Replace the browser confirm boxes with undo and in-page dialogs
Three system confirm() dialogs sat in the middle of dealing. The worst was on Next Hand — the most-pressed button in a session, asking "are you sure?" every single time, stealing focus and, on a phone, taking over the screen. Next Hand now just happens, and a toast says where the button landed with an Undo beside it for the few seconds anyone would notice a misclick. The same undo covers the pot wizard, which is the more valuable case: paying the wrong player is a real mistake, and rolling it back restores the hand history entry and the session standings along with the seats. The snapshot is in-memory only — an undo is for the mistake you just made, not one from last night. The two genuinely destructive actions keep a confirmation, but as an in-page dialog that matches the table instead of the browser's own: Escape or the backdrop cancels, Enter confirms, and on a phone the buttons go full width with Cancel nearest the thumb. Co-Authored-By: Claude Sonnet 5 <[email protected]> Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
This commit is contained in:
@@ -0,0 +1,115 @@
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// Toasts and confirmation dialogs, so the table never has to fall back on the
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// browser's own alert boxes. A system confirm() steals focus, looks nothing like
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// the rest of the page, and on a phone it's a full-screen interruption — all of
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// which is a bad trade for a dealer trying to keep a game moving.
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// A short-lived message at the bottom of the screen, optionally with one action
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// (in practice: Undo). Only one is ever on screen; a second replaces the first.
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const Toast = {
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DEFAULT_DURATION_MS: 8000,
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timer: null,
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show(message, options = {}) {
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const host = document.getElementById("toastHost");
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if (!host) return;
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this.dismiss();
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const toast = document.createElement("div");
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toast.className = "toast";
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toast.setAttribute("role", "status");
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const text = document.createElement("span");
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text.className = "toastText";
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text.textContent = message;
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toast.appendChild(text);
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if (options.actionLabel && options.onAction) {
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const action = document.createElement("button");
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action.type = "button";
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action.className = "toastAction";
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action.textContent = options.actionLabel;
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action.addEventListener("click", () => {
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this.dismiss();
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options.onAction();
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});
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toast.appendChild(action);
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}
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const close = document.createElement("button");
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close.type = "button";
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close.className = "toastClose";
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close.setAttribute("aria-label", "Dismiss");
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close.textContent = "✕";
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close.addEventListener("click", () => this.dismiss());
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toast.appendChild(close);
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host.appendChild(toast);
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// Next frame, so the entrance transition actually runs.
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requestAnimationFrame(() => toast.classList.add("toastVisible"));
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this.timer = setTimeout(
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() => this.dismiss(),
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options.duration || this.DEFAULT_DURATION_MS
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);
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},
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dismiss() {
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if (this.timer) {
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clearTimeout(this.timer);
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this.timer = null;
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}
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const host = document.getElementById("toastHost");
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if (host) host.innerHTML = "";
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},
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};
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// Styled stand-in for confirm(). Resolves true if the dealer goes through with it.
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const Dialog = {
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confirm({ title, message, confirmLabel = "Confirm", cancelLabel = "Cancel", danger = false }) {
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return new Promise(resolve => {
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const overlay = document.getElementById("confirmOverlay");
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const modal = overlay.querySelector("#confirmModal");
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overlay.querySelector("#confirmTitle").textContent = title;
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overlay.querySelector("#confirmMessage").textContent = message;
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const confirmBtn = overlay.querySelector("#confirmAcceptBtn");
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const cancelBtn = overlay.querySelector("#confirmCancelBtn");
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confirmBtn.textContent = confirmLabel;
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cancelBtn.textContent = cancelLabel;
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confirmBtn.classList.toggle("holdemBtnDanger", danger);
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confirmBtn.classList.toggle("holdemBtnAccent", !danger);
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const finish = result => {
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overlay.hidden = true;
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confirmBtn.removeEventListener("click", onAccept);
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cancelBtn.removeEventListener("click", onCancel);
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overlay.removeEventListener("click", onBackdrop);
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document.removeEventListener("keydown", onKey);
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resolve(result);
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};
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const onAccept = () => finish(true);
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const onCancel = () => finish(false);
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const onBackdrop = e => {
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if (e.target === overlay) finish(false);
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};
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const onKey = e => {
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if (e.key === "Escape") finish(false);
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if (e.key === "Enter") finish(true);
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};
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confirmBtn.addEventListener("click", onAccept);
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cancelBtn.addEventListener("click", onCancel);
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overlay.addEventListener("click", onBackdrop);
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document.addEventListener("keydown", onKey);
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overlay.hidden = false;
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modal.focus();
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confirmBtn.focus();
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});
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},
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};
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if (typeof module !== "undefined" && module.exports) {
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module.exports = { Toast, Dialog };
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}
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@@ -8,6 +8,29 @@ document.addEventListener("DOMContentLoaded", () => {
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Render.mount(state, hooks);
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// Moving to the next hand used to ask "are you sure?" every single time —
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// the most-pressed button in a session, gated behind a system dialog. It now
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// just happens, and the toast offers the way back for the few seconds anyone
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// would notice a misclick. The snapshot is deliberately in-memory only: an
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// undo is for the mistake you just made, not one from last night's session.
