added in style card reveal styles
Signed-off-by: Matt Bruce <mbrucedogs@gmail.com>
This commit is contained in:
parent
02eecf40ec
commit
88d8c26865
@ -114,6 +114,19 @@ final class GameState: CasinoGameState {
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var isAnimating: Bool = false
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var showResultBanner: Bool = false
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// MARK: - Reveal State
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/// Whether the game is waiting for a user to reveal a card (Tap or Squeeze style).
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var isWaitingForReveal: Bool = false
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/// The index of the card currently being revealed (0-3 for initial, 4+ for others).
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var currentRevealIndex: Int = 0
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/// The progress of a squeeze reveal (0.0 to 1.0).
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var revealProgress: Double = 0.0
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/// Continuation to resume dealing after a manual reveal.
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private var revealContinuation: CheckedContinuation<Void, Never>?
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// MARK: - Computed Properties
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var totalBetAmount: Int {
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@ -607,6 +620,41 @@ final class GameState: CasinoGameState {
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return allBetTypes.map { betAmount(for: $0) }.min() ?? 0
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}
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func revealCurrentCard() {
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guard isWaitingForReveal else { return }
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isWaitingForReveal = false
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revealProgress = 1.0
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let continuation = revealContinuation
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revealContinuation = nil
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continuation?.resume()
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}
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/// Updates the progress of a squeeze reveal.
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func updateRevealProgress(_ progress: Double) {
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revealProgress = progress
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if progress >= 1.0 {
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revealCurrentCard()
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}
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}
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private func waitForReveal(index: Int) async {
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guard settings.showAnimations else { return }
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if settings.revealStyle == .tap || settings.revealStyle == .squeeze {
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currentRevealIndex = index
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revealProgress = 0.0
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isWaitingForReveal = true
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await withCheckedContinuation { continuation in
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revealContinuation = continuation
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}
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} else {
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// Auto Styles
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try? await Task.sleep(for: flipDelay)
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}
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}
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// MARK: - Betting Actions
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/// Places a bet of the specified amount on the given bet type.
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@ -685,13 +733,17 @@ final class GameState: CasinoGameState {
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// Wait for layout animation to complete before dealing cards
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if settings.showAnimations {
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try? await Task.sleep(for: .seconds(1))
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// Increased from 1s to 1.25s for better stability on all devices
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try? await Task.sleep(for: .milliseconds(1250))
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}
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let initialCards = engine.dealInitialCards()
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// Check if animations are enabled
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if settings.showAnimations {
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// Brief extra delay before the very first card deal starts
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try? await Task.sleep(for: .milliseconds(250))
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// Animate dealing: P1, B1, P2, B2
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for (index, card) in initialCards.enumerated() {
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try? await Task.sleep(for: dealDelay)
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@ -708,21 +760,52 @@ final class GameState: CasinoGameState {
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}
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}
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// Flip cards one by one instead of all at once
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for i in 0..<playerCardsFaceUp.count {
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// Flip player card
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try? await Task.sleep(for: flipDelay)
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sound.playCardFlip()
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playerCardsFaceUp[i] = true
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// Reveal according to selected style
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switch settings.revealStyle {
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case .auto, .tap, .squeeze:
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// Sequential reveal: P1, B1, P2, B2
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for i in 0..<playerCardsFaceUp.count {
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// Flip player card
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await waitForReveal(index: i * 2)
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sound.playCardFlip()
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playerCardsFaceUp[i] = true
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// Flip banker card
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// Flip banker card
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await waitForReveal(index: i * 2 + 1)
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sound.playCardFlip()
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bankerCardsFaceUp[i] = true
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}
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case .batch:
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// Reveal Top (Banker) then Bottom (Player)
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// We use sequential flips within the batch (1 after the other)
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try? await Task.sleep(for: flipDelay)
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sound.playCardFlip()
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bankerCardsFaceUp[i] = true
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// Top Batch (Banker)
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for i in 0..<bankerCardsFaceUp.count {
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sound.playCardFlip()
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bankerCardsFaceUp[i] = true
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if i < bankerCardsFaceUp.count - 1 {
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try? await Task.sleep(for: shortDelay)
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}
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}
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try? await Task.sleep(for: resultDelay)
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// Bottom Batch (Player)
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for i in 0..<playerCardsFaceUp.count {
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sound.playCardFlip()
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playerCardsFaceUp[i] = true
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if i < playerCardsFaceUp.count - 1 {
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try? await Task.sleep(for: shortDelay)
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}
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}
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}
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// Pause to let user see initial totals
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try? await Task.sleep(for: resultDelay)
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if settings.revealStyle == .auto || settings.revealStyle == .batch {
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try? await Task.sleep(for: resultDelay)
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}
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} else {
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// No animations - show all cards immediately
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for (index, card) in initialCards.enumerated() {
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@ -755,11 +838,13 @@ final class GameState: CasinoGameState {
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visiblePlayerCards.append(playerThird)
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playerCardsFaceUp.append(false)
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try? await Task.sleep(for: flipDelay) // Using flipDelay for third card too
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await waitForReveal(index: 4) // Player 3rd card
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sound.playCardFlip()
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playerCardsFaceUp[2] = true
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try? await Task.sleep(for: resultDelay)
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if settings.revealStyle == .auto || settings.revealStyle == .batch {
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try? await Task.sleep(for: resultDelay)
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}
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} else {
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visiblePlayerCards.append(playerThird)
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playerCardsFaceUp.append(true)
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@ -775,11 +860,13 @@ final class GameState: CasinoGameState {
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visibleBankerCards.append(bankerThird)
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bankerCardsFaceUp.append(false)
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try? await Task.sleep(for: flipDelay) // Using flipDelay for third card too
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await waitForReveal(index: 5) // Banker 3rd card
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sound.playCardFlip()
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bankerCardsFaceUp[2] = true
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try? await Task.sleep(for: resultDelay)
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if settings.revealStyle == .auto || settings.revealStyle == .batch {
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try? await Task.sleep(for: resultDelay)
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}
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} else {
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visibleBankerCards.append(bankerThird)
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bankerCardsFaceUp.append(true)
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@ -34,6 +34,43 @@ enum DeckCount: Int, CaseIterable, Identifiable {
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}
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}
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/// The style used to reveal cards.
