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01a1728971 |
@@ -31,6 +31,7 @@
|
||||
<span id="potBadgeAmount">$0</span>
|
||||
</div>
|
||||
</div>
|
||||
<div id="betsLayer" aria-hidden="true"></div>
|
||||
<div id="seatsLayer"></div>
|
||||
</div>
|
||||
<p id="tableHint" class="tableHint"></p>
|
||||
@@ -81,34 +82,25 @@
|
||||
<span>Starting stack ($)</span>
|
||||
<input type="number" id="defaultStackInput" min="0" step="1" placeholder="e.g. 200" />
|
||||
</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>
|
||||
<label class="fieldRow">
|
||||
<span>Base pot amount ($)</span>
|
||||
<input type="number" id="basePotInput" min="0" step="1" placeholder="e.g. 500" />
|
||||
</label>
|
||||
<p class="fieldHint">Every player who didn't go all-in short is assumed to have put in this amount. Enter a smaller amount on a seat only if that player is all-in for less.</p>
|
||||
<p class="fieldHint">Blinds post themselves each hand. Seats without their own stack start here.</p>
|
||||
|
||||
<details class="subPanel">
|
||||
<summary>Without live betting</summary>
|
||||
<div class="subPanelBody">
|
||||
<label class="fieldRow">
|
||||
<span>Base pot amount ($)</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>
|
||||
</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 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>
|
||||
<summary>Session</summary>
|
||||
<div class="panelBody">
|
||||
<h3 class="panelSubhead">Standings</h3>
|
||||
<div id="standingsTable">
|
||||
<div class="standingsRow standingsHeader">
|
||||
<span>Player</span>
|
||||
@@ -119,20 +111,33 @@
|
||||
<div id="standingsList"></div>
|
||||
</div>
|
||||
<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">
|
||||
<summary>Hand History</summary>
|
||||
<div class="panelBody">
|
||||
<h3 class="panelSubhead">Hands</h3>
|
||||
<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">
|
||||
<button id="exportHistoryBtn" class="holdemBtn holdemBtnSmall">Export CSV</button>
|
||||
<button id="clearHistoryBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Clear history</button>
|
||||
</div>
|
||||
</div>
|
||||
</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>
|
||||
</div>
|
||||
</div>
|
||||
@@ -294,6 +299,7 @@
|
||||
<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/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/handHistoryExport.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
|
||||
|
||||
@@ -11,6 +11,11 @@
|
||||
<p class="splitSubtitle">Chop a pot without setting up a table.</p>
|
||||
</header>
|
||||
|
||||
<div id="modeToggle" class="chipRow" role="group" aria-label="How the money went in">
|
||||
<button type="button" id="modeEvenBtn" class="choiceChip selected">Everyone matched</button>
|
||||
<button type="button" id="modeUnevenBtn" class="choiceChip">Someone's all-in</button>
|
||||
</div>
|
||||
|
||||
<div id="splitResult" aria-live="polite">
|
||||
<div id="splitResultLabel">Each player gets</div>
|
||||
<div id="splitResultAmount">$0.00</div>
|
||||
@@ -18,7 +23,18 @@
|
||||
<div id="splitDustNote" hidden></div>
|
||||
</div>
|
||||
|
||||
<section class="splitField">
|
||||
<div id="unevenResult" hidden aria-live="polite">
|
||||
<div id="unevenPots"></div>
|
||||
<p id="unevenEmpty" class="unevenEmpty">Enter what each player put in.</p>
|
||||
</div>
|
||||
|
||||
<section class="splitField unevenOnly" hidden>
|
||||
<span class="splitLabel">What each player put in</span>
|
||||
<div id="unevenRows"></div>
|
||||
<button type="button" id="addPlayerBtn" class="splitBtn splitBtnGhost">+ Add player</button>
|
||||
</section>
|
||||
|
||||
<section class="splitField evenOnly">
|
||||
<label for="potInput" class="splitLabel">Pot</label>
|
||||
<div class="potInputWrap">
|
||||
<span class="potCurrency">$</span>
|
||||
@@ -28,12 +44,12 @@
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section class="splitField">
|
||||
<section class="splitField evenOnly">
|
||||
<span class="splitLabel" id="waysLabel">Split between</span>
|
||||
<div id="waysChoices" class="chipRow" role="group" aria-labelledby="waysLabel"></div>
|
||||
</section>
|
||||
|
||||
<section class="splitField">
|
||||
<section class="splitField evenOnly">
|
||||
<span class="splitLabel" id="chipLabel">Smallest chip in play</span>
|
||||
<div id="chipChoices" class="chipRow" role="group" aria-labelledby="chipLabel"></div>
|
||||
</section>
|
||||
@@ -43,12 +59,30 @@
|
||||
<a href="/casino/texasholdem" class="splitBtn splitBtnGhost">Full dealer table →</a>
|
||||
</div>
|
||||
|
||||
<p class="splitFootnote">
|
||||
Uneven pots — someone all-in for less — need the side-pot walkthrough on the
|
||||
<a href="/casino/texasholdem">full table</a>.
