;
transform: translate(-50%, -50%);
display: flex;
align-items: center;
gap: 0.28rem;
padding: 0.1rem 0.42rem 0.1rem 0.2rem;
background: rgba(0, 0, 0, 0.55);
border: 1px solid rgba(255, 255, 255, 0.14);
border-radius: 999px;
box-shadow: 0 2px 6px rgba(0, 0, 0, 0.5);
white-space: nowrap;
}
/* Reads as a chip seen from above: a lighter top-left, a rim, and the notches a
casino chip has around its edge. */
.betChipDisc {
width: 13px;
height: 13px;
border-radius: 50%;
border: 1px solid rgba(255, 255, 255, 0.45);
box-shadow:
inset 0 1px 1px rgba(255, 255, 255, 0.45),
inset 0 -1px 2px rgba(0, 0, 0, 0.45);
}
.betChipAmount {
font-size: 0.62rem;
font-weight: 700;
color: #f0f0f0;
font-variant-numeric: tabular-nums;
}
/* Clinging to a puck rather than sitting on its own ring — the phone layout. */
.betChipAnchored {
left: 50%;
z-index: 3;
}
.betChipAbove {
top: -11px;
transform: translate(-50%, -50%);
}
.betChipBelow {
top: auto;
bottom: -11px;
transform: translate(-50%, 50%);
}
/* ---------- Seats (compact pucks on the table) ---------- */ /* ---------- Seats (compact pucks on the table) ---------- */
.seat { .seat {
@@ -238,7 +300,12 @@ body {
cursor: grab; cursor: grab;
z-index: 1; z-index: 1;
text-align: center; text-align: center;
transition: box-shadow 0.15s ease, border-color 0.15s ease; transition: box-shadow 0.15s ease, border-color 0.15s ease, transform 0.1s ease;
/* A long press on a phone otherwise selects the player's name or raises the
system callout menu instead of ours. */
user-select: none;
-webkit-user-select: none;
-webkit-touch-callout: none;
} }
.seat.dragging { .seat.dragging {
@@ -481,24 +548,268 @@ body {
margin-bottom: 0.4rem; margin-bottom: 0.4rem;
} }
.cardInput { /* The two hole-card slots: they look like cards face-up on the felt, and tapping
one opens the picker rather than a keyboard. */
.cardSlot {
width: 100%; width: 100%;
min-height: 52px;
text-align: center; text-align: center;
text-transform: uppercase;
background: #fdfdfd; background: #fdfdfd;
color: #111; color: #111;
border: 1px solid #3a3a3a; border: 1px solid #3a3a3a;
border-radius: 6px; border-radius: 6px;
padding: 0.35rem 0; padding: 0.35rem 0;
font-size: 1.25rem;
font-weight: 700; font-weight: 700;
font-family: var(--font-mono, monospace); font-family: var(--font-mono, monospace);
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3); box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
cursor: pointer;
transition: transform 0.12s ease, box-shadow 0.12s ease;
} }
.cardInput.cardRed { .cardSlot:hover {
transform: translateY(-1px);
box-shadow: 0 4px 10px rgba(0, 0, 0, 0.4);
}
.cardSlot.cardRed {
color: #c0392b; color: #c0392b;
} }
.cardSlot.cardSlotEmpty {
background: #191919;
color: #5c5c5c;
border-style: dashed;
border-color: #3f3f3f;
box-shadow: none;
font-weight: 400;
}
/* ---------- Seat long-press menu ---------- */
/* Held down, before the menu opens — the only feedback that a press is being
counted rather than ignored. */
.seat.seatPressing {
transform: translate(-50%, -50%) scale(0.94);
}
#seatMenuOverlay {
position: fixed;
inset: 0;
background: rgba(0, 0, 0, 0.72);
display: flex;
align-items: flex-end;
justify-content: center;
z-index: 96;
}
#seatMenuOverlay[hidden] {
display: none;
}
#seatMenuSheet {
width: 100%;
max-width: 420px;
background: linear-gradient(180deg, #242424, #1a1a1a);
border: 1px solid #3a3a3a;
border-bottom: none;
border-radius: 16px 16px 0 0;
padding: 0.35rem 0.9rem calc(1rem + env(safe-area-inset-bottom, 0px));
box-shadow: 0 -14px 40px rgba(0, 0, 0, 0.65);
}
.seatMenuHeader {
margin-bottom: 0.8rem;
}
.seatMenuHeader h2 {
margin: 0;
font-size: 1.05rem;
font-weight: 500;
color: #f5f5f5;
}
#seatMenuSubtitle {
color: #9a9a9a;
font-size: 0.8rem;
font-variant-numeric: tabular-nums;
}
#seatMenuActions {
display: flex;
flex-direction: column;
gap: 0.45rem;
margin-bottom: 0.6rem;
}
.seatMenuBtn {
width: 100%;
min-height: 52px;
border-radius: 11px;
border: 1px solid #3a3a3a;
background: linear-gradient(180deg, #2e2e2e, #232323);
color: #eee;
font-family: inherit;
font-size: 0.95rem;
cursor: pointer;
transition: all 0.12s ease;
}
.seatMenuBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
.seatMenuBtn.menuDanger {
background: linear-gradient(180deg, #3d1f1f, #2c1515);
border-color: #5b2626;
color: #ffd6d6;
}
.seatMenuBtn.menuAccent {
background: linear-gradient(180deg, #3a2f18, #241d0f);
border-color: #a9782f;
color: #f0d9a8;
}
#seatMenuCancelBtn {
width: 100%;
justify-content: center;
min-height: 48px;
}
/* ---------- Card picker ---------- */
#cardPickerOverlay {
position: fixed;
inset: 0;
background: rgba(0, 0, 0, 0.72);
display: flex;
align-items: flex-end;
justify-content: center;
z-index: 95;
}
#cardPickerOverlay[hidden] {
display: none;
}
#cardPickerSheet {
width: 100%;
max-width: 460px;
max-height: 88vh;
overflow-y: auto;
background: linear-gradient(180deg, #242424, #1a1a1a);
border: 1px solid #3a3a3a;
border-bottom: none;
border-radius: 16px 16px 0 0;
padding: 0.35rem 0.9rem calc(1rem + env(safe-area-inset-bottom, 0px));
box-shadow: 0 -14px 40px rgba(0, 0, 0, 0.65);
}
.cardPickerHeader {
display: flex;
align-items: center;
gap: 0.5rem;
margin-bottom: 0.6rem;
}
.cardPickerHeader h2 {
flex: 1;
min-width: 0;
margin: 0;
font-size: 0.95rem;
font-weight: 500;
color: #f5f5f5;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.cardPickerHeader .holdemBtn {
min-height: 40px;
}
#cardPickerSlots {
display: flex;
gap: 0.5rem;
margin-bottom: 0.7rem;
}
.pickerSlot {
flex: 1;
min-height: 46px;
border-radius: 8px;
border: 1px solid #3a3a3a;
background: #191919;
color: #8a8a8a;
font-family: var(--font-mono, monospace);
font-size: 1.1rem;
font-weight: 700;
cursor: pointer;
}
/* The slot the next tap will fill. */
.pickerSlot.active {
border-color: #d8b46a;
background: #241d0f;
color: #f0d9a8;
}
.pickerSlot.cardRed {
color: #e07b7b;
}
#cardPickerGrid {
display: grid;
grid-template-columns: repeat(4, 1fr);
gap: 0.35rem;
}
.pickerCard {
display: flex;
align-items: center;
justify-content: center;
gap: 0.1rem;
min-height: 44px;
border-radius: 7px;
border: 1px solid #d5d5d5;
background: #fdfdfd;
color: #111;
font-family: var(--font-mono, monospace);
font-size: 1rem;
font-weight: 700;
cursor: pointer;
transition: transform 0.1s ease;
}
.pickerCard:hover:not(:disabled) {
transform: translateY(-1px);
}
.pickerCard.cardRed {
color: #c0392b;
}
.pickerCard.selected {
outline: 3px solid #d8b46a;
outline-offset: -1px;
}
/* Already dealt somewhere else at the table — visibly out of play rather than
silently accepting a duplicate. */
.pickerCard:disabled {
background: #1d1d1d;
border-color: #303030;
color: #4a4a4a;
cursor: not-allowed;
}
.pickerSuit {
font-size: 1.05em;
line-height: 1;
}
.seatContribution { .seatContribution {
border-top: 1px dashed #3a3a3a; border-top: 1px dashed #3a3a3a;
padding-top: 0.4rem; padding-top: 0.4rem;
@@ -623,6 +934,46 @@ body {
gap: 0.7rem; gap: 0.7rem;
} }
/* A heading inside a panel, so one panel can hold two related things — the
standings and the hand log are two views of the same session — without needing