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enum RevealStyle: String, CaseIterable, Identifiable {
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case auto // Sequential automatic (current)
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case batch // Player batch then Banker batch
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case tap // Sequential tap-to-reveal
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case squeeze // Gestural squeeze/peel
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var id: String { rawValue }
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var displayName: String {
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switch self {
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case .auto: return String(localized: "Auto-Flip")
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case .batch: return String(localized: "Batch Reveal")
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case .tap: return String(localized: "Tap-to-Reveal")
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case .squeeze: return String(localized: "Squeeze/Peel")
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}
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}
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var description: String {
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switch self {
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case .auto: return String(localized: "Classic sequential reveal")
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case .batch: return String(localized: "Top position cards together, then Bottom")
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case .tap: return String(localized: "Tap each card to reveal it")
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case .squeeze: return String(localized: "The authentic high-stakes ritual")
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}
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}
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var icon: String {
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switch self {
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case .auto: return "play.circle"
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case .batch: return "square.grid.2x2"
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case .tap: return "hand.tap"
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case .squeeze: return "hand.draw"
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}
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}
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}
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// TableLimits is now provided by CasinoKit
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/// Observable settings class for Baccarat configuration.
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@ -74,6 +111,9 @@ final class GameSettings: GameSettingsProtocol {
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/// Speed of card dealing (uses CasinoDesign.DealingSpeed constants)
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var dealingSpeed: Double = CasinoDesign.DealingSpeed.normal
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/// The style used to reveal cards.
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var revealStyle: RevealStyle = .auto
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// MARK: - Display Settings
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/// Whether to show the cards remaining indicator.
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@ -110,6 +150,7 @@ final class GameSettings: GameSettingsProtocol {
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static let soundEnabled = "settings.soundEnabled"
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static let hapticsEnabled = "settings.hapticsEnabled"
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static let soundVolume = "settings.soundVolume"
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static let revealStyle = "settings.revealStyle"
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}
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// MARK: - iCloud
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@ -225,6 +266,11 @@ final class GameSettings: GameSettingsProtocol {
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if let volume = defaults.object(forKey: Keys.soundVolume) as? Float {
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self.soundVolume = volume
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}
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if let rawStyle = defaults.string(forKey: Keys.revealStyle),
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let style = RevealStyle(rawValue: rawStyle) {
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self.revealStyle = style
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}
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}
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/// Loads settings from iCloud.
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@ -276,6 +322,11 @@ final class GameSettings: GameSettingsProtocol {
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if let volume = store.object(forKey: Keys.soundVolume) as? Double {
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self.soundVolume = Float(volume)
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}
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if let rawStyle = store.string(forKey: Keys.revealStyle),
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let style = RevealStyle(rawValue: rawStyle) {
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self.revealStyle = style
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}
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}
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/// Saves settings to UserDefaults and iCloud.
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@ -293,6 +344,7 @@ final class GameSettings: GameSettingsProtocol {
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defaults.set(soundEnabled, forKey: Keys.soundEnabled)
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defaults.set(hapticsEnabled, forKey: Keys.hapticsEnabled)
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defaults.set(soundVolume, forKey: Keys.soundVolume)
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defaults.set(revealStyle.rawValue, forKey: Keys.revealStyle)
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// Also save to iCloud
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if iCloudAvailable, let store = iCloudStore {
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@ -307,6 +359,7 @@ final class GameSettings: GameSettingsProtocol {
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store.set(soundEnabled, forKey: Keys.soundEnabled)
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store.set(hapticsEnabled, forKey: Keys.hapticsEnabled)
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store.set(Double(soundVolume), forKey: Keys.soundVolume)
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store.set(revealStyle.rawValue, forKey: Keys.revealStyle)
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store.synchronize()
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}
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}
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@ -342,6 +395,7 @@ final class GameSettings: GameSettingsProtocol {
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soundEnabled = true
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hapticsEnabled = true
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soundVolume = 1.0
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revealStyle = .auto
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save()
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}
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}
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@ -723,6 +723,10 @@
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}
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}
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},
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"Auto-Flip" : {
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"comment" : "Name of the card reveal style that reveals cards one by one automatically.",
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"isCommentAutoGenerated" : true
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},
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"Avoid the Tie bet — 14.4% house edge!" : {
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"comment" : "Tip for avoiding the Tie bet in baccarat, highlighting its low house edge.",
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"localizations" : {
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@ -1158,6 +1162,9 @@
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}
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}
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}
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},
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"Batch Reveal" : {
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},
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"Bet on Player, Banker, or Tie" : {
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"comment" : "Welcome screen feature title for betting options.",
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@ -1528,6 +1535,10 @@
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}
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}
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},
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"Classic sequential reveal" : {
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"comment" : "Description of the \"Auto-Flip\" reveal method.",
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"isCommentAutoGenerated" : true
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},
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"Clear" : {
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"comment" : "The label of a button that clears all current bets in the game.",
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"localizations" : {
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@ -3228,6 +3239,10 @@
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}
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}
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},
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"PEEL" : {
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"comment" : "Text shown on the card when it's in the interactive reveal state, instructing them to peel the card.",
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"isCommentAutoGenerated" : true
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},
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"Player" : {
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"localizations" : {
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"en" : {
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@ -3665,6 +3680,10 @@
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}
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}
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},
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"REVEAL STYLE" : {
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"comment" : "The title of the section in the settings view related to the reveal style.",
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"isCommentAutoGenerated" : true
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},
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"Road maps show game history and trends" : {
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"comment" : "Welcome screen feature description for pattern tracking.",