|
||||
<p class="splitFootnote evenOnly">
|
||||
If somebody was all-in for less than the others, switch to
|
||||
<strong>Someone's all-in</strong> above.
|
||||
</p>
|
||||
|
||||
<p class="splitFootnote unevenOnly" hidden>
|
||||
Pots are listed with who can win each. Award them by hand strength, best hand
|
||||
first. Nothing here is saved — the <a href="/casino/texasholdem">full table</a>
|
||||
keeps a log.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<template id="unevenRowTemplate">
|
||||
<div class="unevenRow">
|
||||
<span class="unevenRowLabel"></span>
|
||||
<div class="unevenAmountWrap">
|
||||
<span class="unevenCurrency">$</span>
|
||||
<input type="text" class="unevenAmount" inputmode="decimal" autocomplete="off" placeholder="0" />
|
||||
</div>
|
||||
<button type="button" class="unevenFoldBtn" aria-pressed="false">Folded</button>
|
||||
<button type="button" class="unevenRemoveBtn" aria-label="Remove player">✕</button>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
@section Styles {
|
||||
<link href="/css/casino/quicksplit.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
|
||||
}
|
||||
@@ -56,5 +90,6 @@
|
||||
@section Scripts {
|
||||
<script src="~/js/casino/holdem/money.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/splitCalculator.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/quickSplit.js?v=@ViewData["cssVersion"]"></script>
|
||||
}
|
||||
|
||||
@@ -223,6 +223,68 @@ body {
|
||||
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) ---------- */
|
||||
|
||||
.seat {
|
||||
@@ -872,6 +934,46 @@ body {
|
||||
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 {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
@@ -1075,12 +1177,37 @@ body.hasActionBar #holdemSidebar {
|
||||
|
||||
.actionStatus {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
align-items: baseline;
|
||||
gap: 0.6rem;
|
||||
gap: 0.4rem 0.6rem;
|
||||
margin-bottom: 0.55rem;
|
||||
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 {
|
||||
color: #d8b46a;
|
||||
font-weight: 600;
|
||||
@@ -1094,6 +1221,11 @@ body.hasActionBar #holdemSidebar {
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
.actionPlayers {
|
||||
color: #9c9c9c;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
.actionWho {
|
||||
margin-left: auto;
|
||||
color: #9c9c9c;
|
||||
@@ -1102,6 +1234,26 @@ body.hasActionBar #holdemSidebar {
|
||||
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 {
|
||||
@@ -1169,6 +1321,7 @@ body.hasActionBar #holdemSidebar {
|
||||
}
|
||||
|
||||
.actionBtn {
|
||||
position: relative;
|
||||
flex: 1;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
@@ -1206,6 +1359,29 @@ body.hasActionBar #holdemSidebar {
|
||||
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 {
|
||||
background: linear-gradient(180deg, #3d1f1f, #2c1515);
|
||||
border-color: #5b2626;
|
||||
@@ -1316,11 +1492,18 @@ body.hasActionBar #holdemSidebar {
|
||||
.blindsRow .fieldRow {
|
||||
flex: 1 1 120px;
|
||||
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 {
|
||||
min-width: 0;
|
||||
width: 5rem;
|
||||
width: 3.4rem;
|
||||
}
|
||||
|
||||
/* ---------- Toasts ---------- */
|
||||
@@ -1613,7 +1796,8 @@ body.hasActionBar #toastHost {
|
||||
|
||||
/* 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. */
|
||||
#seatsLayer {
|
||||
#seatsLayer,
|
||||
#betsLayer {
|
||||
inset: 26px 44px;
|
||||
}
|
||||
|
||||
|
||||
@@ -45,6 +45,171 @@ body {
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
