Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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8aa90e90a4 | ||
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dc5db16ffd |
@@ -820,6 +820,43 @@ button,
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outline-offset: 1px;
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}
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/* Seats close enough together that full-size pucks would overlap. The class is set
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from a measurement render.js takes off the ring itself — the closest two neighbours,
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straight line — because no media query can see it: the same 390px phone is roomy at
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six seats and crowded at nine, and a wide landscape felt crowds at its ends while
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its rim says there is space. Not scoped to a screen size for the same reason. */
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.seatsTight .seat {
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/* 58 was chosen by measurement and 46 was tried against it. On a roomy phone 46
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cleared every overlap at nine seats where 58 left two — but in the state that
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actually matters, a hand with a side pot where the bar has grown and the felt has
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shrunk to suit, 46 overlapped four times and 58 twice. Pucks touching at that
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density is the felt being small, not the puck being wide, and paying for it with
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an ellipsis on every long name buys nothing. What has to hold is that each seat
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keeps its own centre, so a tap lands on the player it was aimed at, and that is
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measured at every size. */
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width: 58px;
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min-height: 38px;
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padding: 3px 4px;
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}
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.seatsTight .seatPuckName {
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margin-top: 0.35rem;
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font-size: 0.62rem;
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}
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.seatsTight .seatPuckStack {
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font-size: 0.55rem;
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}
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/* The hole cards give up their line here. A puck this close to its neighbours is 64px
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tall and the seats at the ends of a landscape felt are 55px apart, so the line has to
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come from somewhere — and of the four things on a puck, the cards are the one the
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dealer is holding in their other hand. Name, bet and stack stay. The seat editor
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still shows the cards in full. */
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.seatsTight .seatPuckCards {
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display: none;
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}
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/* ---------- Seat editor panel (sidebar form for the selected seat) ---------- */
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.seatEditorPanel {
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@@ -2921,34 +2958,20 @@ body.hasActionBar #toastHost {
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That trade was real then and isn't now: seats are spaced by distance around the
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rim rather than by angle, so a shorter felt no longer piles them up. Re-measured
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at 360x640 with the bar grown by a side pot, where the bottom seat sat 38px
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inside it: capped, the felt is 240px and the ring clears the bar by 50, with the
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audit clean at 6, 9 and 10 seats. Scroll room is not an answer for a seat that is
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covered rather than merely below the fold. */
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inside it: the ring now clears the bar by 50. Scroll room is not an answer for a
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seat that is covered rather than merely below the fold.
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The room is spent on height, not on both. Capping the *width* by it — the wide
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layout's way, because there the felt is sized from its width — kept the table
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square and threw away 96px of a 360px screen: 240x240 inside a 336px column. A
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max-height leaves the width alone and lets the aspect ratio give way, so a short
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screen gets a wide oval, which is the shape a poker table is anyway. Measured at
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360x640: 336x240 rather than 240x240, same clearance, and the twelve-seat ring
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that was crowded at 240 comes out clean. Where the room isn't the binding
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constraint — 390x844 and up — nothing changes and the table stays round. */
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#pokerTableWrap {
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max-width: calc(var(--feltRoomPx, 100vh) / var(--feltAspect));
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}
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/* A felt small enough that the rim can't give each seat its own puck width. Set
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from the measured rim in render.js rather than from the window, because the
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question is how much table there is per player, which no media query can see:
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nine seats on a 240px felt get 72px of rim each and the puck is 76 across. */
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.seatsTight .seat {
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width: 58px;
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min-height: 38px;
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padding: 3px 4px;
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}
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.seatsTight .seatPuckName {
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margin-top: 0.35rem;
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font-size: 0.62rem;
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}
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.seatsTight .seatPuckStack {
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font-size: 0.55rem;
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}
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.seatsTight .seatPuckCards {
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font-size: 0.58rem;
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max-width: none;
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max-height: var(--feltRoomPx, 100vh);
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}
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/* Stacked, with the action that ends the hand furthest from a stray thumb. */
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@@ -3020,10 +3043,18 @@ body.hasActionBar #toastHost {
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}
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/* Keeps every puck inside the viewport: the ring is drawn within this box,
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so half a puck of padding is exactly enough to stop the overhang. */
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so half a puck of padding is exactly enough to stop the overhang.