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"localizations" : {
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@ -4218,6 +4237,10 @@
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}
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}
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},
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"Squeeze/Peel" : {
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"comment" : "Description of the \"Squeeze/Peel\" reveal style.",
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"isCommentAutoGenerated" : true
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},
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"STARTING BALANCE" : {
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"comment" : "Section header for starting balance settings.",
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"localizations" : {
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@ -4423,6 +4446,10 @@
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}
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}
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},
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"TAP" : {
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"comment" : "Text displayed as an overlay on the card during the interactive reveal state, instructing the user to tap.",
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"isCommentAutoGenerated" : true
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},
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"Tap Deal to start the round" : {
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"comment" : "Instructional text for new players.",
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"extractionState" : "stale",
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@ -4447,6 +4474,18 @@
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}
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}
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},
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"Tap each card to reveal it" : {
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"comment" : "Text describing how to reveal cards in the \"Tap-to-Reveal\" reveal style.",
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"isCommentAutoGenerated" : true
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},
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"Tap-to-Reveal" : {
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"comment" : "Name of the card reveal style where players tap each card to reveal it.",
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"isCommentAutoGenerated" : true
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},
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"The authentic high-stakes ritual" : {
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"comment" : "Description of the \"Squeeze/Peel\" reveal style.",
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"isCommentAutoGenerated" : true
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},
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"The hand closest to 9 wins" : {
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"comment" : "Welcome screen feature description for betting explanation.",
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"localizations" : {
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@ -4791,6 +4830,10 @@
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}
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}
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},
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"Top position cards together, then Bottom" : {
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"comment" : "Description of the \"Batch Reveal\" reveal style.",
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"isCommentAutoGenerated" : true
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},
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"Total game time" : {
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"comment" : "Rows in the \"Game stats\" section of the statistics sheet, showing various statistics about a Baccarat session.",
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"localizations" : {
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@ -305,12 +305,18 @@ struct GameTableView: View, SherpaDelegate {
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isTie: isTie,
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showAnimations: settings.showAnimations,
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dealingSpeed: settings.dealingSpeed,
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revealStyle: settings.revealStyle,
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isWaitingForReveal: state.isWaitingForReveal,
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currentRevealIndex: state.currentRevealIndex,
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revealProgress: state.revealProgress,
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bettedOnPlayer: state.bettedOnPlayer,
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isDealing: isDealing,
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screenSize: screenSize
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screenSize: screenSize,
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onReveal: { state.revealCurrentCard() },
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onUpdateProgress: { state.updateRevealProgress($0) }
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)
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.frame(maxWidth: maxContentWidth)
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.padding(.horizontal, Design.Spacing.medium)
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.padding(.horizontal, isDealing ? 0 : Design.Spacing.medium)
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.debugBorder(showDebugBorders, color: .red, label: "CardsArea")
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Spacer(minLength: 0)
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@ -322,6 +328,9 @@ struct GameTableView: View, SherpaDelegate {
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)
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.frame(maxWidth: maxContentWidth)
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.padding(.horizontal, Design.Spacing.medium)
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.opacity(isDealing ? (state.isWaitingForReveal ? 0.1 : 0.3) : 1.0)
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.blur(radius: isDealing ? (state.isWaitingForReveal ? 3 : 1.5) : 0)
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.scaleEffect(isDealing && state.isWaitingForReveal ? 0.95 : 1.0)
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.debugBorder(showDebugBorders, color: .blue, label: "BetTable")
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// Betting hint (static, below table, above chips)
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@ -408,12 +417,18 @@ struct GameTableView: View, SherpaDelegate {
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isTie: isTie,
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showAnimations: settings.showAnimations,
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dealingSpeed: settings.dealingSpeed,
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revealStyle: settings.revealStyle,
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isWaitingForReveal: state.isWaitingForReveal,
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currentRevealIndex: state.currentRevealIndex,
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revealProgress: state.revealProgress,
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bettedOnPlayer: state.bettedOnPlayer,
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isDealing: isDealing,
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screenSize: screenSize
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screenSize: screenSize,
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onReveal: { state.revealCurrentCard() },
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onUpdateProgress: { state.updateRevealProgress($0) }
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)
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.frame(maxWidth: isLargeScreen ? maxContentWidth : .infinity)
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.padding(.horizontal, Design.Spacing.medium)
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.padding(.horizontal, isDealing ? 0 : Design.Spacing.medium)
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.debugBorder(showDebugBorders, color: .red, label: "CardsArea")
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Spacer(minLength: smallSpacerHeight)
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@ -438,6 +453,9 @@ struct GameTableView: View, SherpaDelegate {
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)
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.frame(maxWidth: isLargeScreen ? maxContentWidth : .infinity)
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.padding(.horizontal, Design.Spacing.medium)
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.opacity(isDealing ? (state.isWaitingForReveal ? 0.1 : 0.3) : 1.0)
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.blur(radius: isDealing ? (state.isWaitingForReveal ? 3 : 1.5) : 0)
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.scaleEffect(isDealing && state.isWaitingForReveal ? 0.95 : 1.0)
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.debugBorder(showDebugBorders, color: .blue, label: "BetTable")
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// Betting hint (static, below table, above chips)
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@ -71,6 +71,14 @@ struct SettingsView: View {
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.background(Color.white.opacity(Design.Opacity.subtle))
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SpeedPicker(speed: $settings.dealingSpeed, accentColor: accent)
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Divider()
|
||||
.background(Color.white.opacity(Design.Opacity.subtle))
|
||||
|
||||
RevealStylePicker(selection: $settings.revealStyle, accentColor: accent)
|
||||
.onChange(of: settings.revealStyle) { _, _ in
|
||||
hasChanges = true
|
||||
}
|
||||
}
|
||||
|
||||
Divider()
|
||||
@ -439,6 +447,35 @@ struct TableLimitsPicker: View {
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Reveal Style Picker (Baccarat-specific)
|
||||
|
||||
struct RevealStylePicker: View {
|
||||
@Binding var selection: RevealStyle
|
||||
let accentColor: Color
|
||||
|
||||
var body: some View {
|
||||
VStack(alignment: .leading, spacing: Design.Spacing.small) {
|
||||
Text(String(localized: "REVEAL STYLE"))
|
||||
.font(.system(size: Design.BaseFontSize.small, weight: .bold))
|
||||
.foregroundStyle(.white.opacity(Design.Opacity.medium))
|
||||
.padding(.bottom, Design.Spacing.xxSmall)
|
||||
|
||||
VStack(spacing: Design.Spacing.small) {
|
||||
ForEach(RevealStyle.allCases) { style in
|
||||
SelectableRow(
|
||||
title: style.displayName,
|
||||
subtitle: style.description,
|
||||
isSelected: selection == style,
|
||||
accentColor: accentColor,
|
||||
action: { selection = style }
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
.padding(.vertical, Design.Spacing.xSmall)
|
||||
}
|
||||
}
|
||||
|
||||
#Preview {
|
||||
SettingsView(settings: GameSettings(), gameState: GameState()) { }
|
||||
}
|
||||
|
||||
@ -24,12 +24,18 @@ struct CardsDisplayArea: View {
|
||||
let isTie: Bool
|
||||
let showAnimations: Bool
|
||||
let dealingSpeed: Double
|
||||
let revealStyle: RevealStyle
|
||||
let isWaitingForReveal: Bool
|
||||
let currentRevealIndex: Int
|
||||
let revealProgress: Double
|
||||
/// Which main bet is placed - nil if no main bet, true if Player, false if Banker.