/* ---------- Mode toggle ---------- */
|
||||
|
||||
#modeToggle {
|
||||
margin-bottom: 1.1rem;
|
||||
}
|
||||
|
||||
/* ---------- Uneven amounts ---------- */
|
||||
|
||||
#unevenRows {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.45rem;
|
||||
margin-bottom: 0.6rem;
|
||||
}
|
||||
|
||||
.unevenRow {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.45rem;
|
||||
}
|
||||
|
||||
.unevenRowLabel {
|
||||
flex: none;
|
||||
width: 2rem;
|
||||
color: #8f8f8f;
|
||||
font-size: 0.8rem;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.unevenAmountWrap {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.3rem;
|
||||
background: #141414;
|
||||
border: 1px solid #3a3a3a;
|
||||
border-radius: 10px;
|
||||
padding: 0 0.6rem;
|
||||
}
|
||||
|
||||
.unevenAmountWrap:focus-within {
|
||||
border-color: #d8b46a;
|
||||
}
|
||||
|
||||
.unevenCurrency {
|
||||
color: #777;
|
||||
}
|
||||
|
||||
.unevenAmount {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
background: none;
|
||||
border: none;
|
||||
outline: none;
|
||||
color: #f2f2f2;
|
||||
font-family: inherit;
|
||||
font-size: 16px;
|
||||
font-variant-numeric: tabular-nums;
|
||||
padding: 0.6rem 0;
|
||||
}
|
||||
|
||||
.unevenFoldBtn {
|
||||
flex: none;
|
||||
min-height: 44px;
|
||||
padding: 0 0.6rem;
|
||||
border-radius: 9px;
|
||||
border: 1px solid #3a3a3a;
|
||||
background: #232323;
|
||||
color: #8f8f8f;
|
||||
font-family: inherit;
|
||||
font-size: 0.72rem;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.unevenFoldBtn.selected {
|
||||
background: linear-gradient(180deg, #3d1f1f, #2c1515);
|
||||
border-color: #5b2626;
|
||||
color: #ffd6d6;
|
||||
}
|
||||
|
||||
.unevenRemoveBtn {
|
||||
flex: none;
|
||||
width: 30px;
|
||||
height: 44px;
|
||||
border: none;
|
||||
background: none;
|
||||
color: #6a6a6a;
|
||||
font-size: 0.85rem;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.unevenRemoveBtn:disabled {
|
||||
opacity: 0.3;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
#unevenResult {
|
||||
background: linear-gradient(160deg, #1f2a21, #161c17);
|
||||
border: 1px solid #2c3a2f;
|
||||
border-radius: 14px;
|
||||
padding: 0.9rem 1rem;
|
||||
margin-bottom: 1.5rem;
|
||||
}
|
||||
|
||||
#unevenResult[hidden] {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.unevenPot {
|
||||
display: flex;
|
||||
align-items: baseline;
|
||||
gap: 0.6rem;
|
||||
padding: 0.3rem 0;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.unevenPot + .unevenPot {
|
||||
border-top: 1px solid rgba(255, 255, 255, 0.06);
|
||||
}
|
||||
|
||||
.unevenPotLabel {
|
||||
flex: none;
|
||||
color: #d8b46a;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.unevenPotAmount {
|
||||
flex: none;
|
||||
color: #f2f2f2;
|
||||
font-weight: 600;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
.unevenPotWho {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
text-align: right;
|
||||
color: #9a9a9a;
|
||||
font-size: 0.78rem;
|
||||
}
|
||||
|
||||
.unevenPotReturn .unevenPotLabel,
|
||||
.unevenPotReturn .unevenPotAmount {
|
||||
color: #9a9a9a;
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
.unevenPotTotal {
|
||||
margin-top: 0.15rem;
|
||||
border-top: 1px solid rgba(255, 255, 255, 0.14) !important;
|
||||
}
|
||||
|
||||
.unevenPotTotal .unevenPotLabel {
|
||||
color: #8f9d92;
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
.unevenEmpty {
|
||||
margin: 0;
|
||||
color: #8f9d92;
|
||||
font-size: 0.82rem;
|
||||
