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Author SHA1 Message Date
jheaps 7e0a687a2f Merge pull request 'Double-tap and press-and-hold shortcuts on the seats' (#23) from feature/casino-holdem-gestures into feature/casino-holdem-card-picker
Reviewed-on: #23
2026-08-31 23:34:10 -06:00
jheapsandClaude Sonnet 5 dabf1100c9 Add double-tap and press-and-hold shortcuts to the seats
Folding someone meant opening their editor, finding the Fold box, ticking it,
and dismissing the sheet — four interactions for the thing that happens most
often in a hand.

Double-tap a seat to fold, and again to put them back. Press and hold for a
quick menu of everything else you do to one player: fold, all-in, sit out or
deal in, hand them the button, or open the full editor. Both are undoable the
same way the header buttons are, because a gesture is easier to fire by
accident than a button.

The single tap now waits out the double-tap window before opening the editor —
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. A press that moves is a drag, so
the hold is cancelled and swapping seats still works, and the puck shrinks
slightly while held so a press that's being counted looks different from one
that's being ignored.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 21:54:56 -06:00
jheapsandClaude Sonnet 5 0759d89d13 Pick hole cards from a grid instead of typing them
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 deals the same
card to two players.

The two card fields become face-up card slots. Tapping one opens a 52-card grid
— four suit columns, thirteen rank rows, one tap per card — and picking the first
card moves straight on to the second, because a dealer picking hole cards is
always picking two. Cards already dealt elsewhere at the table are greyed out and
say who has them, so a duplicate is visibly out of play rather than silently
accepted.

Cards are still stored as the same two plain characters everything has always
read; the suit only becomes a symbol on its way to a human. That formatting is
now shared, so the table pucks, the seat editor, the pot wizard, the hand history
and the CSV all say A♥ K♦ rather than three of them saying AH KD.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 21:32:43 -06:00
jheapsandClaude Sonnet 5 7bedee2934 Track the betting live so the dealer taps instead of types
Until now a dealer kept the money in their head and typed each player's total
into a form. This adds the running hand: blinds post themselves, every seat has
a stack, and one tap per decision moves the action on.

The bar sits at the bottom of the screen where a thumb already is, and shows
only what's true right now — Fold, then Check or Call with the amount owed, then
Bet or Raise. Calling more than a player has left says "Call all-in" rather than
quoting a number they can't cover. Raising offers min, half pot, pot and all-in
before it offers a keypad, because a dealer calling "raise to sixty" wants a
button. When everyone has answered, the bar becomes Deal Flop, then Turn, River,
and finally Showdown, which hands off to the pot wizard that already existed.
Winnings go straight back in front of the winner, so the next hand's stacks are
already right.

The money hooks into what was already there rather than running beside it: a
street's chips sweep into each seat's amountOverride, the same field the pot
badge, the pot wizard, the session standings and the CSV export all read. So
nothing downstream changed, and a dealer who prefers the old typed workflow
still has it.

Tables saved before this exist without any of these fields, so load() fills
them in rather than making someone reset a table mid-session.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 19:01:08 -06:00
jheaps 7143e4e701 Merge pull request 'Feature/casino holdem undo toasts' (#19) from feature/casino-holdem-undo-toasts into master
Build and Deploy / build-deploy (push) Successful in 1m15s
Reviewed-on: #19
2026-08-31 18:41:22 -06:00
jheaps e8797b8dc2 Merge branch 'master' into feature/casino-holdem-undo-toasts 2026-08-31 18:41:13 -06:00
jheaps 48bd3682f2 Merge pull request 'Make the four seat states readable across the table' (#18) from feature/casino-holdem-seat-legibility into feature/casino-holdem-undo-toasts
Reviewed-on: #18
2026-08-31 18:39:58 -06:00
jheapsandClaude Sonnet 5 1e1bdcccce Make the four seat states readable across the table
A seat could be live in the hand, folded, sitting out, or empty, and three of
those looked nearly the same: a plain dark puck, or a dimmed one. An unclaimed
chair was indistinguishable from a nameless player, and nothing positively said
"this player is in" — the dealer had to infer it from whether a dollar badge
happened to be showing.