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const runUndoable = (message, mutate) => {
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const snapshot = JSON.parse(JSON.stringify(state));
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mutate();
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hooks.save(state);
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Render.renderAll();
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Toast.show(message, {
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actionLabel: "Undo",
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onAction: () => {
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Object.keys(state).forEach(key => delete state[key]);
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Object.assign(state, snapshot);
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hooks.save(state);
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Render.renderAll();
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Toast.show("Undone.", { duration: 2500 });
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},
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});
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};
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document.getElementById("seatCountInput").addEventListener("change", e => {
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HoldemState.resizeSeats(state, Number(e.target.value));
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hooks.save(state);
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@@ -49,25 +72,40 @@ document.addEventListener("DOMContentLoaded", () => {
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});
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document.getElementById("nextHandBtn").addEventListener("click", () => {
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if (!confirm("Start the next hand? This moves the button, clears cards and chip counts for every seat.")) return;
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HoldemState.startNextHand(state);
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hooks.save(state);
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Render.renderAll();
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// startNextHand moves the button on by one; say where it landed so the
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// dealer can confirm the rotation without hunting for the badge.
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const nextDealer = HoldemState.nextSeatIndex(state, state.dealerSeatIndex, 1);
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const where = state.dedicatedDealer
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? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}`
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: `button on seat ${nextDealer + 1}`;
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runUndoable(`Next hand — ${where}. Cards and chip counts cleared.`, () =>
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HoldemState.startNextHand(state)
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);
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});
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document.getElementById("resetTableBtn").addEventListener("click", () => {
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if (!confirm("Reset the whole table? This clears every seat, chip legend and note.")) return;
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document.getElementById("resetTableBtn").addEventListener("click", async () => {
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const ok = await Dialog.confirm({
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title: "Reset the whole table?",
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message: "Every seat, chip colour and note goes back to defaults. The hand history and session standings are cleared too.",
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confirmLabel: "Reset table",
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danger: true,
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});
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if (!ok) return;
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HoldemState.clear();
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Object.assign(state, HoldemState.createDefault());
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Render.mount(state, hooks);
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Toast.show("Table reset.", { duration: 2500 });
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});
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document.getElementById("resolvePotBtn").addEventListener("click", () => {
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PotWizard.open(state, payouts => {
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if (payouts.length > 0) HoldemState.recordHand(state, payouts);
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HoldemState.startNextHand(state);
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hooks.save(state);
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Render.renderAll();
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const paid = payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
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runUndoable(paid ? `Paid ${paid}.` : "Hand closed with nothing to pay out.", () => {
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if (payouts.length > 0) HoldemState.recordHand(state, payouts);
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HoldemState.startNextHand(state);
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});
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});
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});
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@@ -78,11 +116,19 @@ document.addEventListener("DOMContentLoaded", () => {
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if (e.target.id === "potWizardOverlay") PotWizard.close();
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});
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document.getElementById("clearHistoryBtn").addEventListener("click", () => {
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if (!confirm("Clear the hand history and reset the hand counter to 1? This can't be undone.")) return;
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document.getElementById("clearHistoryBtn").addEventListener("click", async () => {
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const ok = await Dialog.confirm({
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title: "Clear the hand history?",
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message: "This wipes every logged hand and the session standings, and puts the hand counter back to #1. Export first if anyone might want the numbers.",
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confirmLabel: "Clear history",
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danger: true,
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});
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if (!ok) return;
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HoldemState.clearHistory(state);
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hooks.save(state);
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Render.renderAll();
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Toast.show("Hand history cleared.", { duration: 2500 });
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});
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document.getElementById("exportHistoryBtn").addEventListener("click", () => {
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