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Half a puck is the right answer when the felt is tall enough to spare it. On a
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phone held sideways it isn't: the felt is 96px tall there once the action bar has
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grown, and 26px off the top and bottom left the ring 44px of height to work with
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— less than half the table. That is what kept the seats at the ends stacked no
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matter what shape the rim was.
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Above about 216px of felt the flat 26px still wins, so nothing upright changes. */
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#seatsLayer,
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#betsLayer {
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inset: 26px 44px;
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inset: min(26px, 12%) 44px;
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}
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/* Narrower than the desktop puck: at a full ten-handed table the ring is
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@@ -3312,6 +3343,11 @@ body.hasActionBar #toastHost {
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a table that is already as short as the screen allows. */
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aspect-ratio: auto;
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max-width: none;
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/* This branch already spends the measured room on its own height. The phone
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block's max-height is the same number arriving twice, and applying it here
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took the felt down to the floor value and crowded the ring — measured at
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640x360, two seats lost their centres to their neighbours. */
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max-height: none;
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}
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/* The page's own top padding is 32px of nothing, on the screen that has the least
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@@ -3387,6 +3423,16 @@ body.hasActionBar #toastHost {
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min-height: 40px;
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}
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/* The same inset the phone layout uses, which this branch never had because it is
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matched on height rather than width — so an 844px-wide phone on its side drew its
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ring against the felt's full box. With the rim a stadium, the top rail is flat,
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which put the button seat's dealer chip over the Resolve Pot button in the header
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above. Percentages of a short felt, so the ring keeps the height it needs. */
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#seatsLayer,
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#betsLayer {
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inset: min(26px, 12%) 44px;
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}
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}
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/* ---------- Short phones, upright ----------
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@@ -91,12 +91,21 @@ const Render = {
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// circle when there's nothing to measure — the same answer the ring gave before it
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// asked.
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feltAspect() {
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if (typeof document === "undefined") return 1;
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const wrap = document.getElementById("pokerTableWrap");
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if (!wrap) return 1;
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const box = wrap.getBoundingClientRect();
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if (!box.width || !box.height) return 1;
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return box.width / box.height;
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const box = this.ringBox();
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return box ? box.width / box.height : 1;
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},
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// The box a seat's left/top percentages actually resolve against. Not the felt: on
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// a phone the seat layer is inset by half a puck so the outermost seats don't hang
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// off the screen, and measuring the felt instead put the ring's shape out by that
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// inset — twelve seats at 640x360 were computed 90px apart and drawn 60px apart,
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// which is the difference between "fine" and "overlapping".
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ringBox() {
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if (typeof document === "undefined") return null;
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const layer = document.getElementById("seatsLayer") || document.getElementById("pokerTableWrap");
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if (!layer) return null;
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const box = layer.getBoundingClientRect();
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return box.width && box.height ? box : null;
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},
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// Bets sit on the felt between their player and the pot, the way chips actually
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@@ -108,8 +117,11 @@ const Render = {
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// anything visible — it is just the honest way to say "on that player's spoke",
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// and it saves the second walk.
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betPosition(index, count, aspect = this.feltAspect()) {
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const angle = this.ringAngles(count, 44, 42, aspect)[index];
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return { left: 50 + 27 * Math.cos(angle), top: 50 + 25 * Math.sin(angle) };
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const seat = this.seatPosition(index, count, aspect);
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return {
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left: 50 + (seat.left - 50) * (27 / 44),
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top: 50 + (seat.top - 50) * (25 / 42),
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};
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},
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// Seats spaced evenly around the rim — by the distance between them, not by the
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@@ -127,33 +139,100 @@ const Render = {
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// an ellipse's has no closed form — 720 steps is far more than enough for a rim a
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// few hundred pixels long, and it runs once per render.