|
||||
let bettedOnPlayer: Bool?
|
||||
/// Whether the game is in dealing/result phase (vertical layout) or betting phase (horizontal).
|
||||
let isDealing: Bool
|
||||
/// Full screen size for calculating card width in dealing mode.
|
||||
let screenSize: CGSize
|
||||
let onReveal: () -> Void
|
||||
let onUpdateProgress: (Double) -> Void
|
||||
|
||||
// MARK: - State
|
||||
|
||||
@ -195,7 +201,7 @@ struct CardsDisplayArea: View {
|
||||
)
|
||||
.background(
|
||||
RoundedRectangle(cornerRadius: Design.CornerRadius.xLarge)
|
||||
.fill(Color.black.opacity(Design.Opacity.quarter))
|
||||
.fill(Color.black.opacity(isWaitingForReveal ? 0.05 : Design.Opacity.quarter))
|
||||
.accessibilityHidden(true)
|
||||
)
|
||||
.debugBorder(showDebugBorders, color: .mint, label: "HandsContainer")
|
||||
@ -238,10 +244,17 @@ struct CardsDisplayArea: View {
|
||||
isWinner: playerIsWinner,
|
||||
containerWidth: width,
|
||||
showAnimations: showAnimations,
|
||||
dealingSpeed: dealingSpeed
|
||||
dealingSpeed: dealingSpeed,
|
||||
revealStyle: revealStyle,
|
||||
isWaitingForReveal: isWaitingForReveal,
|
||||
currentRevealIndex: currentRevealIndex,
|
||||
revealProgress: revealProgress,
|
||||
isPlayerHand: true,
|
||||
onReveal: onReveal,
|
||||
onUpdateProgress: onUpdateProgress
|
||||
)
|
||||
}
|
||||
.frame(width: width)
|
||||
.frame(maxWidth: isDealing ? .infinity : width)
|
||||
.accessibilityElement(children: .ignore)
|
||||
.accessibilityLabel(String(localized: "Player hand"))
|
||||
.accessibilityValue(playerHandDescription + (playerIsWinner ? ", " + String(localized: "Winner") : ""))
|
||||
@ -280,10 +293,17 @@ struct CardsDisplayArea: View {
|
||||
isWinner: bankerIsWinner,
|
||||
containerWidth: width,
|
||||
showAnimations: showAnimations,
|
||||
dealingSpeed: dealingSpeed
|
||||
dealingSpeed: dealingSpeed,
|
||||
revealStyle: revealStyle,
|
||||
isWaitingForReveal: isWaitingForReveal,
|
||||
currentRevealIndex: currentRevealIndex,
|
||||
revealProgress: revealProgress,
|
||||
isPlayerHand: false,
|
||||
onReveal: onReveal,
|
||||
onUpdateProgress: onUpdateProgress
|
||||
)
|
||||
}
|
||||
.frame(width: width)
|
||||
.frame(maxWidth: isDealing ? .infinity : width)
|
||||
.accessibilityElement(children: .ignore)
|
||||
.accessibilityLabel(String(localized: "Banker hand"))
|
||||
.accessibilityValue(bankerHandDescription + (bankerIsWinner ? ", " + String(localized: "Winner") : ""))
|
||||
@ -307,9 +327,15 @@ struct CardsDisplayArea: View {
|
||||
isTie: false,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
bettedOnPlayer: nil,
|
||||
isDealing: false,
|
||||
screenSize: CGSize(width: 400, height: 800)
|
||||
screenSize: CGSize(width: 400, height: 800),
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
@ -335,9 +361,15 @@ struct CardsDisplayArea: View {
|
||||
isTie: false,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
bettedOnPlayer: true,
|
||||
isDealing: true,
|
||||
screenSize: CGSize(width: 400, height: 800)
|
||||
screenSize: CGSize(width: 400, height: 800),
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
@ -365,9 +397,15 @@ struct CardsDisplayArea: View {
|
||||
isTie: false,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
bettedOnPlayer: false,
|
||||
isDealing: true,
|
||||
screenSize: CGSize(width: 400, height: 800)
|
||||
screenSize: CGSize(width: 400, height: 800),
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@ -15,10 +15,16 @@ struct CompactHandView: View {
|
||||
let isWinner: Bool
|
||||
/// Container width passed from parent for sizing
|
||||
let containerWidth: CGFloat
|
||||
/// Whether to show dealing animations
|
||||
let showAnimations: Bool
|
||||
/// Speed multiplier for dealing animations
|
||||
let dealingSpeed: Double
|
||||
let revealStyle: RevealStyle
|
||||
let isWaitingForReveal: Bool
|
||||
let currentRevealIndex: Int
|
||||
let revealProgress: Double
|
||||
/// Whether this is the player hand (used to calculate reveal index)
|
||||
let isPlayerHand: Bool
|
||||
let onReveal: () -> Void
|
||||
let onUpdateProgress: (Double) -> Void
|
||||
|
||||
// MARK: - Environment
|
||||
|
||||
@ -35,6 +41,9 @@ struct CompactHandView: View {
|
||||
/// Placeholder spacing when no cards
|
||||
private let placeholderSpacing: CGFloat = Design.Spacing.small
|
||||
|
||||
/// Spacing for interactive layout
|
||||
private let spacedGap: CGFloat = Design.Spacing.medium
|
||||
|
||||
// MARK: - Computed Properties
|
||||
|
||||
/// Whether we're on a large screen (iPad)
|
||||
@ -51,7 +60,9 @@ struct CompactHandView: View {
|
||||
/// Formula: containerWidth = cardWidth + (cardWidth + overlap) * 2
|
||||
/// Where overlap = cardWidth * overlapRatio
|
||||
private var cardWidth: CGFloat {
|
||||
let divisor = 1 + CGFloat(maxCards - 1) * (1 + overlapRatio)
|
||||
// Use a fixed overlap ratio for sizing to keep cards large
|
||||
let baseOverlapRatio: CGFloat = -0.45
|
||||
let divisor = 1 + CGFloat(maxCards - 1) * (1 + baseOverlapRatio)
|
||||
return containerWidth / divisor
|
||||
}
|
||||
|
||||
@ -65,21 +76,86 @@ struct CompactHandView: View {
|
||||
cardWidth * CasinoDesign.Size.cardAspectRatio