line-height: 1.45;
|
||||
}
|
||||
|
||||
/* ---------- The answer ---------- */
|
||||
|
||||
#splitResult {
|
||||
@@ -104,6 +269,12 @@ body {
|
||||
margin-bottom: 1.35rem;
|
||||
}
|
||||
|
||||
/* A `display` declaration outranks the browser's own [hidden] rule, so anything
|
||||
given one has to opt back out explicitly or toggling `hidden` does nothing. */
|
||||
[hidden] {
|
||||
display: none !important;
|
||||
}
|
||||
|
||||
.splitLabel {
|
||||
display: block;
|
||||
margin-bottom: 0.5rem;
|
||||
|
||||
@@ -27,6 +27,8 @@ const ActionBar = {
|
||||
if (!this.isRunning()) {
|
||||
host.hidden = true;
|
||||
document.body.classList.remove("hasActionBar");
|
||||
this.stopTankTimer();
|
||||
this.tankSeatIndex = null;
|
||||
return;
|
||||
}
|
||||
host.hidden = false;
|
||||
@@ -46,6 +48,8 @@ const ActionBar = {
|
||||
} else {
|
||||
host.appendChild(this.renderActions());
|
||||
}
|
||||
|
||||
this.syncTankTimer();
|
||||
},
|
||||
|
||||
renderStatus() {
|
||||
@@ -62,6 +66,14 @@ const ActionBar = {
|
||||
pot.textContent = `Pot ${Money.format(Betting.potSoFar(this.state))}`;
|
||||
row.appendChild(pot);
|
||||
|
||||
// How many are still in the hand — part of the standard per-street
|
||||
// announcement, and the number a dealer is asked for most often.
|
||||
const remaining = Betting.liveSeats(this.state).length;
|
||||
const players = document.createElement("span");
|
||||
players.className = "actionPlayers";
|
||||
players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
|
||||
row.appendChild(players);
|
||||
|
||||
const index = this.state.actingSeatIndex;
|
||||
if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
|
||||
const player = this.state.seats[index];
|
||||
@@ -69,15 +81,101 @@ const ActionBar = {
|
||||
who.className = "actionWho";
|
||||
who.textContent = `${HoldemState.displayName(player, index)} · ${Money.format(Betting.stackOf(this.state, player))} behind`;
|
||||
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;
|
||||
},
|
||||
|
||||
// ---- 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,
|
||||
@@ -96,6 +194,19 @@ const ActionBar = {
|
||||
);
|
||||
},
|
||||
|
||||
// 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) {
|
||||
const btn = document.createElement("button");
|
||||
btn.type = "button";
|
||||
@@ -106,6 +217,14 @@ const ActionBar = {
|
||||
main.textContent = label;
|
||||
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) {
|
||||
const sub = document.createElement("span");
|
||||
sub.className = "actionBtnSub";
|
||||
@@ -117,7 +236,11 @@ const ActionBar = {
|
||||
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();
|
||||
this.hooks.save(this.state);
|
||||
this.hooks.rerender();
|
||||
@@ -128,20 +251,21 @@ const ActionBar = {
|
||||
const player = this.state.seats[index];
|
||||
const owed = Betting.toCall(this.state, player);
|
||||
const stack = Betting.stackOf(this.state, player);
|
||||
const who = HoldemState.displayName(player, index);
|
||||
|
||||
const row = document.createElement("div");
|
||||
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) {
|
||||
row.appendChild(this.button("Check", "actionCheck", () => this.commit(() => Betting.check(this.state, index))));
|
||||
row.appendChild(this.button("Check", "actionCheck", () => this.commit(`${who}'s check`, () => Betting.check(this.state, index))));
|
||||
} else if (owed >= stack) {
|
||||
// Calling would put them all-in, so say that rather than quoting a number
|
||||
// they can't cover.