Each state now has one look. Live gets a green edge. Folded gets a red edge and
a struck-through name, so it reads as out rather than merely faint. An empty
chair is the only dashed outline and says so. Sitting out just fades — and
fades less than it used to, since that player is still someone the dealer may
need to deal back in, and at 0.4 the name was nearly gone.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 18:36:54 -06:00
jheaps aee172a5cd Merge pull request 'Quick Split: chop a pot from your phone without setting up a table' (#15) from feature/casino-holdem-quick-split into master
Build and Deploy / build-deploy (push) Successful in 1m14s
Reviewed-on: #15
2026-08-31 18:33:05 -06:00
10 changed files with 1582 additions and 54 deletions
+53 -2
View File
@@ -67,6 +67,21 @@
<input type="checkbox" id="dedicatedDealerToggle" />
</label>
<p class="fieldHint">Turn this on if a person outside the game deals — no seat shows the dealer button, but blinds still rotate automatically each hand.</p>
<div class="blindsRow">
<label class="fieldRow">
<span>Small blind</span>
<input type="number" id="smallBlindInput" min="0" step="0.5" />
</label>
<label class="fieldRow">
<span>Big blind</span>
<input type="number" id="bigBlindInput" min="0" step="0.5" />
</label>
</div>
<label class="fieldRow">
<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" />
@@ -131,6 +146,7 @@
<div class="seatPuckName"></div>
<div class="seatPuckCards"></div>
<div class="seatPuckTotal"></div>
<div class="seatPuckStack"></div>
</div>
</template>
@@ -151,9 +167,13 @@
</label>
</div>
<div class="seatCards">
<input type="text" class="cardInput card1Input" maxlength="2" placeholder="__" />
<input type="text" class="cardInput card2Input" maxlength="2" placeholder="__" />
<button type="button" class="cardSlot card1Slot" aria-label="Choose first card"></button>
<button type="button" class="cardSlot card2Slot" aria-label="Choose second card"></button>
</div>
<label class="fieldRow stackRow">
<span>Stack</span>
<input type="number" class="stackInput" min="0" step="1" placeholder="table default" />
</label>
<div class="seatContribution">
<div class="chipCounts"></div>
<label class="fieldRow amountOverrideRow">
@@ -210,6 +230,33 @@
</div>
</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="toastHost" aria-live="polite"></div>
<div id="confirmOverlay" hidden>
@@ -243,6 +290,10 @@
<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/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/actionBar.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>
+538 -12
View File
@@ -238,7 +238,12 @@ body {
cursor: grab;
z-index: 1;
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 {
@@ -250,13 +255,50 @@ body {
outline-offset: 2px;
}
/* Four states a dealer needs to tell apart from across the table, without
reading anything: live in this hand, folded, sitting out, and nobody there.
Live gets a green edge, folded gets a red one and a struck-through name,
sitting-out just fades, and an empty chair is the only dashed outline. */
.seat.seatLive {
border-color: rgba(78, 201, 122, 0.45);
box-shadow:
0 0 0 1px rgba(78, 201, 122, 0.18),
0 3px 10px rgba(0, 0, 0, 0.5),
inset 0 1px 0 rgba(255, 255, 255, 0.05);
}
/* Sitting out, not gone: still a person the dealer may need to deal back in, so
the name has to stay readable rather than fading almost to the felt. */
.seat.seatInactive {
opacity: 0.4;
opacity: 0.58;
}
.seat.seatFolded {
border-color: rgba(224, 123, 123, 0.4);
opacity: 0.5;
}
.seat.seatFolded .seatPuckName {
text-decoration: line-through;
text-decoration-color: rgba(224, 123, 123, 0.75);
}
.seat.seatEmpty {
background: rgba(255, 255, 255, 0.02);
border-style: dashed;
opacity: 0.55;
border-color: rgba(255, 255, 255, 0.13);
box-shadow: none;
/* Deliberately louder than seatInactive: an open seat is information a
dealer wants, not something to squint at. */
opacity: 0.7;
}
.seatEmptyLabel {
color: #6d6d6d;
font-size: 0.6rem;
letter-spacing: 0.08em;
text-transform: uppercase;
}
.seat.seatSelected {
@@ -444,24 +486,268 @@ body {
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%;
min-height: 52px;
text-align: center;
text-transform: uppercase;
background: #fdfdfd;
color: #111;
border: 1px solid #3a3a3a;
border-radius: 6px;
padding: 0.35rem 0;
font-size: 1.25rem;
font-weight: 700;
font-family: var(--font-mono, monospace);
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;
}
.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 {
border-top: 1px dashed #3a3a3a;
padding-top: 0.4rem;
@@ -557,6 +843,10 @@ body {
display: flex;
flex-direction: column;
gap: 0.8rem;
/* Grid items default to min-width:auto, so anything with a wide min-content —
a side-by-side field row, say — would push this column past the viewport and
drag the table out with it. */
min-width: 0;
}
.sidebarPanel {