|
||||
}
|
||||
|
||||
/// Whether to use a spaced layout for interaction
|
||||
private var useSpacedLayout: Bool {
|
||||
revealStyle == .tap || revealStyle == .squeeze
|
||||
}
|
||||
|
||||
/// The effective spacing for the card stack
|
||||
private var effectiveSpacing: CGFloat {
|
||||
if cards.isEmpty {
|
||||
return placeholderSpacing
|
||||
} else if useSpacedLayout {
|
||||
return spacedGap
|
||||
} else {
|
||||
return cardOverlap
|
||||
}
|
||||
}
|
||||
|
||||
/// Total width required for the spaced layout
|
||||
private var totalSpacedWidth: CGFloat {
|
||||
let count = CGFloat(max(cards.count, 2))
|
||||
return (count * cardWidth) + ((count - 1) * effectiveSpacing)
|
||||
}
|
||||
|
||||
// MARK: - Body
|
||||
|
||||
var body: some View {
|
||||
cardsContent
|
||||
.frame(width: containerWidth, height: cardHeight)
|
||||
.background(winnerBorder)
|
||||
.overlay(alignment: .bottom) {
|
||||
winBadge
|
||||
GeometryReader { geometry in
|
||||
let availableWidth = geometry.size.width
|
||||
|
||||
Group {
|
||||
if useSpacedLayout {
|
||||
// Always use ScrollView in interactive modes for stable view hierarchy
|
||||
ScrollViewReader { proxy in
|
||||
ScrollView(.horizontal, showsIndicators: false) {
|
||||
cardsContent
|
||||
.padding(.horizontal, Design.Spacing.medium)
|
||||
.frame(minWidth: availableWidth, alignment: .center)
|
||||
.id("cards_container")
|
||||
}
|
||||
.scrollDisabled(cards.count < 3)
|
||||
.scrollClipDisabled(true) // Prevent clipping during deal animations
|
||||
.background(Color.clear)
|
||||
.onChange(of: cards.count) { _, newCount in
|
||||
// When 3rd card is dealt, wait for animation then scroll
|
||||
if newCount == 3 {
|
||||
let lastIndex = isPlayerHand ? 4 : 5
|
||||
DispatchQueue.main.asyncAfter(deadline: .now() + 0.8) {
|
||||
withAnimation(.spring(duration: 0.5)) {
|
||||
proxy.scrollTo(lastIndex, anchor: .center)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
.onChange(of: currentRevealIndex) { _, newIndex in
|
||||
// Scroll to the active card during interaction
|
||||
if newIndex >= 4 {
|
||||
withAnimation(.spring(duration: 0.5)) {
|
||||
proxy.scrollTo(newIndex, anchor: .center)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Regular centered layout for non-interactive modes
|
||||
cardsContent
|
||||
.frame(maxWidth: .infinity, alignment: .center)
|
||||
}
|
||||
}
|
||||
}
|
||||
.frame(height: cardHeight)
|
||||
.frame(maxWidth: .infinity)
|
||||
.background(winnerBorder)
|
||||
.overlay(alignment: .bottom) {
|
||||
winBadge
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Private Views
|
||||
|
||||
private var cardsContent: some View {
|
||||
HStack(spacing: cards.isEmpty ? placeholderSpacing : cardOverlap) {
|
||||
HStack(spacing: effectiveSpacing) {
|
||||
if cards.isEmpty {
|
||||
// Placeholders - no overlap, just side by side
|
||||
ForEach(0..<2, id: \.self) { _ in
|
||||
@ -88,11 +164,28 @@ struct CompactHandView: View {
|
||||
} else {
|
||||
ForEach(cards.indices, id: \.self) { index in
|
||||
let isFaceUp = index < cardsFaceUp.count ? cardsFaceUp[index] : false
|
||||
CardView(
|
||||
|
||||
// Reveal Index logic:
|
||||
// P1=0, B1=1, P2=2, B2=3, P3=4, B3=5
|
||||
let revealIndex: Int = {
|
||||
if index < 2 {
|
||||
return isPlayerHand ? index * 2 : index * 2 + 1
|
||||
} else {
|
||||
return isPlayerHand ? 4 : 5
|
||||
}
|
||||
}()
|
||||
|
||||
InteractiveCardView(
|
||||
card: cards[index],
|
||||
isFaceUp: isFaceUp,
|
||||
cardWidth: cardWidth
|
||||
cardWidth: cardWidth,
|
||||
revealStyle: revealStyle,
|
||||
isWaiting: isWaitingForReveal && currentRevealIndex == revealIndex,
|
||||
progress: currentRevealIndex == revealIndex ? revealProgress : 0.0,
|
||||
onReveal: onReveal,
|
||||
onUpdateProgress: onUpdateProgress
|
||||
)
|
||||
.id(revealIndex)
|
||||
.zIndex(Double(index))
|
||||
.transition(
|
||||
showAnimations
|
||||
@ -151,7 +244,14 @@ struct CompactHandView: View {
|
||||
isWinner: false,
|
||||
containerWidth: 160,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
isPlayerHand: true,
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
@ -168,7 +268,14 @@ struct CompactHandView: View {
|
||||
isWinner: false,
|
||||
containerWidth: 160,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
isPlayerHand: true,
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
@ -186,7 +293,14 @@ struct CompactHandView: View {
|
||||
isWinner: true,
|
||||
containerWidth: 160,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
isPlayerHand: true,
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
@ -203,7 +317,14 @@ struct CompactHandView: View {
|
||||
isWinner: false,
|
||||
containerWidth: 160,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
isPlayerHand: true,
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
79
Baccarat/Baccarat/Views/Table/InteractiveCardView.swift
Normal file
79
Baccarat/Baccarat/Views/Table/InteractiveCardView.swift
Normal file
@ -0,0 +1,79 @@
|
||||
//
|
||||
// InteractiveCardView.swift
|
||||
// Baccarat
|
||||
//
|
||||
// A wrapper around card views that adds interaction logic for Tap and Squeeze reveal styles.