two identical-looking accordions to say so. */
.panelSubhead {
margin: 0.2rem 0 0;
color: #d8b46a;
font-size: 0.68rem;
font-weight: 600;
letter-spacing: 0.09em;
text-transform: uppercase;
}
.panelSubhead + * {
margin-top: -0.2rem;
}
/* Nested disclosure for the things a dealer sets once and then forgets, kept out
of the way of the settings they actually touch. */
.subPanel {
border-top: 1px solid #2c2c2c;
padding-top: 0.5rem;
}
.subPanel summary {
cursor: pointer;
color: #8f8f8f;
font-size: 0.78rem;
}
.subPanel summary:hover {
color: #c5c5c5;
}
.subPanelBody {
display: flex;
flex-direction: column;
gap: 0.5rem;
padding-top: 0.6rem;
}
.fieldRow { .fieldRow {
display: flex; display: flex;
align-items: center; align-items: center;
@@ -826,12 +1177,37 @@ body.hasActionBar #holdemSidebar {
.actionStatus { .actionStatus {
display: flex; display: flex;
flex-wrap: wrap;
align-items: baseline; align-items: baseline;
gap: 0.6rem; gap: 0.4rem 0.6rem;
margin-bottom: 0.55rem; margin-bottom: 0.55rem;
font-size: 0.78rem; font-size: 0.78rem;
} }
/* Always there while there's something to take back, rather than a toast per tap. */
.actionUndo {
flex: none;
min-height: 30px;
max-width: 100%;
padding: 0.15rem 0.6rem;
border-radius: 999px;
border: 1px solid #414141;
background: #262626;
color: #bdbdbd;
font-family: inherit;
font-size: 0.72rem;
cursor: pointer;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.actionUndo:hover {
background: #333;
border-color: #4f4f4f;
color: #eee;
}
.actionStreet { .actionStreet {
color: #d8b46a; color: #d8b46a;
font-weight: 600; font-weight: 600;
@@ -845,6 +1221,11 @@ body.hasActionBar #holdemSidebar {
font-variant-numeric: tabular-nums; font-variant-numeric: tabular-nums;
} }
.actionPlayers {
color: #9c9c9c;
font-variant-numeric: tabular-nums;
}
.actionWho { .actionWho {
margin-left: auto; margin-left: auto;
color: #9c9c9c; color: #9c9c9c;
@@ -853,12 +1234,94 @@ body.hasActionBar #holdemSidebar {
white-space: nowrap; white-space: nowrap;
} }
/* Stopwatch, not a shot clock: it colours up as a prompt to the dealer, and does
nothing else. */
.actionTank {
flex: none;
min-width: 3.1rem;
text-align: right;
color: #7d7d7d;
font-variant-numeric: tabular-nums;
transition: color 0.3s ease;
}
.actionTank.tankNudge {
color: #d8b46a;
}
.actionTank.tankSlow {
color: #e07b7b;
font-weight: 600;
}
/* ---------- Side-pot breakdown ---------- */
.potBreakdown {
display: flex;
flex-direction: column;
gap: 0.2rem;
margin-bottom: 0.55rem;
padding: 0.4rem 0.55rem;
background: rgba(216, 180, 106, 0.07);
border: 1px solid rgba(216, 180, 106, 0.25);
border-radius: 8px;
}
.potBreakdownHeading {
margin: 0 0 0.35rem;
color: #d8b46a;
font-size: 0.68rem;
letter-spacing: 0.08em;
text-transform: uppercase;
}
.potLayer {
display: flex;
align-items: baseline;
gap: 0.5rem;
font-size: 0.76rem;
}
.potLayerLabel {
color: #d8b46a;
font-weight: 600;
flex: none;
}
.potLayerAmount {
color: #f2f2f2;
font-variant-numeric: tabular-nums;
font-weight: 600;
flex: none;
}
.potLayerWho {
color: #9a9a9a;
flex: 1;
min-width: 0;
text-align: right;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.potBreakdownWizard {
margin-bottom: 1rem;
}
.potLayerReturn .potLayerLabel,
.potLayerReturn .potLayerAmount {
color: #9a9a9a;
font-weight: 500;
}
.actionButtons { .actionButtons {
display: flex; display: flex;
gap: 0.5rem; gap: 0.5rem;
} }
.actionBtn { .actionBtn {
position: relative;
flex: 1; flex: 1;
display: flex; display: flex;
flex-direction: column; flex-direction: column;
@@ -896,6 +1359,29 @@ body.hasActionBar #holdemSidebar {
font-variant-numeric: tabular-nums; font-variant-numeric: tabular-nums;
} }
.actionKey {
position: absolute;
top: 5px;
right: 7px;
padding: 0 0.25rem;
border-radius: 4px;
border: 1px solid currentColor;
opacity: 0.4;
font-family: inherit;
font-size: 0.6rem;
line-height: 1.4;
text-transform: uppercase;
pointer-events: none;
}
/* No keyboard, no key badges — on a phone they'd just be clutter on the buttons
the dealer is already tapping. */
@media (hover: none) {
.actionKey {
display: none;
}
}
.actionFold { .actionFold {
background: linear-gradient(180deg, #3d1f1f, #2c1515); background: linear-gradient(180deg, #3d1f1f, #2c1515);
border-color: #5b2626; border-color: #5b2626;
@@ -1006,11 +1492,18 @@ body.hasActionBar #holdemSidebar {
.blindsRow .fieldRow { .blindsRow .fieldRow {
flex: 1 1 120px; flex: 1 1 120px;
min-width: 0; min-width: 0;
gap: 0.4rem;
}
/* "Small blind" broke onto two lines beside its input, which made the pair look
like a mistake rather than a pair. */
.blindsRow .fieldRow > span {
white-space: nowrap;
} }
.blindsRow input { .blindsRow input {
min-width: 0; min-width: 0;
width: 5rem; width: 3.4rem;
} }
/* ---------- Toasts ---------- */ /* ---------- Toasts ---------- */
@@ -1303,7 +1796,8 @@ body.hasActionBar #toastHost {
/* Keeps every puck inside the viewport: the ring is drawn within this box, /* Keeps every puck inside the viewport: the ring is drawn within this box,
so half a puck of padding is exactly enough to stop the overhang. */ so half a puck of padding is exactly enough to stop the overhang. */
#seatsLayer { #seatsLayer,
#betsLayer {
inset: 26px 44px; inset: 26px 44px;
} }
@@ -1420,9 +1914,16 @@ body.hasActionBar #toastHost {
width: 110px; width: 110px;
} }
.seatEditorForm .cardInput { .seatEditorForm .cardSlot {
font-size: 1.35rem; font-size: 1.5rem;
min-height: 58px; min-height: 62px;
}
/* Thirteen rows of cards need to stay reachable without the sheet running off
the bottom of a phone. */
.pickerCard {
min-height: 46px;
font-size: 1.05rem;
} }
.seatEditorForm .seatCardToggles { .seatEditorForm .seatCardToggles {
@@ -27,6 +27,8 @@ const ActionBar = {
if (!this.isRunning()) { if (!this.isRunning()) {
host.hidden = true; host.hidden = true;
document.body.classList.remove("hasActionBar"); document.body.classList.remove("hasActionBar");
this.stopTankTimer();
this.tankSeatIndex = null;
return; return;
} }
host.hidden = false; host.hidden = false;
@@ -34,6 +36,9 @@ const ActionBar = {
host.appendChild(this.renderStatus()); host.appendChild(this.renderStatus());
const breakdown = this.renderPotBreakdown();
if (breakdown) host.appendChild(breakdown);
if (Betting.isHandOver(this.state)) { if (Betting.isHandOver(this.state)) {
host.appendChild(this.renderHandOver()); host.appendChild(this.renderHandOver());
} else if (this.state.actingSeatIndex === null || this.state.actingSeatIndex === undefined) { } else if (this.state.actingSeatIndex === null || this.state.actingSeatIndex === undefined) {
@@ -43,6 +48,8 @@ const ActionBar = {
} else { } else {
host.appendChild(this.renderActions()); host.appendChild(this.renderActions());
} }
this.syncTankTimer();
}, },
renderStatus() { renderStatus() {
@@ -59,6 +66,14 @@ const ActionBar = {
pot.textContent = `Pot ${Money.format(Betting.potSoFar(this.state))}`; pot.textContent = `Pot ${Money.format(Betting.potSoFar(this.state))}`;
row.appendChild(pot); row.appendChild(pot);
// How many are still in the hand — part of the standard per-street
// announcement, and the number a dealer is asked for most often.