|
||||
row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(() => Betting.allIn(this.state, index)), Money.format(stack)));
|
||||
row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(`${who}'s all-in`, () => Betting.allIn(this.state, index)), Money.format(stack)));
|
||||
} else {
|
||||
row.appendChild(this.button("Call", "actionCall", () => this.commit(() => Betting.call(this.state, index)), Money.format(owed)));
|
||||
row.appendChild(this.button("Call", "actionCall", () => this.commit(`${who}'s call`, () => Betting.call(this.state, index)), Money.format(owed)));
|
||||
}
|
||||
|
||||
if (stack > owed) {
|
||||
@@ -210,7 +334,8 @@ const ActionBar = {
|
||||
entry.appendChild(this.button("Raise to", "raiseConfirm", () => {
|
||||
const target = Math.max(0, Math.min(Number(this.raiseDraft) || 0, maxTo));
|
||||
this.raiseOpen = false;
|
||||
this.commit(() => Betting.raiseTo(this.state, index, target));
|
||||
const who = HoldemState.displayName(player, index);
|
||||
this.commit(`${who}'s raise to ${Money.format(target)}`, () => Betting.raiseTo(this.state, index, target));
|
||||
}));
|
||||
|
||||
wrap.appendChild(entry);
|
||||
@@ -229,7 +354,7 @@ const ActionBar = {
|
||||
this.hooks.resolvePot();
|
||||
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;
|
||||
|
||||
@@ -83,10 +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, {
|
||||
save: hooks.save,
|
||||
rerender: hooks.rerender,
|
||||
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 —
|
||||
@@ -97,6 +156,9 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
const runUndoable = (message, mutate) => {
|
||||
const snapshot = JSON.parse(JSON.stringify(state));
|
||||
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);
|
||||
Render.renderAll();
|
||||
|
||||
@@ -177,6 +239,7 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
|
||||
HoldemState.clear();
|
||||
Object.assign(state, HoldemState.createDefault());
|
||||
clearActionHistory();
|
||||
Render.mount(state, hooks);
|
||||
Toast.show("Table reset.", { duration: 2500 });
|
||||
});
|
||||
|
||||
@@ -15,12 +15,28 @@ const QuickSplit = {
|
||||
ways: 2,
|
||||
chip: 1,
|
||||
|
||||
// "even" is the common case — one pot, everyone matched. "uneven" is the one this
|
||||
// screen used to send people back to the full table for: somebody all-in for less,
|
||||
// so the money splits into a main pot and side pots.