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positionOnRing(index, count, rx, ry, aspect = 1) {
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const target = this.ringAngles(count, rx, ry, aspect)[index];
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return {
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left: 50 + rx * Math.cos(target),
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top: 50 + ry * Math.sin(target),
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};
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return this.ringPositions(count, rx, ry, aspect)[index];
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},
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// Past this much wider than tall, the rim stops being an ellipse and becomes a
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// stadium — two straight rails with a semicircular cap at each end.
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//
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// An ellipse that flat has nowhere to put the seats near its ends. At 640x360 with
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// the bar grown by a side pot the felt is 616x96, and six seats came out with two
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// of them stacked 25px apart at each end, pucks 64px tall. No puck size fixes 25px:
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// the shape is wrong. A stadium's cap is a half-circle of the felt's own height, so
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// an end holds one seat and the rest of the table is rail — which is how a real
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// poker table is built, and why it is shaped that way.
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//
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// Only where it is needed. Anything rounder than this keeps the ellipse it has
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// always had: measured, the cut-off lands between a landscape phone (4.4 and up)
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// and every other layout the tool has (1.45 at 1280x900, 1.0 to 1.4 on a phone
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// upright), so no currently-working table changes shape.
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STADIUM_RATIO: 2.5,
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// Seats spaced evenly around whichever rim this table has, as percentages.
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ringPositions(count, rx, ry, aspect = 1) {
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if (count <= 0) return [];
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const halfWidth = rx * aspect;
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const halfHeight = ry;
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if (halfWidth <= halfHeight * this.STADIUM_RATIO) {
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return this.ringAngles(count, rx, ry, aspect).map(angle => ({
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left: 50 + rx * Math.cos(angle),
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top: 50 + ry * Math.sin(angle),
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}));
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}
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return this.stadiumPositions(count, halfWidth, halfHeight, aspect);
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},
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// The same walk, around a stadium instead. Its perimeter has a closed form, so
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// this needs no sampling: two rails of 2(A-B) and two caps of piB.
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stadiumPositions(count, halfWidth, halfHeight, aspect) {
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const rail = halfWidth - halfHeight;
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const cap = Math.PI * halfHeight;
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const perimeter = 4 * rail + 2 * cap;
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return Array.from({ length: count }, (_, seat) => {
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// Clockwise from the top centre, so seat one sits where it always has.
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let walked = (perimeter * seat) / count;
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let x;
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let y;
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if (walked <= rail) { // top rail, going right
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x = walked;
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y = -halfHeight;
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} else if (walked <= rail + cap) { // right cap
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const turned = (walked - rail) / halfHeight;
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x = rail + halfHeight * Math.sin(turned);
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y = -halfHeight * Math.cos(turned);
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} else if (walked <= 3 * rail + cap) { // bottom rail, going left
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x = rail - (walked - rail - cap);
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y = halfHeight;
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} else if (walked <= 3 * rail + 2 * cap) { // left cap
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const turned = (walked - 3 * rail - cap) / halfHeight;
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x = -rail - halfHeight * Math.sin(turned);
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y = halfHeight * Math.cos(turned);
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} else { // top rail, back to the start
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x = -rail + (walked - 3 * rail - 2 * cap);
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y = -halfHeight;
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}
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return { left: 50 + x / aspect, top: 50 + y };
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});
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},
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RING_STEPS: 720,
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ringCache: {},
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// How much rim each seat gets, in pixels. Ramanujan's approximation for an
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// ellipse's perimeter, which is well inside a pixel at these sizes.
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rimPerSeat(count) {
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const wrap = document.getElementById("pokerTableWrap");
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if (!wrap || !count) return Infinity;
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const box = wrap.getBoundingClientRect();
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const a = (box.width * 44) / 100;
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const b = (box.height * 42) / 100;
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if (!a || !b) return Infinity;
|
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const perimeter = Math.PI * (3 * (a + b) - Math.sqrt((3 * a + b) * (a + 3 * b)));
|
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return perimeter / count;
|
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// The closest two neighbouring seats come to each other, straight line, in pixels.
|
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//
|
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// Rim length divided by seat count was the first answer and it is the wrong one:
|
||||
// it measures the walk between two seats rather than the gap between them, and on
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// a flat ellipse those are nothing alike. At 640x360 six seats had 193px of rim
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// each and sat 56px apart, because at the ends of a long oval the rim doubles back
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// and two seats a long walk apart are stacked one above the other.