const remaining = Betting.liveSeats(this.state).length;
const players = document.createElement("span");
players.className = "actionPlayers";
players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
row.appendChild(players);
const index = this.state.actingSeatIndex; const index = this.state.actingSeatIndex;
if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) { if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
const player = this.state.seats[index]; const player = this.state.seats[index];
@@ -66,11 +81,132 @@ const ActionBar = {
who.className = "actionWho"; who.className = "actionWho";
who.textContent = `${HoldemState.displayName(player, index)} · ${Money.format(Betting.stackOf(this.state, player))} behind`; who.textContent = `${HoldemState.displayName(player, index)} · ${Money.format(Betting.stackOf(this.state, player))} behind`;
row.appendChild(who); row.appendChild(who);
const tank = document.createElement("span");
tank.className = "actionTank";
tank.id = "actionTank";
tank.title = "How long this player has been thinking";
tank.textContent = "0:00";
row.appendChild(tank);
}
// A standing control rather than a toast per action: a dealer taps this bar
// constantly, and a toast after every fold would be noise they'd learn to
// ignore — which is exactly when they'd miss the one that mattered.
const undoLabel = this.hooks.lastActionLabel();
if (undoLabel) {
const undo = document.createElement("button");
undo.type = "button";
undo.className = "actionUndo";
undo.title = `Undo ${undoLabel}`;
undo.textContent = `↶ ${undoLabel}`;
undo.addEventListener("click", () => this.hooks.undoLast());
row.appendChild(undo);
} }
return row; return row;
}, },
// ---- Think timer ----
//
// A player who hasn't noticed the action is on them costs more time than anything
// else a dealer does, so the bar shows how long the current player has been in the
// tank. It's a stopwatch, not a shot clock: nothing happens when it grows, it just
// tells the dealer when it's worth a nudge.
NUDGE_AFTER_S: 30,
SLOW_AFTER_S: 60,
tankSeatIndex: null,
tankStartedAt: null,
tankInterval: null,
// Restarts only when the action actually moves — a re-render for any other reason
// (a chip edit, a name change) must not put a thinking player back to zero.
syncTankTimer() {
const index = this.state.actingSeatIndex;
const running = index !== null && index !== undefined && !Betting.isHandOver(this.state);
if (!running) {
this.stopTankTimer();
this.tankSeatIndex = null;
return;
}
if (this.tankSeatIndex !== index) {
this.tankSeatIndex = index;
this.tankStartedAt = Date.now();
}
if (!this.tankInterval) {
this.tankInterval = setInterval(() => this.paintTank(), 1000);
}
this.paintTank();
},
stopTankTimer() {
if (this.tankInterval) {
clearInterval(this.tankInterval);
this.tankInterval = null;
}
},
// Updates only the timer's own text, so the seconds ticking over never rebuilds the
// buttons under the dealer's thumb.
paintTank() {
const el = document.getElementById("actionTank");
if (!el || this.tankStartedAt === null) return;
const seconds = Math.floor((Date.now() - this.tankStartedAt) / 1000);
const mins = Math.floor(seconds / 60);
el.textContent = `${mins}:${String(seconds % 60).padStart(2, "0")}`;
el.classList.toggle("tankNudge", seconds >= this.NUDGE_AFTER_S && seconds < this.SLOW_AFTER_S);
el.classList.toggle("tankSlow", seconds >= this.SLOW_AFTER_S);
},
// Shown only once someone is all-in and the money has actually split — a single
// undivided pot needs no announcement, and a line that's always there stops being
// read.
renderPotBreakdown() {
// Only worth showing once someone is actually all-in. Mid-street the amounts in
// front of players are unequal all the time — the blinds alone are unequal —
// and layering that would announce a side pot on every hand before anyone had
// even acted.
const someoneAllIn = this.state.seats.some(
player => player.inHand && Betting.handTotal(player) > 0 && Betting.stackOf(this.state, player) <= 0
);
if (!someoneAllIn) return null;
const contributions = this.state.seats.map((player, index) => ({
id: player.id,
index,
contribution: Betting.handTotal(player),
folded: player.folded,
}));
const nameById = new Map(
this.state.seats.map((player, index) => [player.id, HoldemState.displayName(player, index)])
);
return Render.buildPotBreakdown(
PotCalculator.layers(contributions),
PotCalculator.uncalledReturns(contributions),
id => nameById.get(id)
);
},
// Which key presses each button. Shown on the button itself and hidden on touch
// devices — a shortcut nobody can discover may as well not exist, and a key badge
// on a phone is just clutter.
KEY_HINTS: {
actionFold: "F",
actionCheck: "C",
actionCall: "C",
actionRaise: "R",
actionAdvance: "↵",
raiseConfirm: "↵",
raiseCancel: "esc",
},
button(label, className, onClick, sublabel) { button(label, className, onClick, sublabel) {
const btn = document.createElement("button"); const btn = document.createElement("button");
btn.type = "button"; btn.type = "button";
@@ -81,6 +217,14 @@ const ActionBar = {
main.textContent = label; main.textContent = label;
btn.appendChild(main); btn.appendChild(main);
const hint = this.KEY_HINTS[className];
if (hint) {
const kbd = document.createElement("kbd");
kbd.className = "actionKey";
kbd.textContent = hint;
btn.appendChild(kbd);
}
if (sublabel) { if (sublabel) {
const sub = document.createElement("span"); const sub = document.createElement("span");
sub.className = "actionBtnSub"; sub.className = "actionBtnSub";
@@ -92,7 +236,11 @@ const ActionBar = {
return btn; return btn;
}, },
commit(mutate) { // Every action taken from the bar goes through here, which is also where it gets
// recorded so it can be taken back. A misclick on Fold is the one mistake in this
// tool a dealer can't talk their way out of.