@@ -753,16 +1043,245 @@ body {
/* ---------- Pot wizard ---------- */
/* ---------- Action bar ---------- */
#actionBar {
position: fixed;
/* Centred with auto margins rather than 100vw + translate: on a phone with a
scrollbar, 100vw is wider than the viewport and the overflow drags the whole
table sideways. */
left: 0;
right: 0;
bottom: 0;
margin: 0 auto;
z-index: 55;
max-width: 720px;
background: linear-gradient(180deg, #232323, #191919);
border: 1px solid #383838;
border-bottom: none;
border-radius: 14px 14px 0 0;
padding: 0.6rem 0.75rem calc(0.75rem + env(safe-area-inset-bottom, 0px));
box-shadow: 0 -12px 34px rgba(0, 0, 0, 0.6);
}
#actionBar[hidden] {
display: none;
}
/* The bar is fixed over the page, so the sidebar needs room to scroll past it. */
body.hasActionBar #holdemSidebar {
padding-bottom: 9rem;
}
.actionStatus {
display: flex;
align-items: baseline;
gap: 0.6rem;
margin-bottom: 0.55rem;
font-size: 0.78rem;
}
.actionStreet {
color: #d8b46a;
font-weight: 600;
letter-spacing: 0.06em;
text-transform: uppercase;
font-size: 0.7rem;
}
.actionPot {
color: #e9e9e9;
font-variant-numeric: tabular-nums;
}
.actionWho {
margin-left: auto;
color: #9c9c9c;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.actionButtons {
display: flex;
gap: 0.5rem;
}
.actionBtn {
flex: 1;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 0.1rem;
min-height: 56px;
padding: 0.5rem 0.6rem;
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;
}
.actionBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
.actionBtn:active {
transform: translateY(1px);
}
.actionBtnLabel {
font-weight: 600;
}
.actionBtnSub {
font-size: 0.72rem;
color: #a8a8a8;
font-variant-numeric: tabular-nums;
}
.actionFold {
background: linear-gradient(180deg, #3d1f1f, #2c1515);
border-color: #5b2626;
color: #ffd6d6;
}
.actionCheck,
.actionCall {
background: linear-gradient(180deg, #16783a, #0d5225);
border-color: #1e8449;
color: #ecffef;
}
.actionCheck .actionBtnSub,
.actionCall .actionBtnSub {
color: #bfe8cb;
}
.actionRaise {
background: linear-gradient(180deg, #3a2f18, #241d0f);
border-color: #a9782f;
color: #f0d9a8;
}
.actionAdvance {
background: linear-gradient(180deg, #2b3f57, #1b2a3a);
border-color: #3d5f83;
color: #dceaf8;
}
/* ---------- Raise pad ---------- */
.raiseQuick {
display: flex;
gap: 0.4rem;
margin-bottom: 0.5rem;
}
.raiseQuickBtn {
min-height: 48px;
font-size: 0.85rem;
}
.raiseQuickBtn.selected {
border-color: #d8b46a;
background: linear-gradient(180deg, #3a2f18, #241d0f);
color: #f0d9a8;
}
.raiseEntry {
display: flex;
gap: 0.4rem;
}
.raiseInput {
flex: 1;
min-width: 0;
background: #141414;
border: 1px solid #3a3a3a;
border-radius: 11px;
color: #f2f2f2;
font-family: inherit;
font-size: 16px;
font-variant-numeric: tabular-nums;
text-align: center;
padding: 0.5rem;
}
.raiseInput:focus {
outline: none;
border-color: #d8b46a;
}
.raiseCancel {
flex: 0 0 auto;
min-width: 84px;
}
.raiseConfirm {
flex: 0 0 auto;
min-width: 116px;
background: linear-gradient(180deg, #3a2f18, #241d0f);
border-color: #a9782f;
color: #f0d9a8;
}
/* Whose turn it is, shown on the table itself as well as in the bar. */
.seat.seatActing {
border-color: #d8b46a;
box-shadow:
0 0 0 2px rgba(216, 180, 106, 0.45),
0 4px 16px rgba(0, 0, 0, 0.55);
}
.seatPuckStack {
font-size: 0.58rem;
color: #8f8f8f;
font-variant-numeric: tabular-nums;
margin-top: 0.1rem;
}
.blindsRow {
display: flex;
flex-wrap: wrap;
gap: 0.6rem;
}
.blindsRow .fieldRow {
flex: 1 1 120px;
min-width: 0;
}
.blindsRow input {
min-width: 0;
width: 5rem;
}
/* ---------- Toasts ---------- */
#toastHost {
position: fixed;
left: 50%;
left: 0;
right: 0;
bottom: 1.25rem;
transform: translateX(-50%);
margin: 0 auto;
z-index: 80;
width: min(560px, calc(100vw - 1.5rem));
max-width: 560px;
padding: 0 0.75rem;
box-sizing: border-box;
pointer-events: none;
transition: bottom 0.18s ease;
}
/* Sit above the action bar rather than on top of it, so an Undo never covers the
Fold button the dealer is reaching for. */
body.hasActionBar #toastHost {
bottom: calc(9rem + env(safe-area-inset-bottom, 0px));
}
.toast {
@@ -1150,9 +1669,16 @@ body {
width: 110px;
}
.seatEditorForm .cardInput {
font-size: 1.35rem;
min-height: 58px;
.seatEditorForm .cardSlot {
font-size: 1.5rem;
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 {
@@ -0,0 +1,230 @@
// The bar a dealer's thumb lives on while a hand is running: who's to act, what it
// costs them, and one tap per decision. Sits at the bottom of the screen on a phone
// so it's reachable without looking, and re-renders after every action because the
// next player's numbers are different.
const ActionBar = {
state: null,
hooks: null,
raiseOpen: false,
raiseDraft: null,
mount(state, hooks) {
this.state = state;
this.hooks = hooks;
this.render();
},
// Anything to act on? A hand with nobody dealt in doesn't get a bar.