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closestSeatGapPx(count, box = this.ringBox()) {
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if (count < 2 || !box || !box.width || !box.height) return Infinity;
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const points = this.ringPositions(count, 44, 42, box.width / box.height).map(seat => ({
|
||||
x: (seat.left / 100) * box.width,
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y: (seat.top / 100) * box.height,
|
||||
}));
|
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return points.reduce((closest, point, i) => {
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const next = points[(i + 1) % points.length];
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return Math.min(closest, Math.hypot(point.x - next.x, point.y - next.y));
|
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}, Infinity);
|
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},
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||||
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// A puck is 76px across. Under about that much rim each, neighbours start covering
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// each other's middles, and a tap meant for one player lands on the next — so the
|
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// pucks come down a size rather than the table pretending it has room it hasn't.
|
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SEAT_ROOM_PX: 88,
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// A puck is 76px across, so neighbours whose centres are closer than that overlap
|
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// by definition; a few pixels more keeps them from touching. Under it the pucks
|
||||
// come down a size rather than the table pretending it has room it hasn't.
|
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SEAT_ROOM_PX: 84,
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|
||||
// Called on every render and again whenever the felt is resized — the action bar
|
||||
// growing mid-hand shortens the table, and the seats have to answer that without
|
||||
@@ -162,7 +241,7 @@ const Render = {
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const layer = document.getElementById("seatsLayer");
|
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if (!layer || !this.state) return;
|
||||
layer.classList.toggle("seatsTight",
|
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this.rimPerSeat(this.state.seatCount) < this.SEAT_ROOM_PX);
|
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this.closestSeatGapPx(this.state.seatCount) < this.SEAT_ROOM_PX);
|
||||
},
|
||||
|
||||
// The angles that cut the rim into `count` equal lengths, starting at the top.
|
||||
|
||||
@@ -92,6 +92,100 @@ describe("a felt wider than it is tall", () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe("how close the closest two seats come", () => {
|
||||
// What decides whether the pucks shrink. Rim length per seat was the first answer
|
||||
// and it is the wrong question: it measures the walk between two seats, not the
|
||||
// gap. On a long oval the rim doubles back at the ends, so two seats a long walk
|
||||
// apart end up stacked one above the other.
|
||||
const gap = (count, width, height) => Render.closestSeatGapPx(count, { width, height });
|
||||
|
||||
test("a flat table no longer stacks two seats at each end", () => {
|
||||
// 616x96: the landscape felt on a 640x360 phone once the bar has grown. On an
|
||||
// ellipse that flat the end pair came out 25px apart with 64px pucks. The rim
|
||||
// is a stadium at this shape, so an end holds one seat.
|
||||
assert.ok(gap(6, 616, 96) > 70, `${gap(6, 616, 96).toFixed(0)}px apart`);
|
||||
assert.ok(gap(12, 616, 96) > 40, `${gap(12, 616, 96).toFixed(0)}px apart at twelve seats`);
|
||||
});
|
||||
|
||||
test("an ellipse's ends are still closer than its rim suggests, which is why the shape changes", () => {
|
||||
// Same felt, forced through the ellipse the tool uses for rounder tables.