commit(label, mutate) {
this.hooks.beginAction(label);
mutate(); mutate();
this.hooks.save(this.state); this.hooks.save(this.state);
this.hooks.rerender(); this.hooks.rerender();
@@ -103,20 +251,21 @@ const ActionBar = {
const player = this.state.seats[index]; const player = this.state.seats[index];
const owed = Betting.toCall(this.state, player); const owed = Betting.toCall(this.state, player);
const stack = Betting.stackOf(this.state, player); const stack = Betting.stackOf(this.state, player);
const who = HoldemState.displayName(player, index);
const row = document.createElement("div"); const row = document.createElement("div");
row.className = "actionButtons"; row.className = "actionButtons";
row.appendChild(this.button("Fold", "actionFold", () => this.commit(() => Betting.fold(this.state, index)))); row.appendChild(this.button("Fold", "actionFold", () => this.commit(`${who}'s fold`, () => Betting.fold(this.state, index))));
if (owed <= 0) { if (owed <= 0) {
row.appendChild(this.button("Check", "actionCheck", () => this.commit(() => Betting.check(this.state, index)))); row.appendChild(this.button("Check", "actionCheck", () => this.commit(`${who}'s check`, () => Betting.check(this.state, index))));
} else if (owed >= stack) { } else if (owed >= stack) {
// Calling would put them all-in, so say that rather than quoting a number // Calling would put them all-in, so say that rather than quoting a number
// they can't cover. // they can't cover.
row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(() => Betting.allIn(this.state, index)), Money.format(stack))); row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(`${who}'s all-in`, () => Betting.allIn(this.state, index)), Money.format(stack)));
} else { } else {
row.appendChild(this.button("Call", "actionCall", () => this.commit(() => Betting.call(this.state, index)), Money.format(owed))); row.appendChild(this.button("Call", "actionCall", () => this.commit(`${who}'s call`, () => Betting.call(this.state, index)), Money.format(owed)));
} }
if (stack > owed) { if (stack > owed) {
@@ -185,7 +334,8 @@ const ActionBar = {
entry.appendChild(this.button("Raise to", "raiseConfirm", () => { entry.appendChild(this.button("Raise to", "raiseConfirm", () => {
const target = Math.max(0, Math.min(Number(this.raiseDraft) || 0, maxTo)); const target = Math.max(0, Math.min(Number(this.raiseDraft) || 0, maxTo));
this.raiseOpen = false; this.raiseOpen = false;
this.commit(() => Betting.raiseTo(this.state, index, target)); const who = HoldemState.displayName(player, index);
this.commit(`${who}'s raise to ${Money.format(target)}`, () => Betting.raiseTo(this.state, index, target));
})); }));
wrap.appendChild(entry); wrap.appendChild(entry);
@@ -204,7 +354,7 @@ const ActionBar = {
this.hooks.resolvePot(); this.hooks.resolvePot();
return; return;
} }
this.commit(() => Betting.closeStreet(this.state)); this.commit(`dealing the ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1]).toLowerCase()}`, () => Betting.closeStreet(this.state));
})); }));
return row; return row;
@@ -0,0 +1,131 @@
// Tap a card instead of typing it.
//
// Typing "AH" into a two-character box is fine at a desk and miserable at a table:
// it needs a keyboard, it accepts nonsense like "ZZ", and it happily lets the same
// card land in two players' hands. The picker is one tap per card, greys out cards
// already dealt somewhere else at the table, and stores exactly the same two-character
// string the rest of the tool has always read.
const CardPicker = {
RANKS: ["A", "K", "Q", "J", "T", "9", "8", "7", "6", "5", "4", "3", "2"],
SUITS: [
{ code: "S", symbol: "♠", red: false },
{ code: "H", symbol: "♥", red: true },
{ code: "D", symbol: "♦", red: true },
{ code: "C", symbol: "♣", red: false },
],
state: null,
hooks: null,
seatIndex: null,
cardIndex: 0,
open(state, hooks, seatIndex, cardIndex) {
this.state = state;
this.hooks = hooks;
this.seatIndex = seatIndex;
this.cardIndex = cardIndex;
this.render();
document.getElementById("cardPickerOverlay").hidden = false;
},
close() {
document.getElementById("cardPickerOverlay").hidden = true;
},
// Every card sitting in front of anyone else. The slot being edited is excluded,
// so re-picking the card that's already there isn't treated as a duplicate.
cardsInUse() {
const used = new Map();
this.state.seats.forEach((player, seat) => {
(player.cards || []).forEach((card, slot) => {
if (!card) return;
if (seat === this.seatIndex && slot === this.cardIndex) return;
used.set(card.toUpperCase(), HoldemState.displayName(player, seat));
});
});
return used;
},
assign(card) {
const player = this.state.seats[this.seatIndex];
player.cards[this.cardIndex] = card;
this.hooks.onPick(this.seatIndex, this.cardIndex, card);
// Straight on to the second card — a dealer picking hole cards is always
// picking two, and making them re-open the picker doubles the taps.
if (this.cardIndex === 0 && !player.cards[1]) {
this.cardIndex = 1;
this.render();
return;
}
this.close();
},
clearSlot() {
const player = this.state.seats[this.seatIndex];
player.cards[this.cardIndex] = "";
this.hooks.onPick(this.seatIndex, this.cardIndex, "");
this.render();
},
render() {
const player = this.state.seats[this.seatIndex];
const used = this.cardsInUse();
document.getElementById("cardPickerTitle").textContent =
`${HoldemState.displayName(player, this.seatIndex)} — card ${this.cardIndex + 1}`;
// Which slot the next tap fills, switchable without closing the sheet.
const slots = document.getElementById("cardPickerSlots");
slots.innerHTML = "";
[0, 1].forEach(slot => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "pickerSlot";
btn.classList.toggle("active", slot === this.cardIndex);
const value = player.cards[slot] || "";
btn.textContent = value || "—";
btn.classList.toggle("cardRed", /[HD]$/i.test(value));
btn.addEventListener("click", () => {
this.cardIndex = slot;
this.render();
});
slots.appendChild(btn);
});
const grid = document.getElementById("cardPickerGrid");
grid.innerHTML = "";
this.RANKS.forEach(rank => {
this.SUITS.forEach(suit => {
const card = `${rank}${suit.code}`;
const takenBy = used.get(card);
const btn = document.createElement("button");
btn.type = "button";
btn.className = "pickerCard";
btn.classList.toggle("cardRed", suit.red);
btn.disabled = !!takenBy;
if (takenBy) btn.title = `Already dealt to ${takenBy}`;
if ((player.cards[this.cardIndex] || "").toUpperCase() === card) {
btn.classList.add("selected");
}
const rankEl = document.createElement("span");
rankEl.className = "pickerRank";
rankEl.textContent = rank;
const suitEl = document.createElement("span");
suitEl.className = "pickerSuit";
suitEl.textContent = suit.symbol;
btn.appendChild(rankEl);
btn.appendChild(suitEl);
btn.addEventListener("click", () => this.assign(card));
grid.appendChild(btn);
});
});
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = CardPicker;
}
@@ -1,9 +1,62 @@
document.addEventListener("DOMContentLoaded", () => { document.addEventListener("DOMContentLoaded", () => {
const state = HoldemState.load(); const state = HoldemState.load();
// A gesture on a seat is a shortcut for something the dealer could do the long
// way, so each one is undoable the same way the header buttons are.