isRunning() {
return Betting.liveSeats(this.state).length > 0;
},
render() {
const host = document.getElementById("actionBar");
if (!host) return;
host.innerHTML = "";
if (!this.isRunning()) {
host.hidden = true;
document.body.classList.remove("hasActionBar");
return;
}
host.hidden = false;
document.body.classList.add("hasActionBar");
host.appendChild(this.renderStatus());
if (Betting.isHandOver(this.state)) {
host.appendChild(this.renderHandOver());
} else if (this.state.actingSeatIndex === null || this.state.actingSeatIndex === undefined) {
host.appendChild(this.renderStreetDone());
} else if (this.raiseOpen) {
host.appendChild(this.renderRaisePad());
} else {
host.appendChild(this.renderActions());
}
},
renderStatus() {
const row = document.createElement("div");
row.className = "actionStatus";
const street = document.createElement("span");
street.className = "actionStreet";
street.textContent = Betting.streetLabel(this.state.street);
row.appendChild(street);
const pot = document.createElement("span");
pot.className = "actionPot";
pot.textContent = `Pot ${Money.format(Betting.potSoFar(this.state))}`;
row.appendChild(pot);
const index = this.state.actingSeatIndex;
if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
const player = this.state.seats[index];
const who = document.createElement("span");
who.className = "actionWho";
who.textContent = `${HoldemState.displayName(player, index)} · ${Money.format(Betting.stackOf(this.state, player))} behind`;
row.appendChild(who);
}
return row;
},
button(label, className, onClick, sublabel) {
const btn = document.createElement("button");
btn.type = "button";
btn.className = `actionBtn ${className}`;
const main = document.createElement("span");
main.className = "actionBtnLabel";
main.textContent = label;
btn.appendChild(main);
if (sublabel) {
const sub = document.createElement("span");
sub.className = "actionBtnSub";
sub.textContent = sublabel;
btn.appendChild(sub);
}
btn.addEventListener("click", onClick);
return btn;
},
commit(mutate) {
mutate();
this.hooks.save(this.state);
this.hooks.rerender();
},
renderActions() {
const index = this.state.actingSeatIndex;
const player = this.state.seats[index];
const owed = Betting.toCall(this.state, player);
const stack = Betting.stackOf(this.state, player);
const row = document.createElement("div");
row.className = "actionButtons";
row.appendChild(this.button("Fold", "actionFold", () => this.commit(() => Betting.fold(this.state, index))));
if (owed <= 0) {
row.appendChild(this.button("Check", "actionCheck", () => this.commit(() => 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)));
} else {
row.appendChild(this.button("Call", "actionCall", () => this.commit(() => Betting.call(this.state, index)), Money.format(owed)));
}
if (stack > owed) {
row.appendChild(this.button(owed > 0 ? "Raise" : "Bet", "actionRaise", () => {
this.raiseOpen = true;
this.raiseDraft = Math.min(Betting.minRaiseTo(this.state), Betting.committed(player) + stack);
this.render();
}));
}
return row;
},
// Quick amounts first, keypad second — a dealer calling "raise to sixty" wants a
// button, and only reaches for digits when the table does something odd.
renderRaisePad() {
const index = this.state.actingSeatIndex;
const player = this.state.seats[index];
const stack = Betting.stackOf(this.state, player);
const maxTo = Betting.round(Betting.committed(player) + stack);
const pot = Betting.potSoFar(this.state);
const minTo = Math.min(Betting.minRaiseTo(this.state), maxTo);
const wrap = document.createElement("div");
wrap.className = "raisePad";
const quick = document.createElement("div");
quick.className = "raiseQuick";
const options = [
{ label: "Min", value: minTo },
{ label: "½ pot", value: Betting.round(this.state.currentBet + pot / 2) },
{ label: "Pot", value: Betting.round(this.state.currentBet + pot) },
{ label: "All-in", value: maxTo },
];
options.forEach(option => {
const value = Math.max(minTo, Math.min(option.value, maxTo));
const btn = this.button(option.label, "raiseQuickBtn", () => {
this.raiseDraft = value;
this.render();
}, Money.format(value));
if (Betting.round(this.raiseDraft) === value) btn.classList.add("selected");
quick.appendChild(btn);
});
wrap.appendChild(quick);
const entry = document.createElement("div");
entry.className = "raiseEntry";
const input = document.createElement("input");
input.type = "text";
input.inputMode = "decimal";
input.className = "raiseInput";
input.value = this.raiseDraft ?? minTo;
input.setAttribute("aria-label", "Raise to amount");
input.addEventListener("input", () => {
this.raiseDraft = input.value.replace(/[^0-9.]/g, "");
});
entry.appendChild(input);
entry.appendChild(this.button("Cancel", "raiseCancel", () => {
this.raiseOpen = false;
this.render();
}));
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));
}));
wrap.appendChild(entry);
return wrap;
},
renderStreetDone() {
const row = document.createElement("div");
row.className = "actionButtons";
const isRiver = this.state.street === "river";
const label = isRiver ? "Showdown — resolve pot" : `Deal ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1])}`;
row.appendChild(this.button(label, "actionAdvance", () => {
if (isRiver) {
this.hooks.resolvePot();
return;
}
this.commit(() => Betting.closeStreet(this.state));
}));
return row;
},
renderHandOver() {
const row = document.createElement("div");
row.className = "actionButtons";
const live = Betting.liveSeats(this.state);
const winner = live.length === 1 ? HoldemState.displayName(live[0].player, live[0].index) : null;
row.appendChild(this.button(
winner ? `Award pot to ${winner}` : "Resolve pot",
"actionAdvance",
() => this.hooks.resolvePot()
));
return row;
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = ActionBar;
}
@@ -0,0 +1,233 @@
// Live betting: who's to act, what it costs them, and where the money goes.