|
||||
const asEllipse = Render.ringAngles(6, 44, 42, 616 / 96).map(angle => ({
|
||||
x: ((50 + 44 * Math.cos(angle)) / 100) * 616,
|
||||
y: ((50 + 42 * Math.sin(angle)) / 100) * 96,
|
||||
}));
|
||||
const closest = asEllipse.reduce((least, point, i) => {
|
||||
const next = asEllipse[(i + 1) % asEllipse.length];
|
||||
return Math.min(least, Math.hypot(point.x - next.x, point.y - next.y));
|
||||
}, Infinity);
|
||||
assert.ok(closest < 70, `${closest.toFixed(0)}px`);
|
||||
assert.ok(gap(6, 616, 96) > closest * 1.3,
|
||||
`stadium ${gap(6, 616, 96).toFixed(0)}px against ellipse ${closest.toFixed(0)}px`);
|
||||
});
|
||||
|
||||
test("a round table's neighbours are about as far apart as the rim says", () => {
|
||||
const rim = (Math.PI * 2 * 0.43 * 400) / 9;
|
||||
assert.ok(Math.abs(gap(9, 400, 400) - rim) < rim * 0.15);
|
||||
});
|
||||
|
||||
test("more seats, less room, in that order", () => {
|
||||
assert.ok(gap(12, 400, 400) < gap(9, 400, 400));
|
||||
assert.ok(gap(9, 400, 400) < gap(6, 400, 400));
|
||||
assert.ok(gap(6, 400, 400) < gap(6, 800, 800), "and a bigger table gives more");
|
||||
});
|
||||
|
||||
test("nothing to measure between fewer than two seats", () => {
|
||||
assert.equal(gap(1, 400, 400), Infinity);
|
||||
assert.equal(gap(9, 0, 0), Infinity);
|
||||
});
|
||||
});
|
||||
|
||||
describe("which rim a table gets", () => {
|
||||
// An ellipse until the table is much wider than tall, then a stadium: two rails
|
||||
// and a half-round cap at each end, which is how a real poker table is built.
|
||||
const shape = (width, height) => {
|
||||
const aspect = width / height;
|
||||
return 44 * aspect > 42 * Render.STADIUM_RATIO ? "stadium" : "ellipse";
|
||||
};
|
||||
|
||||
test("every layout the tool had keeps the ellipse", () => {
|
||||
assert.equal(shape(844, 608), "ellipse", "desktop");
|
||||
assert.equal(shape(600, 600), "ellipse", "tablet");
|
||||
assert.equal(shape(278, 314), "ellipse", "phone upright");
|
||||
assert.equal(shape(336, 240), "ellipse", "short phone upright");
|
||||
});
|
||||
|
||||
test("a phone on its side gets the stadium", () => {
|
||||
assert.equal(shape(528, 73), "stadium");
|
||||
assert.equal(shape(780, 113), "stadium");
|
||||
});
|
||||
|
||||
test("the cap holds one seat instead of stacking two", () => {
|
||||
// Six seats on a 616x96 rim: the walk between neighbours has to be longer than
|
||||
// the cap, or two of them end up on the same half-circle.
|
||||
const halfWidth = 44 * (616 / 96), halfHeight = 42;
|
||||
const perimeter = 4 * (halfWidth - halfHeight) + 2 * Math.PI * halfHeight;
|
||||
assert.ok(perimeter / 6 > Math.PI * halfHeight, "one seat per cap at six-handed");
|
||||
});
|
||||
|
||||
test("seat one is still at the top centre, and the ring still mirrors", () => {
|
||||
const seats = Array.from({ length: 8 }, (_, i) => Render.positionOnRing(i, 8, 44, 42, 616 / 96));
|
||||
assert.ok(Math.abs(seats[0].left - 50) < 0.01);
|
||||
assert.ok(seats[0].top < 50);
|
||||
for (let seat = 1; seat < 4; seat++) {
|
||||
const mirrored = seats[8 - seat];
|
||||
assert.ok(Math.abs((seats[seat].left - 50) + (mirrored.left - 50)) < 0.01, `seat ${seat} across`);
|
||||
assert.ok(Math.abs(seats[seat].top - mirrored.top) < 0.01, `seat ${seat} down`);
|
||||
}
|
||||
});
|
||||
|
||||
test("nobody is drawn off the felt", () => {
|
||||
Array.from({ length: 12 }, (_, i) => Render.positionOnRing(i, 12, 44, 42, 616 / 96)).forEach((seat, i) => {
|
||||
assert.ok(seat.left >= 5 && seat.left <= 95, `seat ${i + 1} across at ${seat.left.toFixed(1)}%`);
|
||||
assert.ok(seat.top >= 7 && seat.top <= 93, `seat ${i + 1} down at ${seat.top.toFixed(1)}%`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("the shape of the ring", () => {
|
||||
test("is a mirror image left to right", () => {
|
||||
const seats = ringPixels(10, 601, 126);
|
||||
|
||||
Reference in New Issue
Block a user