const seatAction = (index, message, mutate) => {
const snapshot = JSON.parse(JSON.stringify(state));
mutate(state.seats[index], index);
HoldemState.save(state);
Render.renderAll();
Toast.show(message, {
actionLabel: "Undo",
onAction: () => {
Object.keys(state).forEach(key => delete state[key]);
Object.assign(state, snapshot);
HoldemState.save(state);
Render.renderAll();
Toast.show("Undone.", { duration: 2500 });
},
duration: 6000,
});
};
const nameOf = index => HoldemState.displayName(state.seats[index], index);
const hooks = { const hooks = {
save: s => HoldemState.save(s), save: s => HoldemState.save(s),
rerender: () => Render.renderAll(), rerender: () => Render.renderAll(),
onSeatDoubleTap: index => {
const player = state.seats[index];
if (!player.inHand) return;
if (player.folded) {
seatAction(index, `${nameOf(index)} is back in the hand.`, p => { p.folded = false; });
return;
}
seatAction(index, `${nameOf(index)} folds.`, () => {
if (state.actingSeatIndex === index) Betting.fold(state, index);
else player.folded = true;
});
},
onSeatLongPress: index => SeatMenu.open(state, seatMenuHooks, index),
};
const seatMenuHooks = {
fold: index => hooks.onSeatDoubleTap(index),
unfold: index => seatAction(index, `${nameOf(index)} is back in the hand.`, p => { p.folded = false; }),
allIn: index => seatAction(index, `${nameOf(index)} is all-in.`, () => Betting.allIn(state, index)),
toggleDealtIn: index => {
const dealtIn = state.seats[index].inHand;
seatAction(index, dealtIn ? `${nameOf(index)} sits out.` : `${nameOf(index)} is dealt in.`, p => {
p.inHand = !dealtIn;
if (!p.inHand) p.folded = false;
});
},
makeDealer: index => seatAction(index, `Button on ${nameOf(index)}.`, () => { state.dealerSeatIndex = index; }),
editSeat: index => Render.toggleSeatEditor(index),
}; };
Render.mount(state, hooks); Render.mount(state, hooks);
@@ -30,10 +83,69 @@ document.addEventListener("DOMContentLoaded", () => {
}); });
}; };
// A short history of actions taken from the bar, so a misclicked Fold can be taken
// back — and the one before it, since a dealer usually notices a beat late. Kept in
// memory only: this is for the mistake you just made, not last night's hand.
const MAX_UNDO_STEPS = 12;
const actionHistory = [];
ActionBar.mount(state, { ActionBar.mount(state, {
save: hooks.save, save: hooks.save,
rerender: hooks.rerender, rerender: hooks.rerender,
resolvePot: openPotWizard, resolvePot: openPotWizard,
beginAction: label => {
actionHistory.push({ label, snapshot: JSON.parse(JSON.stringify(state)) });
if (actionHistory.length > MAX_UNDO_STEPS) actionHistory.shift();
},
lastActionLabel: () => (actionHistory.length ? actionHistory[actionHistory.length - 1].label : null),
undoLast: () => {
const step = actionHistory.pop();
if (!step) return;
Object.keys(state).forEach(key => delete state[key]);
Object.assign(state, step.snapshot);
hooks.save(state);
Render.renderAll();
Toast.show(`Took back ${step.label}.`, { duration: 2500 });
},
});
// Anything that ends the hand makes the per-action history meaningless — the
// snapshots refer to a hand that no longer exists.
const clearActionHistory = () => { actionHistory.length = 0; };
// Keyboard shortcuts press the very same buttons a dealer would tap, rather than
// calling the betting engine themselves — there's no second code path to drift out
// of step with what the bar is actually offering right now.
const pressInBar = selector => {
const btn = document.querySelector(`#actionBar ${selector}`);
if (!btn || btn.disabled) return false;
btn.click();
return true;
};
const quickRaiseButton = label =>
[...document.querySelectorAll("#actionBar .raiseQuickBtn")]
.find(b => b.querySelector(".actionBtnLabel").textContent === label);
Shortcuts.mount({
fold: () => pressInBar(".actionFold"),
checkOrCall: () => pressInBar(".actionCheck") || pressInBar(".actionCall"),
raise: () => pressInBar(".actionRaise"),
allIn: () => {
// Open the raise pad first if it isn't already, then take its All-in amount.
if (!document.querySelector("#actionBar .raisePad") && !pressInBar(".actionRaise")) return false;
const quick = quickRaiseButton("All-in");
if (!quick) return false;
quick.click();
return true;
},
// Enter confirms a raise if one is being entered, otherwise moves the hand on.
advance: () => pressInBar(".raiseConfirm") || pressInBar(".actionAdvance"),
undo: () => pressInBar(".actionUndo"),
cancel: () => pressInBar(".raiseCancel"),
}); });
// Moving to the next hand used to ask "are you sure?" every single time — // Moving to the next hand used to ask "are you sure?" every single time —
@@ -44,6 +156,9 @@ document.addEventListener("DOMContentLoaded", () => {
const runUndoable = (message, mutate) => { const runUndoable = (message, mutate) => {
const snapshot = JSON.parse(JSON.stringify(state)); const snapshot = JSON.parse(JSON.stringify(state));
mutate(); mutate();
// Starting or settling a hand invalidates the per-action history: those
// snapshots describe a hand that's over. The whole-step Undo below replaces it.
clearActionHistory();
hooks.save(state); hooks.save(state);
Render.renderAll(); Render.renderAll();
@@ -124,6 +239,7 @@ document.addEventListener("DOMContentLoaded", () => {
HoldemState.clear(); HoldemState.clear();
Object.assign(state, HoldemState.createDefault()); Object.assign(state, HoldemState.createDefault());
clearActionHistory();
Render.mount(state, hooks); Render.mount(state, hooks);
Toast.show("Table reset.", { duration: 2500 }); Toast.show("Table reset.", { duration: 2500 });
}); });
@@ -144,6 +260,17 @@ document.addEventListener("DOMContentLoaded", () => {
document.getElementById("closeSeatEditorBtn").addEventListener("click", () => Render.closeSeatEditor()); document.getElementById("closeSeatEditorBtn").addEventListener("click", () => Render.closeSeatEditor());
document.getElementById("seatMenuCancelBtn").addEventListener("click", () => SeatMenu.close());
document.getElementById("seatMenuOverlay").addEventListener("click", e => {
if (e.target.id === "seatMenuOverlay") SeatMenu.close();
});
document.getElementById("cardPickerCloseBtn").addEventListener("click", () => CardPicker.close());
document.getElementById("cardPickerClearBtn").addEventListener("click", () => CardPicker.clearSlot());
document.getElementById("cardPickerOverlay").addEventListener("click", e => {
if (e.target.id === "cardPickerOverlay") CardPicker.close();
});
document.getElementById("closePotWizardBtn").addEventListener("click", () => PotWizard.close()); document.getElementById("closePotWizardBtn").addEventListener("click", () => PotWizard.close());
document.getElementById("potWizardOverlay").addEventListener("click", e => { document.getElementById("potWizardOverlay").addEventListener("click", e => {
if (e.target.id === "potWizardOverlay") PotWizard.close(); if (e.target.id === "potWizardOverlay") PotWizard.close();
@@ -24,6 +24,79 @@ const PotCalculator = {
return entries.filter(e => !e.folded && e.remaining > this.EPSILON); return entries.filter(e => !e.folded && e.remaining > this.EPSILON);
}, },
// Splits the money on the table into the main pot and any side pots, with who can
// win each. Read-only — this is what a dealer says out loud before the showdown
// ("main pot four-eighty, side pot ninety between seats 3 and 5"), which is the
// announcement that goes missing far more often than the arithmetic goes wrong.
//
// Every distinct all-in amount opens a new layer: each player pays into a layer up
// to their own contribution, and only players who reached that height can win it.