//
// This is bookkeeping, not a game — the dealer taps what the humans at the table
// actually did, and the tool keeps the arithmetic straight. It deliberately never
// blocks an action it thinks is "illegal"; a dealer overruling the maths is right
// more often than the maths is.
//
// Money model: `player.committed` is what a seat has put in on the current street.
// When a street closes it sweeps into `player.amountOverride`, which is the seat's
// total for the hand — the same field the pot badge, the pot wizard, the standings
// and the CSV already read. So the betting bar is a fast way to fill in a field
// that already existed, and nothing downstream had to change.
const Betting = {
STREETS: ["preflop", "flop", "turn", "river"],
streetLabel(street) {
return { preflop: "Pre-flop", flop: "Flop", turn: "Turn", river: "River" }[street] || "Pre-flop";
},
round(amount) {
return Math.round((Number(amount) || 0) * 100) / 100;
},
// ---- Reading the table ----
liveSeats(state) {
return state.seats
.map((player, index) => ({ player, index }))
.filter(s => s.player.inHand && !s.player.folded);
},
committed(player) {
return this.round(player.committed || 0);
},
// Everything this seat has put in across the whole hand, including the street
// still in progress.
handTotal(player) {
return this.round((Number(player.amountOverride) || 0) + this.committed(player));
},
stackOf(state, player) {
const own = player.stack;
if (own !== null && own !== undefined && String(own).trim() !== "") return this.round(own);
const fallback = Number(state.defaultStack);
return Number.isNaN(fallback) ? 0 : this.round(fallback);
},
toCall(state, player) {
return Math.max(0, this.round((state.currentBet || 0) - this.committed(player)));
},
// A raise has to at least match the last one; before any raise, the big blind
// is the yardstick.
minRaiseTo(state) {
const increment = this.round(state.lastRaiseSize || state.bigBlind || 0);
return this.round((state.currentBet || 0) + (increment || 1));
},
potSoFar(state) {
return this.round(
state.seats.reduce((sum, p) => sum + this.handTotal(p), 0)
);
},
// ---- Moving the action ----
nextLiveIndex(state, fromIndex) {
const count = state.seatCount;
for (let step = 1; step <= count; step++) {
const index = this.seatAt(state, fromIndex, step);
const player = state.seats[index];
if (player.inHand && !player.folded && this.stackOf(state, player) >= 0) return index;
}
return null;
},
seatAt(state, fromIndex, step) {
const count = state.seatCount;
const delta = state.direction === "counterclockwise" ? -step : step;
return ((fromIndex + delta) % count + count) % count;
},
// A street is done when everyone still live has either matched the bet or has
// no chips left to argue with, and everyone has had a turn since the last raise.
isStreetComplete(state) {
const live = this.liveSeats(state);
if (live.length <= 1) return true;
const unsettled = live.filter(s => {
const allIn = this.stackOf(state, s.player) <= 0;
const matched = this.toCall(state, s.player) <= 0;
return !allIn && (!matched || !s.player.hasActed);
});
return unsettled.length === 0;
},
// ---- Actions ----
// Moves `amount` from a seat's stack into the middle for this street. Returns
// what actually moved, which is less than asked for if it puts them all-in.
putIn(state, index, amount) {
const player = state.seats[index];
const stack = this.stackOf(state, player);
const moved = this.round(Math.min(Math.max(0, amount), stack));
player.stack = this.round(stack - moved);
player.committed = this.round(this.committed(player) + moved);
return moved;
},
fold(state, index) {
state.seats[index].folded = true;
state.seats[index].hasActed = true;
this.passAction(state, index);
},
check(state, index) {
state.seats[index].hasActed = true;
this.passAction(state, index);
},
call(state, index) {
const player = state.seats[index];
this.putIn(state, index, this.toCall(state, player));
player.hasActed = true;
this.passAction(state, index);
},
// `total` is what the seat's street commitment becomes — "raise to", the way a
// dealer says it out loud, not "raise by".
raiseTo(state, index, total) {
const player = state.seats[index];
const target = this.round(total);
const delta = this.round(target - this.committed(player));
const moved = this.putIn(state, index, delta);
const newBet = this.committed(player);
if (newBet > (state.currentBet || 0)) {
state.lastRaiseSize = this.round(newBet - (state.currentBet || 0));
state.currentBet = newBet;
// A raise reopens the action: everyone else owes a response again.
state.seats.forEach((p, i) => {
if (i !== index && p.inHand && !p.folded) p.hasActed = false;
});
}
player.hasActed = true;
this.passAction(state, index);
return moved;
},
allIn(state, index) {
const player = state.seats[index];
return this.raiseTo(state, index, this.round(this.committed(player) + this.stackOf(state, player)));
},
passAction(state, index) {
state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextLiveIndex(state, index);
},
// ---- Street and hand boundaries ----
// Pulls whatever is in front of the players into their hand totals. Anything that
// reads a seat's contribution — the pot wizard above all — has to run after this,
// or it will price the pot without the chips sitting on the current street.