|
||||
//
|
||||
|
||||
import SwiftUI
|
||||
import CasinoKit
|
||||
|
||||
struct InteractiveCardView: View {
|
||||
let card: Card
|
||||
let isFaceUp: Bool
|
||||
let cardWidth: CGFloat
|
||||
let revealStyle: RevealStyle
|
||||
let isWaiting: Bool
|
||||
let progress: Double
|
||||
let onReveal: () -> Void
|
||||
let onUpdateProgress: (Double) -> Void
|
||||
|
||||
var body: some View {
|
||||
ZStack {
|
||||
if revealStyle == .squeeze && !isFaceUp && isWaiting {
|
||||
// Specialized squeeze view
|
||||
SqueezeCardView(card: card, width: cardWidth, progress: progress)
|
||||
.contentShape(Rectangle())
|
||||
.gesture(
|
||||
DragGesture(minimumDistance: 0)
|
||||
.onChanged { value in
|
||||
let dx = abs(value.translation.width)
|
||||
let dy = abs(value.translation.height)
|
||||
let distance = sqrt(dx*dx + dy*dy)
|
||||
let maxDistance = cardWidth * 1.0
|
||||
let newProgress = min(1.0, max(progress, Double(distance / maxDistance)))
|
||||
onUpdateProgress(newProgress)
|
||||
}
|
||||
)
|
||||
.overlay {
|
||||
if progress < 0.05 {
|
||||
revealInstructionOverlay(text: String(localized: "PEEL"))
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Standard CardView (handles its own flip animation)
|
||||
CardView(card: card, isFaceUp: isFaceUp, cardWidth: cardWidth)
|
||||
.overlay {
|
||||
if !isFaceUp && isWaiting && revealStyle == .tap {
|
||||
revealInstructionOverlay(text: String(localized: "TAP"))
|
||||
}
|
||||
}
|
||||
.onTapGesture {
|
||||
if !isFaceUp && isWaiting && revealStyle == .tap {
|
||||
onReveal()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private func revealInstructionOverlay(text: String) -> some View {
|
||||
Text(text)
|
||||
.font(.system(size: Design.BaseFontSize.small, weight: .black, design: .rounded))
|
||||
.foregroundStyle(.white)
|
||||
.padding(.horizontal, Design.Spacing.small)
|
||||
.padding(.vertical, Design.Spacing.xxSmall)
|
||||
.background(
|
||||
Capsule()
|
||||
.fill(Color.black.opacity(Design.Opacity.heavy))
|
||||
.overlay(
|
||||
Capsule()
|
||||
.strokeBorder(.white.opacity(Design.Opacity.medium), lineWidth: 1)
|
||||
)
|
||||
)
|
||||
.scaleEffect(isWaiting ? 1.0 : 0.8)
|
||||
.opacity(isWaiting ? 1.0 : 0)
|
||||
.animation(.interactiveSpring().repeatForever(), value: isWaiting)
|
||||
.allowsHitTesting(false)
|
||||
}
|
||||
}
|
||||
76
Baccarat/Baccarat/Views/Table/SqueezeCardView.swift
Normal file
76
Baccarat/Baccarat/Views/Table/SqueezeCardView.swift
Normal file
@ -0,0 +1,76 @@
|
||||
//
|
||||
// SqueezeCardView.swift
|
||||
// Baccarat
|
||||
//
|
||||
// A premium card view that allows for a gestural "squeeze" or "peel" reveal.
|
||||
//
|
||||
|
||||
import SwiftUI
|
||||
import CasinoKit
|
||||
|
||||
struct SqueezeCardView: View {
|
||||
let card: Card
|
||||
let width: CGFloat
|
||||
let progress: Double // 0.0 (Back) to 1.0 (Front)
|
||||
|
||||
private var height: CGFloat {
|
||||
width * CasinoDesign.Size.cardAspectRatio
|
||||
}
|
||||
|
||||
var body: some View {
|
||||
ZStack {
|
||||
// The front is always underneath
|
||||
CardFrontView(card: card, width: width, height: height)
|
||||
|
||||
// The back is on top and masked away as progress increases
|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
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|
||||
|
||||
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|
||||
get { progress }
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
// We want the mask (the card back) to shrink towards the top-left
|
||||
// as progress (the reveal) increases.