// Folded money stays in — it's dead money owed to whoever wins the layer it fell in.
layers(players) {
const live = players.filter(p => p.contribution > this.EPSILON);
if (live.length === 0) return [];
const heights = [...new Set(live.map(p => Math.round(p.contribution * 100)))].sort((a, b) => a - b);
const layers = [];
let floor = 0;
heights.forEach(height => {
const band = height - floor;
const payers = live.filter(p => Math.round(p.contribution * 100) >= height);
const amount = band * payers.length;
const eligible = payers.filter(p => !p.folded).map(p => p.id);
// A band nobody can win isn't a pot — it's an overbet that never got
// called, and it goes back to whoever put it in. Announcing it as a side
// pot would overstate what's actually being played for.
if (amount > 0 && eligible.length > 0) {
layers.push({ amount: amount / 100, eligible });
}
floor = height;
});
// Consecutive layers with the same set of eligible players are one pot to a
// dealer — nobody announces two side pots between the same two people.
const merged = [];
layers.forEach(layer => {
const previous = merged[merged.length - 1];
const sameEligibility =
previous &&
previous.eligible.length === layer.eligible.length &&
previous.eligible.every(id => layer.eligible.includes(id));
if (sameEligibility) {
previous.amount = Math.round((previous.amount + layer.amount) * 100) / 100;
} else {
merged.push({ ...layer });
}
});
return merged.map((layer, index) => ({
...layer,
label: index === 0 ? "Main pot" : `Side pot ${index}`,
}));
},
// Chips nobody could call, which the dealer pushes back rather than into the pot.
// Anything above the biggest live contribution was never contested — most often an
// overbet by someone who then folded.
uncalledReturns(players) {
const contributing = players.filter(p => p.contribution > this.EPSILON);
const liveCents = contributing.filter(p => !p.folded).map(p => Math.round(p.contribution * 100));
// Nobody live at all means the fold flags are wrong, not that every chip on
// the table was uncalled. That's a correction for the dealer to make, so say
// nothing here and let the wizard ask them to fix it.
if (liveCents.length === 0) return [];
const cap = Math.max(...liveCents);
return contributing
.map(p => ({ id: p.id, amount: (Math.round(p.contribution * 100) - cap) / 100 }))
.filter(r => r.amount > this.EPSILON);
},
// Awards the current pot layer to `winnerIds` (one id, or several for a split/tie). // Awards the current pot layer to `winnerIds` (one id, or several for a split/tie).
// The payout is capped at the smallest remaining contribution among the winners — // The payout is capped at the smallest remaining contribution among the winners —
// that's the classic side-pot rule: an all-in player can only win what everyone at // that's the classic side-pot rule: an all-in player can only win what everyone at
@@ -18,13 +18,16 @@ const PotWizard = {
this.playerLabelById = new Map( this.playerLabelById = new Map(
players.map(p => [p.id, this.labelFor(p, state.seats.indexOf(p))]) players.map(p => [p.id, this.labelFor(p, state.seats.indexOf(p))])
); );
this.entries = PotCalculator.buildEntries( const contributions = players.map(p => ({
players.map(p => ({ id: p.id,
id: p.id, contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount), folded: p.folded,
folded: p.folded, }));
})) this.entries = PotCalculator.buildEntries(contributions);
); // Kept so the wizard can show the whole breakdown up front, not just the layer
// it happens to be asking about.
this.layers = PotCalculator.layers(contributions);
this.returns = PotCalculator.uncalledReturns(contributions);
this.log = []; this.log = [];
this.totals = new Map(); this.totals = new Map();
@@ -38,7 +41,7 @@ const PotWizard = {
labelFor(player, seatIndex) { labelFor(player, seatIndex) {
const name = HoldemState.displayName(player, seatIndex); const name = HoldemState.displayName(player, seatIndex);
const cards = (player.cards || []).filter(Boolean).join(" "); const cards = (player.cards || []).filter(Boolean).map(c => Render.formatCard(c)).join(" ");
return cards ? `${name} (${cards})` : name; return cards ? `${name} (${cards})` : name;
}, },
@@ -58,6 +61,7 @@ const PotWizard = {
const body = document.getElementById("potWizardBody"); const body = document.getElementById("potWizardBody");
body.innerHTML = ""; body.innerHTML = "";
if (this.log.length === 0) body.appendChild(this.renderBreakdown());
body.appendChild(this.renderLog()); body.appendChild(this.renderLog());
const remaining = PotCalculator.totalPot(this.entries.filter(e => e.remaining > PotCalculator.EPSILON)); const remaining = PotCalculator.totalPot(this.entries.filter(e => e.remaining > PotCalculator.EPSILON));
@@ -65,7 +69,17 @@ const PotWizard = {
if (contenders.length === 0 && remaining > PotCalculator.EPSILON) { if (contenders.length === 0 && remaining > PotCalculator.EPSILON) {
const warning = document.createElement("p"); const warning = document.createElement("p");
warning.className = "potWizardPrompt"; warning.className = "potWizardPrompt";
warning.textContent = `${Money.format(remaining)} is still unassigned, but every remaining player is marked Folded. Uncheck Fold on whoever should win it.`;
// Money left over because nobody could call it isn't a pot anyone won —
// it goes back to whoever put it in. Telling the dealer to un-fold someone
// to "win" it would be wrong.
const returned = (this.returns || []).reduce((sum, r) => sum + r.amount, 0);
if (Math.abs(returned - remaining) <= PotCalculator.EPSILON && returned > 0) {
const who = this.returns.map(r => this.playerLabelById.get(r.id)).join(", ");
warning.textContent = `${Money.format(remaining)} was never called — push it back to ${who} rather than paying it out.`;
} else {
warning.textContent = `${Money.format(remaining)} is still unassigned, but every remaining player is marked Folded. Uncheck Fold on whoever should win it.`;
}
body.appendChild(warning); body.appendChild(warning);
body.appendChild(this.renderSummary()); body.appendChild(this.renderSummary());
return; return;
@@ -131,6 +145,20 @@ const PotWizard = {
}); });
}, },
// The announcement, spelled out before anyone is asked to pick a winner: what the
// main pot is worth, what each side pot is worth, and who can win each.
renderBreakdown() {
const node = Render.buildPotBreakdown(
this.layers || [],
this.returns || [],
id => this.playerLabelById.get(id),
"Announce before the showdown"
);
if (!node) return document.createDocumentFragment();
node.classList.add("potBreakdownWizard");
return node;
},
renderLog() { renderLog() {
const wrap = document.createElement("div"); const wrap = document.createElement("div");
wrap.className = "potWizardLog"; wrap.className = "potWizardLog";
+268 -34
View File
@@ -47,9 +47,9 @@ const Render = {
renderTableHint() { renderTableHint() {
const hint = document.getElementById("tableHint"); const hint = document.getElementById("tableHint");
hint.textContent = this.state.dedicatedDealer // Gestures are invisible until someone tells you about them, and this is the
? "Drag a seat onto another seat to swap players." // only place on the table with room to say so.
: "Drag a seat onto another seat to swap players. Click the dealer chip on a seat to make it the button."; hint.textContent = "Tap a seat to edit · double-tap to fold · press and hold for quick actions · drag to swap seats.";
}, },
renderNotes() { renderNotes() {
@@ -69,13 +69,85 @@ const Render = {
// ---- Seats around the table (compact pucks) ---- // ---- Seats around the table (compact pucks) ----
seatPosition(index, count) { seatPosition(index, count) {
return this.positionOnRing(index, count, 44, 42);
},
// Bets sit on the felt between their player and the pot, the way chips actually
// do — closer in than the seats, on the same spoke. The bets layer is inset to
// match the seat ring (see the CSS), so this one radius holds at every size.
betPosition(index, count) {
return this.positionOnRing(index, count, 27, 25);
},
positionOnRing(index, count, rx, ry) {
const angle = -90 + (360 / count) * index; const angle = -90 + (360 / count) * index;
const radians = (angle * Math.PI) / 180; const radians = (angle * Math.PI) / 180;
const rx = 44; return {
const ry = 42; left: 50 + rx * Math.cos(radians),
const left = 50 + rx * Math.cos(radians); top: 50 + ry * Math.sin(radians),
const top = 50 + ry * Math.sin(radians); };
return { left, top }; },
// Colour a bet by the biggest chip that fits it, so a table with a chip legend
// gets bets that look like the chips actually being pushed out.