sweepToHandTotals(state) {
state.seats.forEach(player => {
const moved = this.committed(player);
if (moved > 0) {
player.amountOverride = this.round((Number(player.amountOverride) || 0) + moved);
}
player.committed = 0;
player.hasActed = false;
});
},
// Sweeps the street's chips into each seat's hand total and opens the next one.
closeStreet(state) {
this.sweepToHandTotals(state);
state.currentBet = 0;
state.lastRaiseSize = 0;
const nextStreetIndex = this.STREETS.indexOf(state.street || "preflop") + 1;
state.street = this.STREETS[nextStreetIndex] || "river";
state.actingSeatIndex = this.liveSeats(state).length > 1
? this.nextLiveIndex(state, state.dealerSeatIndex)
: null;
},
isHandOver(state) {
return this.liveSeats(state).length <= 1;
},
// Deals a fresh betting round: blinds posted, action to the seat after the big
// blind, which is where a dealer expects to be looking when the cards go out.
beginHand(state) {
state.street = "preflop";
state.currentBet = 0;
state.lastRaiseSize = 0;
state.seats.forEach(player => {
player.committed = 0;
player.hasActed = false;
});
const sb = Number(state.smallBlind) || 0;
const bb = Number(state.bigBlind) || 0;
const sbIndex = this.seatAt(state, state.dealerSeatIndex, 1);
const bbIndex = this.seatAt(state, state.dealerSeatIndex, 2);
if (sb > 0 && state.seats[sbIndex].inHand) this.putIn(state, sbIndex, sb);
if (bb > 0 && state.seats[bbIndex].inHand) this.putIn(state, bbIndex, bb);
state.currentBet = this.round(Math.max(this.committed(state.seats[sbIndex]), this.committed(state.seats[bbIndex])));
state.lastRaiseSize = bb || 0;
state.actingSeatIndex = this.nextLiveIndex(state, bbIndex);
},
// Winners get their share put back in front of them.
creditWinnings(state, payouts) {
payouts.forEach(payout => {
const player = state.seats.find(p => p.id === payout.id);
if (!player) return;
player.stack = this.round(this.stackOf(state, player) + payout.amount);
});
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = Betting;
}
@@ -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 ${takenBy}`;
if ((player.cards[this.cardIndex] || "").toUpperCase() === card) {
btn.classList.add("selected");
}
const rankEl = document.createElement("span");
rankEl.className = "pickerRank";
rankEl.textContent = rank;
const suitEl = document.createElement("span");
suitEl.className = "pickerSuit";
suitEl.textContent = suit.symbol;
btn.appendChild(rankEl);
btn.appendChild(suitEl);
btn.addEventListener("click", () => this.assign(card));
grid.appendChild(btn);
});
});
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = CardPicker;
}
+107 -10
View File
@@ -1,13 +1,94 @@
document.addEventListener("DOMContentLoaded", () => {
const state = HoldemState.load();
// A gesture on a seat is a shortcut for something the dealer could do the long
// way, so each one is undoable the same way the header buttons are.
const seatAction = (index, message, mutate) => {
const snapshot = JSON.parse(JSON.stringify(state));
mutate(state.seats[index], index);
HoldemState.save(state);
Render.renderAll();
Toast.show(message, {
actionLabel: "Undo",
onAction: () => {
Object.keys(state).forEach(key => delete state[key]);
Object.assign(state, snapshot);
HoldemState.save(state);
Render.renderAll();
Toast.show("Undone.", { duration: 2500 });
},
duration: 6000,
});
};
const nameOf = index => HoldemState.displayName(state.seats[index], index);
const hooks = {
save: s => HoldemState.save(s),
rerender: () => Render.renderAll(),
onSeatDoubleTap: index => {
const player = state.seats[index];
if (!player.inHand) return;
if (player.folded) {
seatAction(index, `${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 ${nameOf(index)}.`, () => { state.dealerSeatIndex = index; }),
editSeat: index => Render.toggleSeatEditor(index),
};
Render.mount(state, hooks);
const openPotWizard = () => {
// Chips still in front of players belong in the pot being priced, so bank them
// before the wizard reads anyone's contribution.
Betting.sweepToHandTotals(state);
hooks.save(state);
Render.renderAll();
PotWizard.open(state, payouts => {
const paid = payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
runUndoable(paid ? `Paid ${paid}.` : "Hand closed with nothing to pay out.", () => {
if (payouts.length > 0) {
HoldemState.recordHand(state, payouts);
// Winnings go straight back in front of the player, so the next
// hand's stacks are already right.