|
||||
// A simple diagonal peel:
|
||||
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|
||||
|
||||
path.move(to: .zero)
|
||||
path.addLine(to: CGPoint(x: rect.width * p * 1.5, y: 0))
|
||||
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|
||||
path.closeSubpath()
|
||||
|
||||
return path
|
||||
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|
||||
}
|
||||
|
||||
#Preview {
|
||||
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|
||||
SqueezeCardView(card: Card(suit: .spades, rank: .ace), width: 150, progress: 0.2)
|
||||
SqueezeCardView(card: Card(suit: .hearts, rank: .king), width: 150, progress: 0.5)
|
||||
SqueezeCardView(card: Card(suit: .diamonds, rank: .seven), width: 150, progress: 0.8)
|
||||
}
|
||||
.padding()
|
||||
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|
||||
}
|
||||
583
CardSamples/CardSamples.xcodeproj/project.pbxproj
Normal file
583
CardSamples/CardSamples.xcodeproj/project.pbxproj
Normal file
@ -0,0 +1,583 @@
|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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SWIFT_APPROACHABLE_CONCURRENCY = YES;
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SWIFT_DEFAULT_ACTOR_ISOLATION = MainActor;
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SWIFT_EMIT_LOC_STRINGS = YES;
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||||
SWIFT_UPCOMING_FEATURE_MEMBER_IMPORT_VISIBILITY = YES;
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||||
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INFOPLIST_KEY_UISupportedInterfaceOrientations_iPhone = "UIInterfaceOrientationPortrait UIInterfaceOrientationLandscapeLeft UIInterfaceOrientationLandscapeRight";
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SWIFT_DEFAULT_ACTOR_ISOLATION = MainActor;
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SWIFT_EMIT_LOC_STRINGS = YES;
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SWIFT_UPCOMING_FEATURE_MEMBER_IMPORT_VISIBILITY = YES;
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CURRENT_PROJECT_VERSION = 1;
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DEVELOPMENT_TEAM = 6R7KLBPBLZ;
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IPHONEOS_DEPLOYMENT_TARGET = 26.2;
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MARKETING_VERSION = 1.0;
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PRODUCT_BUNDLE_IDENTIFIER = com.mbrucedogs.CardSamplesTests;
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SWIFT_APPROACHABLE_CONCURRENCY = YES;
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SWIFT_EMIT_LOC_STRINGS = NO;
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SWIFT_UPCOMING_FEATURE_MEMBER_IMPORT_VISIBILITY = YES;
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SWIFT_VERSION = 5.0;
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||||
TARGETED_DEVICE_FAMILY = "1,2";
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||||
TEST_HOST = "$(BUILT_PRODUCTS_DIR)/CardSamples.app/$(BUNDLE_EXECUTABLE_FOLDER_PATH)/CardSamples";
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};
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name = Debug;
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EAC049252F2173A0007F87EA /* Release */ = {
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CURRENT_PROJECT_VERSION = 1;
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GENERATE_INFOPLIST_FILE = YES;
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IPHONEOS_DEPLOYMENT_TARGET = 26.2;
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MARKETING_VERSION = 1.0;
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PRODUCT_BUNDLE_IDENTIFIER = com.mbrucedogs.CardSamplesTests;
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||||
SWIFT_VERSION = 5.0;
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||||
TARGETED_DEVICE_FAMILY = "1,2";
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TEST_HOST = "$(BUILT_PRODUCTS_DIR)/CardSamples.app/$(BUNDLE_EXECUTABLE_FOLDER_PATH)/CardSamples";
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||||
};
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name = Release;
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EAC049272F2173A0007F87EA /* Debug */ = {
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GENERATE_INFOPLIST_FILE = YES;
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MARKETING_VERSION = 1.0;
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PRODUCT_BUNDLE_IDENTIFIER = com.mbrucedogs.CardSamplesUITests;
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STRING_CATALOG_GENERATE_SYMBOLS = NO;
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SWIFT_APPROACHABLE_CONCURRENCY = YES;
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SWIFT_EMIT_LOC_STRINGS = NO;
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SWIFT_VERSION = 5.0;
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TARGETED_DEVICE_FAMILY = "1,2";
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name = Debug;
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EAC049282F2173A0007F87EA /* Release */ = {
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buildSettings = {
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GENERATE_INFOPLIST_FILE = YES;
|
||||
MARKETING_VERSION = 1.0;
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PRODUCT_BUNDLE_IDENTIFIER = com.mbrucedogs.CardSamplesUITests;
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SWIFT_EMIT_LOC_STRINGS = NO;
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SWIFT_UPCOMING_FEATURE_MEMBER_IMPORT_VISIBILITY = YES;
|
||||
SWIFT_VERSION = 5.0;
|
||||
TARGETED_DEVICE_FAMILY = "1,2";
|
||||
TEST_TARGET_NAME = CardSamples;
|
||||
};
|
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name = Release;
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|
||||
/* End XCBuildConfiguration section */
|
||||
|
||||
/* Begin XCConfigurationList section */
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EAC048FA2F21739F007F87EA /* Build configuration list for PBXProject "CardSamples" */ = {
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||||
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buildConfigurations = (
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||||
EAC0491E2F2173A0007F87EA /* Debug */,
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||||
EAC0491F2F2173A0007F87EA /* Release */,
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defaultConfigurationName = Release;
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||||
};
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EAC049202F2173A0007F87EA /* Build configuration list for PBXNativeTarget "CardSamples" */ = {
|
||||
isa = XCConfigurationList;
|
||||
buildConfigurations = (
|
||||
EAC049212F2173A0007F87EA /* Debug */,
|
||||
EAC049222F2173A0007F87EA /* Release */,
|
||||
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|
||||
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|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
EAC049232F2173A0007F87EA /* Build configuration list for PBXNativeTarget "CardSamplesTests" */ = {
|
||||
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|
||||
buildConfigurations = (
|
||||
EAC049242F2173A0007F87EA /* Debug */,
|
||||
EAC049252F2173A0007F87EA /* Release */,
|
||||
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|
||||
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|
||||
defaultConfigurationName = Release;
|
||||
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|
||||
EAC049262F2173A0007F87EA /* Build configuration list for PBXNativeTarget "CardSamplesUITests" */ = {
|
||||
isa = XCConfigurationList;
|
||||
buildConfigurations = (
|
||||
EAC049272F2173A0007F87EA /* Debug */,
|
||||
EAC049282F2173A0007F87EA /* Release */,
|
||||
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|
||||
defaultConfigurationIsVisible = 0;
|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
/* End XCConfigurationList section */
|
||||
};
|
||||
rootObject = EAC048F72F21739F007F87EA /* Project object */;
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
{
|
||||
"colors" : [
|
||||
{
|
||||
"idiom" : "universal"
|
||||
}
|
||||
],
|
||||
"info" : {
|
||||
"author" : "xcode",
|
||||
"version" : 1
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,35 @@
|
||||
{
|
||||
"images" : [
|
||||
{
|
||||
"idiom" : "universal",
|
||||
"platform" : "ios",
|
||||
"size" : "1024x1024"
|
||||
},
|
||||
{
|
||||
"appearances" : [
|
||||
{
|
||||
"appearance" : "luminosity",
|
||||
"value" : "dark"
|
||||
}
|
||||
],
|
||||
"idiom" : "universal",
|
||||
"platform" : "ios",
|
||||
"size" : "1024x1024"
|
||||
},
|
||||
{
|
||||
"appearances" : [
|
||||
{
|
||||
"appearance" : "luminosity",
|
||||
"value" : "tinted"
|
||||
}
|
||||
],
|
||||
"idiom" : "universal",
|
||||
"platform" : "ios",
|
||||
"size" : "1024x1024"
|
||||
}
|
||||
],
|
||||
"info" : {
|
||||
"author" : "xcode",
|
||||
"version" : 1
|
||||
}
|
||||
}
|
||||
6
CardSamples/CardSamples/Assets.xcassets/Contents.json
Normal file
6
CardSamples/CardSamples/Assets.xcassets/Contents.json
Normal file
@ -0,0 +1,6 @@
|
||||
{
|
||||
"info" : {
|
||||
"author" : "xcode",
|
||||
"version" : 1
|
||||
}
|
||||
}
|
||||
17
CardSamples/CardSamples/CardSamplesApp.swift
Normal file
17
CardSamples/CardSamples/CardSamplesApp.swift
Normal file
@ -0,0 +1,17 @@
|
||||
//
|
||||
// CardSamplesApp.swift
|
||||
// CardSamples
|
||||
//
|
||||
// Created by Matt Bruce on 1/21/26.