chipColorFor(amount) {
const legend = [...(this.state.chipLegend || [])]
.filter(chip => Number(chip.value) > 0)
.sort((a, b) => Number(b.value) - Number(a.value));
const match = legend.find(chip => amount >= Number(chip.value));
return (match || legend[legend.length - 1] || {}).color || "#8a8a8a";
},
// ---- Bets on the felt ----
makeBetChip(bet) {
const chip = document.createElement("div");
chip.className = "betChip";
const disc = document.createElement("span");
disc.className = "betChipDisc";
disc.style.background = this.chipColorFor(bet);
const amount = document.createElement("span");
amount.className = "betChipAmount";
amount.textContent = Money.format(bet);
chip.appendChild(disc);
chip.appendChild(amount);
return chip;
},
// A phone's felt has no room for a third ring: measured every radius between the
// seats and the pot badge and each one collides with one or the other. So on a
// narrow screen the bet clings to its own puck instead — same chip, no ring —
// sitting on whichever side faces the middle of the table.
renderBets() {
const layer = document.getElementById("betsLayer");
if (!layer) return;
layer.innerHTML = "";
const anchorToSeat = window.matchMedia("(max-width: 700px)").matches;
this.state.seats.forEach((player, index) => {
const bet = Betting.committed(player);
if (bet <= 0) return;
const chip = this.makeBetChip(bet);
const pos = this.betPosition(index, this.state.seatCount);
if (anchorToSeat) {
const seat = document.querySelector(`.seat[data-seat-index="${index}"]`);
if (!seat) return;
const seatPos = this.seatPosition(index, this.state.seatCount);
chip.classList.add("betChipAnchored", seatPos.top > 50 ? "betChipAbove" : "betChipBelow");
seat.appendChild(chip);
return;
}
chip.style.left = `${pos.left}%`;
chip.style.top = `${pos.top}%`;
layer.appendChild(chip);
});
}, },
puckLabel(player, seatIndex) { puckLabel(player, seatIndex) {
@@ -113,25 +185,38 @@ const Render = {
this.updatePuckContent(node, player, index); this.updatePuckContent(node, player, index);
node.classList.toggle("seatSelected", index === this.selectedSeatIndex); node.classList.toggle("seatSelected", index === this.selectedSeatIndex);
node.addEventListener("click", () => { this.wireSeatGestures(node, index);
// Tapping the open seat again closes it — on a phone the editor is a
// sheet over the table, and the seat you just tapped is the closest
// thing to hand for dismissing it.
this.selectedSeatIndex = this.selectedSeatIndex === index ? null : index;
this.renderSeats();
this.renderSeatEditor();
});
this.wireDragAndDrop(node, index); this.wireDragAndDrop(node, index);
layer.appendChild(node); layer.appendChild(node);
}); });
this.renderBets();
}, },
isRedSuit(card) { isRedSuit(card) {
return /[HD]$/i.test(card || ""); return /[HD]$/i.test(card || "");
}, },
SUIT_SYMBOLS: { S: "♠", H: "♥", D: "♦", C: "♣" },
// "KD" -> "K♦". Stored cards stay two plain characters so every existing reader
// keeps working; the suit only becomes a symbol on its way to a human.
formatCard(card) {
const value = (card || "").toUpperCase();
if (!value) return "";
return `${value[0]}${this.SUIT_SYMBOLS[value[1]] || value[1] || ""}`;
},
// An empty slot has to look like something you can tap, so it gets a placeholder
// rather than going blank.
paintCardSlot(slot, card) {
const value = (card || "").toUpperCase();
slot.classList.toggle("cardRed", this.isRedSuit(value));
slot.classList.toggle("cardSlotEmpty", !value);
slot.textContent = value ? this.formatCard(value) : "+";
},
// A chair nobody has claimed: no name typed, not dealt in, nothing in the pot. // A chair nobody has claimed: no name typed, not dealt in, nothing in the pot.
// Worth calling out, because at a short-handed table the open seats are what // Worth calling out, because at a short-handed table the open seats are what
// the dealer is looking for. // the dealer is looking for.
@@ -154,14 +239,16 @@ const Render = {
if (i > 0) cardsEl.appendChild(document.createTextNode(" ")); if (i > 0) cardsEl.appendChild(document.createTextNode(" "));
const span = document.createElement("span"); const span = document.createElement("span");
if (this.isRedSuit(card)) span.className = "cardRed"; if (this.isRedSuit(card)) span.className = "cardRed";
span.textContent = card; span.textContent = this.formatCard(card);
cardsEl.appendChild(span); cardsEl.appendChild(span);
}); });
// What's in front of them this street reads as the live number during betting; // Always this player's total for the hand. What they've just pushed out on this
// between hands it falls back to their total for the hand. // street is shown as a chip on the felt instead — the puck used to flip between
const streetBet = Betting.committed(player); // the two meanings depending on the moment, which is a bad thing for a number
const total = streetBet > 0 // sitting next to a stack size to do.
? streetBet const handTotal = Betting.handTotal(player);
const total = handTotal > 0
? handTotal
: HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount); : HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
node.querySelector(".seatPuckTotal").textContent = total > 0 ? Money.format(total) : ""; node.querySelector(".seatPuckTotal").textContent = total > 0 ? Money.format(total) : "";
@@ -183,6 +270,109 @@ const Render = {
if (node) this.updatePuckContent(node, this.state.seats[index], index); if (node) this.updatePuckContent(node, this.state.seats[index], index);
}, },
// ---- Seat gestures ----
//
// One puck, three intents: tap to edit, double-tap to fold, press and hold for
// the quick menu. The single tap waits out the double-tap window before it
// fires — a fifth of a second of latency on opening a form, in exchange for a
// fold that doesn't also fling a sheet up over the table.
LONG_PRESS_MS: 500,
DOUBLE_TAP_MS: 220,
DRAG_SLOP_PX: 8,
pendingTap: null,
wireSeatGestures(node, index) {
let longPressTimer = null;
let longPressFired = false;
let startX = 0;
let startY = 0;
const cancelLongPress = () => {
if (longPressTimer) {
clearTimeout(longPressTimer);
longPressTimer = null;
}
};
node.addEventListener("pointerdown", e => {
longPressFired = false;
startX = e.clientX;
startY = e.clientY;
cancelLongPress();
longPressTimer = setTimeout(() => {
longPressTimer = null;
longPressFired = true;
this.cancelPendingTap();
node.classList.remove("seatPressing");
this.hooks.onSeatLongPress(index);
}, this.LONG_PRESS_MS);
node.classList.add("seatPressing");
});
// Moving means they're dragging the seat, not holding it.
node.addEventListener("pointermove", e => {
if (Math.abs(e.clientX - startX) > this.DRAG_SLOP_PX || Math.abs(e.clientY - startY) > this.DRAG_SLOP_PX) {
cancelLongPress();
node.classList.remove("seatPressing");
}
});
["pointerup", "pointercancel", "pointerleave"].forEach(type => {
node.addEventListener(type, () => {
cancelLongPress();
node.classList.remove("seatPressing");
});
});
node.addEventListener("dragstart", () => {
cancelLongPress();
this.cancelPendingTap();
node.classList.remove("seatPressing");
});
node.addEventListener("click", e => {
// The long press already did something; don't also treat the release as a tap.
if (longPressFired) {
longPressFired = false;
e.preventDefault();
e.stopPropagation();
return;
}
this.handleSeatTap(index);
});
},
cancelPendingTap() {
if (this.pendingTap) {
clearTimeout(this.pendingTap.timer);
this.pendingTap = null;
}
},
handleSeatTap(index) {
if (this.pendingTap && this.pendingTap.index === index) {
this.cancelPendingTap();
this.hooks.onSeatDoubleTap(index);
return;
}
this.cancelPendingTap();
const timer = setTimeout(() => {
this.pendingTap = null;
this.toggleSeatEditor(index);
}, this.DOUBLE_TAP_MS);
this.pendingTap = { index, timer };
},
// Tapping the open seat again closes it — on a phone the editor is a sheet over
// the table, and the seat you just tapped is the closest thing to hand for
// dismissing it.