Betting.creditWinnings(state, payouts);
}
HoldemState.startNextHand(state);
Betting.beginHand(state);
});
});
};
ActionBar.mount(state, {
save: hooks.save,
rerender: hooks.rerender,
resolvePot: openPotWizard,
});
// Moving to the next hand used to ask "are you sure?" every single time —
// the most-pressed button in a session, gated behind a system dialog. It now
// just happens, and the toast offers the way back for the few seconds anyone
@@ -79,9 +160,10 @@ document.addEventListener("DOMContentLoaded", () => {
? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}`
: `button on seat ${nextDealer + 1}`;
runUndoable(`Next hand — ${where}. Cards and chip counts cleared.`, () =>
HoldemState.startNextHand(state)
);
runUndoable(`Next hand — ${where}. Blinds posted.`, () => {
HoldemState.startNextHand(state);
Betting.beginHand(state);
});
});
document.getElementById("resetTableBtn").addEventListener("click", async () => {
@@ -99,18 +181,33 @@ document.addEventListener("DOMContentLoaded", () => {
Toast.show("Table reset.", { duration: 2500 });
});
document.getElementById("resolvePotBtn").addEventListener("click", () => {
PotWizard.open(state, payouts => {
const paid = payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
runUndoable(paid ? `Paid ${paid}.` : "Hand closed with nothing to pay out.", () => {
if (payouts.length > 0) HoldemState.recordHand(state, payouts);
HoldemState.startNextHand(state);
});
document.getElementById("resolvePotBtn").addEventListener("click", openPotWizard);
[
["smallBlindInput", "smallBlind"],
["bigBlindInput", "bigBlind"],
["defaultStackInput", "defaultStack"],
].forEach(([id, key]) => {
document.getElementById(id).addEventListener("input", e => {
state[key] = e.target.value === "" ? null : Number(e.target.value);
hooks.save(state);
Render.renderAll();
});
});
document.getElementById("closeSeatEditorBtn").addEventListener("click", () => Render.closeSeatEditor());
document.getElementById("seatMenuCancelBtn").addEventListener("click", () => SeatMenu.close());
document.getElementById("seatMenuOverlay").addEventListener("click", e => {
if (e.target.id === "seatMenuOverlay") SeatMenu.close();
});
document.getElementById("cardPickerCloseBtn").addEventListener("click", () => CardPicker.close());
document.getElementById("cardPickerClearBtn").addEventListener("click", () => CardPicker.clearSlot());
document.getElementById("cardPickerOverlay").addEventListener("click", e => {
if (e.target.id === "cardPickerOverlay") CardPicker.close();
});
document.getElementById("closePotWizardBtn").addEventListener("click", () => PotWizard.close());
document.getElementById("potWizardOverlay").addEventListener("click", e => {
if (e.target.id === "potWizardOverlay") PotWizard.close();
@@ -38,7 +38,7 @@ const PotWizard = {
labelFor(player, seatIndex) {
const name = HoldemState.displayName(player, seatIndex);
const cards = (player.cards || []).filter(Boolean).join(" ");
const cards = (player.cards || []).filter(Boolean).map(c => Render.formatCard(c)).join(" ");
return cards ? `${name} (${cards})` : name;
},
+184 -29
View File
@@ -32,6 +32,7 @@ const Render = {
this.renderTableHint();
this.renderStandings();
this.renderHandHistory();
if (typeof ActionBar !== "undefined" && ActionBar.state) ActionBar.render();
},
renderSetupFields() {
@@ -39,13 +40,16 @@ const Render = {
document.getElementById("directionSelect").value = this.state.direction;
document.getElementById("basePotInput").value = this.state.basePotAmount ?? "";
document.getElementById("dedicatedDealerToggle").checked = !!this.state.dedicatedDealer;
document.getElementById("smallBlindInput").value = this.state.smallBlind ?? "";
document.getElementById("bigBlindInput").value = this.state.bigBlind ?? "";
document.getElementById("defaultStackInput").value = this.state.defaultStack ?? "";
},
renderTableHint() {
const hint = document.getElementById("tableHint");
hint.textContent = this.state.dedicatedDealer
? "Drag a seat onto another seat to swap players."
: "Drag a seat onto another seat to swap players. Click the dealer chip on a seat to make it the button.";
// Gestures are invisible until someone tells you about them, and this is the
// only place on the table with room to say so.
hint.textContent = "Tap a seat to edit · double-tap to fold · press and hold for quick actions · drag to swap seats.";
},
renderNotes() {
@@ -54,8 +58,12 @@ const Render = {
},
updatePotBadge() {
const total = HoldemState.totalPot(this.state);
document.getElementById("potBadgeAmount").textContent = Money.format(total);
// Chips still sitting in front of players on the current street are part of
// the pot as far as anyone at the table is concerned, so count them — waiting
// until the street closes would show a stale number for most of every hand.
const swept = HoldemState.totalPot(this.state);
const onStreet = this.state.seats.reduce((sum, p) => sum + Betting.committed(p), 0);
document.getElementById("potBadgeAmount").textContent = Money.format(swept + onStreet);
},
// ---- Seats around the table (compact pucks) ----
@@ -105,15 +113,7 @@ const Render = {
this.updatePuckContent(node, player, index);
node.classList.toggle("seatSelected", index === this.selectedSeatIndex);
node.addEventListener("click", () => {
// 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.wireSeatGestures(node, index);
this.wireDragAndDrop(node, index);
layer.appendChild(node);
@@ -124,21 +124,67 @@ const Render = {
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.