|
||||
mode: "even",
|
||||
entries: [],
|
||||
|
||||
mount() {
|
||||
this.potInput = document.getElementById("potInput");
|
||||
this.clearPotBtn = document.getElementById("clearPotBtn");
|
||||
this.entries = [{ amount: "", folded: false }, { amount: "", folded: false }, { amount: "", folded: false }];
|
||||
|
||||
this.renderWayChoices();
|
||||
this.renderChipChoices();
|
||||
this.renderUnevenRows();
|
||||
|
||||
document.getElementById("modeEvenBtn").addEventListener("click", () => this.setMode("even"));
|
||||
document.getElementById("modeUnevenBtn").addEventListener("click", () => this.setMode("uneven"));
|
||||
document.getElementById("addPlayerBtn").addEventListener("click", () => {
|
||||
this.entries.push({ amount: "", folded: false });
|
||||
this.renderUnevenRows();
|
||||
this.update();
|
||||
});
|
||||
|
||||
this.potInput.addEventListener("input", () => {
|
||||
this.sanitizePotInput();
|
||||
@@ -127,7 +143,112 @@ const QuickSplit = {
|
||||
});
|
||||
},
|
||||
|
||||
setMode(mode) {
|
||||
this.mode = mode;
|
||||
document.getElementById("modeEvenBtn").classList.toggle("selected", mode === "even");
|
||||
document.getElementById("modeUnevenBtn").classList.toggle("selected", mode === "uneven");
|
||||
|
||||
document.querySelectorAll(".evenOnly").forEach(el => { el.hidden = mode !== "even"; });
|
||||
document.querySelectorAll(".unevenOnly").forEach(el => { el.hidden = mode !== "uneven"; });
|
||||
document.getElementById("splitResult").hidden = mode !== "even";
|
||||
document.getElementById("unevenResult").hidden = mode !== "uneven";
|
||||
|
||||
this.update();
|
||||
},
|
||||
|
||||
renderUnevenRows() {
|
||||
const host = document.getElementById("unevenRows");
|
||||
const template = document.getElementById("unevenRowTemplate");
|
||||
host.innerHTML = "";
|
||||
|
||||
this.entries.forEach((entry, index) => {
|
||||
const row = template.content.firstElementChild.cloneNode(true);
|
||||
row.querySelector(".unevenRowLabel").textContent = `P${index + 1}`;
|
||||
|
||||
const amount = row.querySelector(".unevenAmount");
|
||||
amount.value = entry.amount;
|
||||
amount.setAttribute("aria-label", `Player ${index + 1} amount`);
|
||||
amount.addEventListener("input", () => {
|
||||
entry.amount = amount.value.replace(/[^0-9.]/g, "").replace(/(\..*)\./g, "$1");
|
||||
if (entry.amount !== amount.value) amount.value = entry.amount;
|
||||
this.update();
|
||||
});
|
||||
|
||||
// Folded money stays in the pot as dead money, but its owner can't win any
|
||||
// of it — which is exactly the distinction that makes side pots tricky.
|
||||
const fold = row.querySelector(".unevenFoldBtn");
|
||||
fold.classList.toggle("selected", entry.folded);
|
||||
fold.setAttribute("aria-pressed", String(entry.folded));
|
||||
fold.addEventListener("click", () => {
|
||||
entry.folded = !entry.folded;
|
||||
this.renderUnevenRows();
|
||||
this.update();
|
||||
});
|
||||
|
||||
const remove = row.querySelector(".unevenRemoveBtn");
|
||||
remove.disabled = this.entries.length <= 2;
|
||||
remove.addEventListener("click", () => {
|
||||
this.entries.splice(index, 1);
|
||||
this.renderUnevenRows();
|
||||
this.update();
|
||||
});
|
||||
|
||||
host.appendChild(row);
|
||||
});
|
||||
},
|
||||
|
||||
updateUneven() {
|
||||
const players = this.entries
|
||||
.map((entry, index) => ({ id: `P${index + 1}`, contribution: Number(entry.amount) || 0, folded: entry.folded }))
|
||||
.filter(p => p.contribution > 0);
|
||||
|
||||
const pots = PotCalculator.layers(players);
|
||||
const returns = PotCalculator.uncalledReturns(players);
|
||||
|
||||
const host = document.getElementById("unevenPots");
|
||||
const empty = document.getElementById("unevenEmpty");
|
||||
host.innerHTML = "";
|
||||
|
||||
if (pots.length === 0 && returns.length === 0) {
|
||||
empty.hidden = false;
|
||||
empty.textContent = players.length === 0
|
||||
? "Enter what each player put in."