toggleSeatEditor(index) {
this.selectedSeatIndex = this.selectedSeatIndex === index ? null : index;
this.renderSeats();
this.renderSeatEditor();
},
wireDragAndDrop(node, index) { wireDragAndDrop(node, index) {
node.addEventListener("dragstart", e => { node.addEventListener("dragstart", e => {
e.dataTransfer.setData("text/plain", String(index)); e.dataTransfer.setData("text/plain", String(index));
@@ -288,17 +478,16 @@ const Render = {
this.commitSeatChange(form, player, index); this.commitSeatChange(form, player, index);
}); });
const card1 = form.querySelector(".card1Input"); const slots = [form.querySelector(".card1Slot"), form.querySelector(".card2Slot")];
const card2 = form.querySelector(".card2Input"); slots.forEach((slot, cardIdx) => {
card1.value = player.cards[0] || ""; this.paintCardSlot(slot, player.cards[cardIdx]);
card2.value = player.cards[1] || ""; slot.addEventListener("click", () => {
[card1, card2].forEach((input, cardIdx) => { CardPicker.open(this.state, {
input.classList.toggle("cardRed", this.isRedSuit(input.value)); onPick: (seatIndex, pickedIdx, card) => {
input.addEventListener("input", () => { this.paintCardSlot(slots[pickedIdx], card);
input.value = input.value.toUpperCase(); this.commitSeatChange(form, player, seatIndex);
input.classList.toggle("cardRed", this.isRedSuit(input.value)); },
player.cards[cardIdx] = input.value; }, index, cardIdx);
this.commitSeatChange(form, player, index);
}); });
}); });
@@ -407,6 +596,51 @@ const Render = {
}); });
}, },
// ---- Pot breakdown ----
// Shared by the action bar (live, mid-hand) and the pot wizard (before winners are
// picked), because both are showing the dealer the same announcement.
buildPotBreakdown(pots, returns, nameFor, heading) {
if (pots.length < 2 && returns.length === 0) return null;
const wrap = document.createElement("div");
wrap.className = "potBreakdown";
if (heading) {
const title = document.createElement("p");
title.className = "potBreakdownHeading";
title.textContent = heading;
wrap.appendChild(title);
}
const addRow = (label, amount, who, className) => {
const row = document.createElement("div");
row.className = `potLayer ${className || ""}`;
const labelEl = document.createElement("span");
labelEl.className = "potLayerLabel";
labelEl.textContent = label;
const amountEl = document.createElement("span");
amountEl.className = "potLayerAmount";
amountEl.textContent = Money.format(amount);
const whoEl = document.createElement("span");
whoEl.className = "potLayerWho";
whoEl.textContent = who;
row.appendChild(labelEl);
row.appendChild(amountEl);
row.appendChild(whoEl);
wrap.appendChild(row);
};
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.map(nameFor).join(", ")));
returns.forEach(ret => addRow("Uncalled", ret.amount, `back to ${nameFor(ret.id)}`, "potLayerReturn"));
return wrap;
},
// ---- Session standings ---- // ---- Session standings ----
renderStandings() { renderStandings() {
@@ -0,0 +1,77 @@
// The long-press menu on a seat. Everything a dealer does to one player mid-hand,
// one press and one tap away, without opening the full editor and without hunting
// for whose turn it is in the action bar.
const SeatMenu = {
state: null,
hooks: null,
seatIndex: null,
open(state, hooks, seatIndex) {
this.state = state;
this.hooks = hooks;
this.seatIndex = seatIndex;
this.render();
document.getElementById("seatMenuOverlay").hidden = false;
},
close() {
document.getElementById("seatMenuOverlay").hidden = true;
},
// Only the actions that make sense for this seat right now — a folded player has
// nothing to go all-in with, and an empty chair has nothing to fold.
actionsFor(player, index) {
const actions = [];
const dealtIn = player.inHand;
const live = dealtIn && !player.folded;
if (live) {
actions.push({ label: "Fold", className: "menuDanger", run: () => this.hooks.fold(index) });
actions.push({ label: "All-in", className: "menuAccent", run: () => this.hooks.allIn(index) });
} else if (dealtIn && player.folded) {
actions.push({ label: "Un-fold", run: () => this.hooks.unfold(index) });
}
actions.push({
label: dealtIn ? "Sit out" : "Deal in",
run: () => this.hooks.toggleDealtIn(index),
});
if (!this.state.dedicatedDealer && index !== this.state.dealerSeatIndex) {
actions.push({ label: "Give the button", run: () => this.hooks.makeDealer(index) });
}
actions.push({ label: "Edit seat…", run: () => this.hooks.editSeat(index) });
return actions;
},
render() {
const player = this.state.seats[this.seatIndex];
document.getElementById("seatMenuTitle").textContent = HoldemState.displayName(player, this.seatIndex);
const stack = Betting.stackOf(this.state, player);
const owed = Betting.toCall(this.state, player);
const bits = [];
if (stack > 0) bits.push(`${Money.format(stack)} behind`);
if (owed > 0) bits.push(`${Money.format(owed)} to call`);
document.getElementById("seatMenuSubtitle").textContent = bits.join(" · ");
const list = document.getElementById("seatMenuActions");
list.innerHTML = "";
this.actionsFor(player, this.seatIndex).forEach(action => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = `seatMenuBtn ${action.className || ""}`;
btn.textContent = action.label;
btn.addEventListener("click", () => {
this.close();
action.run();
});
list.appendChild(btn);
});
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = SeatMenu;
}
@@ -0,0 +1,64 @@
// Keyboard control for a dealer running this on a laptop.
//
// The phone has gestures; the desktop had a mouse and nothing else. These are the
// same actions the bar already offers, reachable without moving a hand to the
// trackpad between every decision — which is the whole point when the bar is being
// tapped thirty times a hand.
const Shortcuts = {
// Deliberately single letters with no modifier: a dealer's spare hand rests on
// the keyboard, and a chord is slower than reaching for the button would be.
KEYS: {
f: "fold",
c: "checkOrCall",
r: "raise",
a: "allIn",
" ": "advance",
enter: "advance",
u: "undo",
escape: "cancel",
},
mount(handlers) {
this.handlers = handlers;
document.addEventListener("keydown", e => this.onKey(e));
},
// Nothing fires while the dealer is typing a name, an amount, or a note — the
// "c" in "Cass" must not fold the table.
isTyping() {
const el = document.activeElement;
if (!el) return false;
const tag = el.tagName;
return tag === "INPUT" || tag === "TEXTAREA" || tag === "SELECT" || el.isContentEditable;
},
// An overlay owns the keyboard while it's up: the confirm dialog already binds
// Enter and Escape, and the card picker and seat menu are modal.
overlayOpen() {
return ["confirmOverlay", "potWizardOverlay", "cardPickerOverlay", "seatMenuOverlay"]
.some(id => {
const el = document.getElementById(id);
return el && !el.hidden;
});
},
onKey(e) {
if (e.metaKey || e.ctrlKey || e.altKey) return;
const key = e.key.length === 1 ? e.key.toLowerCase() : e.key.toLowerCase();
const action = this.KEYS[key];
if (!action) return;
// Escape is the exception: it should still close the raise pad even if focus
// happens to be sitting in its amount field.
if (this.isTyping() && !(action === "cancel")) return;
if (this.overlayOpen()) return;
const handled = this.handlers[action] && this.handlers[action]();
if (handled) e.preventDefault();
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = Shortcuts;
}