// Worth calling out, because at a short-handed table the open seats are what
// the dealer is looking for.
isEmptySeat(player) {
const named = !!(player.name && player.name.trim());
const contributing =
HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount) > 0;
return !named && !player.inHand && !contributing;
},
updatePuckContent(node, player, index) {
node.querySelector(".seatPuckName").textContent = player.name && player.name.trim() ? player.name.trim() : "";
const empty = this.isEmptySeat(player);
const nameEl = node.querySelector(".seatPuckName");
nameEl.textContent = empty ? "Empty" : (player.name || "").trim();
nameEl.classList.toggle("seatEmptyLabel", empty);
const cardsEl = node.querySelector(".seatPuckCards");
cardsEl.innerHTML = "";
(player.cards || []).filter(Boolean).forEach((card, i) => {
if (i > 0) cardsEl.appendChild(document.createTextNode(" "));
const span = document.createElement("span");
if (this.isRedSuit(card)) span.className = "cardRed";
span.textContent = card;
span.textContent = this.formatCard(card);
cardsEl.appendChild(span);
});
const total = HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
// 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
: HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
node.querySelector(".seatPuckTotal").textContent = total > 0 ? Money.format(total) : "";
node.classList.toggle("seatInactive", !player.inHand);
const stackEl = node.querySelector(".seatPuckStack");
const stack = Betting.stackOf(this.state, player);
stackEl.textContent = !empty && stack > 0 ? Money.format(stack) : "";
node.classList.toggle("seatActing", index === this.state.actingSeatIndex);
node.classList.toggle("seatEmpty", empty);
node.classList.toggle("seatInactive", !player.inHand && !empty);
node.classList.toggle("seatFolded", player.folded);
node.classList.toggle("seatLive", player.inHand && !player.folded);
},
// Cheaper than a full renderSeats() — used after edits so the seat editor's inputs
@@ -148,6 +194,109 @@ const Render = {
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) {
node.addEventListener("dragstart", e => {
e.dataTransfer.setData("text/plain", String(index));
@@ -253,20 +402,26 @@ const Render = {
this.commitSeatChange(form, player, index);
});
const card1 = form.querySelector(".card1Input");
const card2 = form.querySelector(".card2Input");
card1.value = player.cards[0] || "";
card2.value = player.cards[1] || "";
[card1, card2].forEach((input, cardIdx) => {
input.classList.toggle("cardRed", this.isRedSuit(input.value));
input.addEventListener("input", () => {
input.value = input.value.toUpperCase();
input.classList.toggle("cardRed", this.isRedSuit(input.value));
player.cards[cardIdx] = input.value;
this.commitSeatChange(form, player, index);
const slots = [form.querySelector(".card1Slot"), form.querySelector(".card2Slot")];
slots.forEach((slot, cardIdx) => {
this.paintCardSlot(slot, player.cards[cardIdx]);
slot.addEventListener("click", () => {
CardPicker.open(this.state, {
onPick: (seatIndex, pickedIdx, card) => {
this.paintCardSlot(slots[pickedIdx], card);
this.commitSeatChange(form, player, seatIndex);
},
}, index, cardIdx);
});
});
const stackInput = form.querySelector(".stackInput");
stackInput.value = player.stack ?? "";
stackInput.addEventListener("input", () => {
player.stack = stackInput.value === "" ? null : Number(stackInput.value);
this.commitSeatChange(form, player, index);
});
const amountInput = form.querySelector(".amountOverrideInput");
amountInput.value = player.amountOverride ?? "";
amountInput.addEventListener("input", () => {
@@ -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;
}
@@ -26,6 +26,11 @@ const HoldemState = {
chipCounts: {},
amountOverride: null,
customFields: [],
// Live-betting fields: chips in front of the player, chips they've put in
// on the current street, and whether they've answered the current bet.
stack: null,
committed: 0,
hasActed: false,
};
},
@@ -44,6 +49,13 @@ const HoldemState = {
notes: "",
handNumber: 1,
handHistory: [],
smallBlind: 1,
bigBlind: 2,
defaultStack: null,
street: "preflop",
currentBet: 0,
lastRaiseSize: 0,
actingSeatIndex: null,
};
},
@@ -55,6 +67,20 @@ const HoldemState = {
if (!parsed || !Array.isArray(parsed.seats)) return this.createDefault();
if (typeof parsed.handNumber !== "number" || parsed.handNumber < 1) parsed.handNumber = 1;
if (!Array.isArray(parsed.handHistory)) parsed.handHistory = [];
// Tables saved before live betting existed are missing its fields; fill
// them in rather than making the dealer reset a table mid-session.
const defaults = this.createDefault();
["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize", "actingSeatIndex"]
.forEach(key => {
if (parsed[key] === undefined) parsed[key] = defaults[key];
});
parsed.seats.forEach(player => {
if (player.stack === undefined) player.stack = null;
if (player.committed === undefined) player.committed = 0;
if (player.hasActed === undefined) player.hasActed = false;
});
return parsed;
} catch {
return this.createDefault();
@@ -147,6 +173,8 @@ const HoldemState = {
p.cards = ["", ""];
p.chipCounts = {};
p.amountOverride = null;
p.committed = 0;
p.hasActed = false;
});
},