|
||||
: "Nobody left who can win — un-fold whoever should take it.";
|
||||
return;
|
||||
}
|
||||
empty.hidden = true;
|
||||
|
||||
const addRow = (label, amount, who, className) => {
|
||||
const row = document.createElement("div");
|
||||
row.className = `unevenPot ${className || ""}`;
|
||||
const name = document.createElement("span");
|
||||
name.className = "unevenPotLabel";
|
||||
name.textContent = label;
|
||||
const value = document.createElement("span");
|
||||
value.className = "unevenPotAmount";
|
||||
value.textContent = Money.format(amount);
|
||||
const eligible = document.createElement("span");
|
||||
eligible.className = "unevenPotWho";
|
||||
eligible.textContent = who;
|
||||
row.appendChild(name);
|
||||
row.appendChild(value);
|
||||
row.appendChild(eligible);
|
||||
host.appendChild(row);
|
||||
};
|
||||
|
||||
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.join(", ")));
|
||||
returns.forEach(ret => addRow("Uncalled", ret.amount, `back to ${ret.id}`, "unevenPotReturn"));
|
||||
|
||||
const total = players.reduce((sum, p) => sum + p.contribution, 0);
|
||||
addRow("On the table", Math.round(total * 100) / 100, "", "unevenPotTotal");
|
||||
},
|
||||
|
||||
update() {
|
||||
if (this.mode === "uneven") {
|
||||
this.updateUneven();
|
||||
return;
|
||||
}
|
||||
|
||||
const potValue = Number(this.potInput.value);
|
||||
const pot = Number.isNaN(potValue) ? 0 : potValue;
|
||||
this.clearPotBtn.hidden = this.potInput.value === "";
|
||||
|
||||
@@ -69,13 +69,85 @@ const Render = {
|
||||
// ---- Seats around the table (compact pucks) ----
|
||||
|
||||
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 radians = (angle * Math.PI) / 180;
|
||||
const rx = 44;
|
||||
const ry = 42;
|
||||
const left = 50 + rx * Math.cos(radians);
|
||||
const top = 50 + ry * Math.sin(radians);
|
||||
return { left, top };
|
||||
return {
|
||||
left: 50 + rx * Math.cos(radians),
|
||||
top: 50 + ry * Math.sin(radians),
|
||||
};
|
||||
},
|
||||
|
||||
// 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) {
|
||||
@@ -118,6 +190,8 @@ const Render = {
|
||||
|
||||
layer.appendChild(node);
|
||||
});
|
||||
|
||||
this.renderBets();
|
||||
},
|
||||
|
||||
isRedSuit(card) {
|
||||
@@ -168,11 +242,13 @@ const Render = {
|
||||
span.textContent = this.formatCard(card);
|
||||
cardsEl.appendChild(span);
|
||||
});
|
||||
// What's in front of them this street reads as the live number during betting;
|
||||
// between hands it falls back to their total for the hand.
|
||||
const streetBet = Betting.committed(player);
|
||||
const total = streetBet > 0
|
||||
? streetBet
|
||||
// Always this player's total for the hand. What they've just pushed out on this
|
||||
// street is shown as a chip on the felt instead — the puck used to flip between
|
||||
// the two meanings depending on the moment, which is a bad thing for a number
|
||||
// sitting next to a stack size to do.
|
||||
const handTotal = Betting.handTotal(player);
|
||||
const total = handTotal > 0
|
||||
? handTotal
|
||||
: HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
|
||||
node.querySelector(".seatPuckTotal").textContent = total > 0 ? Money.format(total) : "";
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
Reference in New Issue
Block a user