|
||||
//
|
||||
|
||||
import SwiftUI
|
||||
|
||||
@main
|
||||
struct CardSamplesApp: App {
|
||||
var body: some Scene {
|
||||
WindowGroup {
|
||||
ContentView()
|
||||
}
|
||||
}
|
||||
}
|
||||
24
CardSamples/CardSamples/ContentView.swift
Normal file
24
CardSamples/CardSamples/ContentView.swift
Normal file
@ -0,0 +1,24 @@
|
||||
//
|
||||
// ContentView.swift
|
||||
// CardSamples
|
||||
//
|
||||
// Created by Matt Bruce on 1/21/26.
|
||||
//
|
||||
|
||||
import SwiftUI
|
||||
|
||||
struct ContentView: View {
|
||||
var body: some View {
|
||||
VStack {
|
||||
Image(systemName: "globe")
|
||||
.imageScale(.large)
|
||||
.foregroundStyle(.tint)
|
||||
Text("Hello, world!")
|
||||
}
|
||||
.padding()
|
||||
}
|
||||
}
|
||||
|
||||
#Preview {
|
||||
ContentView()
|
||||
}
|
||||
17
CardSamples/CardSamplesTests/CardSamplesTests.swift
Normal file
17
CardSamples/CardSamplesTests/CardSamplesTests.swift
Normal file
@ -0,0 +1,17 @@
|
||||
//
|
||||
// CardSamplesTests.swift
|
||||
// CardSamplesTests
|
||||
//
|
||||
// Created by Matt Bruce on 1/21/26.
|
||||
//
|
||||
|
||||
import Testing
|
||||
@testable import CardSamples
|
||||
|
||||
struct CardSamplesTests {
|
||||
|
||||
@Test func example() async throws {
|
||||
// Write your test here and use APIs like `#expect(...)` to check expected conditions.
|
||||
}
|
||||
|
||||
}
|
||||
41
CardSamples/CardSamplesUITests/CardSamplesUITests.swift
Normal file
41
CardSamples/CardSamplesUITests/CardSamplesUITests.swift
Normal file
@ -0,0 +1,41 @@
|
||||
//
|
||||
// CardSamplesUITests.swift
|
||||
// CardSamplesUITests
|
||||
//
|
||||
// Created by Matt Bruce on 1/21/26.
|
||||
//
|
||||
|
||||
import XCTest
|
||||
|
||||
final class CardSamplesUITests: XCTestCase {
|
||||
|
||||
override func setUpWithError() throws {
|
||||
// Put setup code here. This method is called before the invocation of each test method in the class.
|
||||
|
||||
// In UI tests it is usually best to stop immediately when a failure occurs.
|
||||
continueAfterFailure = false
|
||||
|
||||
// In UI tests it’s important to set the initial state - such as interface orientation - required for your tests before they run. The setUp method is a good place to do this.
|
||||
}
|
||||
|
||||
override func tearDownWithError() throws {
|
||||
// Put teardown code here. This method is called after the invocation of each test method in the class.
|
||||
}
|
||||
|
||||
@MainActor
|
||||
func testExample() throws {
|
||||
// UI tests must launch the application that they test.
|
||||
let app = XCUIApplication()
|
||||
app.launch()
|
||||
|
||||
// Use XCTAssert and related functions to verify your tests produce the correct results.
|
||||
}
|
||||
|
||||
@MainActor
|
||||
func testLaunchPerformance() throws {
|
||||
// This measures how long it takes to launch your application.
|
||||
measure(metrics: [XCTApplicationLaunchMetric()]) {
|
||||
XCUIApplication().launch()
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,33 @@
|
||||
//
|
||||
// CardSamplesUITestsLaunchTests.swift
|
||||
// CardSamplesUITests
|
||||
//
|
||||
// Created by Matt Bruce on 1/21/26.
|
||||
//
|
||||
|
||||
import XCTest
|
||||
|
||||
final class CardSamplesUITestsLaunchTests: XCTestCase {
|
||||
|
||||
override class var runsForEachTargetApplicationUIConfiguration: Bool {
|
||||
true
|
||||
}
|
||||
|
||||
override func setUpWithError() throws {
|
||||
continueAfterFailure = false
|
||||
}
|
||||
|
||||
@MainActor
|
||||
func testLaunch() throws {
|
||||
let app = XCUIApplication()
|
||||
app.launch()
|
||||
|
||||
// Insert steps here to perform after app launch but before taking a screenshot,
|
||||
// such as logging into a test account or navigating somewhere in the app
|
||||
|
||||
let attachment = XCTAttachment(screenshot: app.screenshot())
|
||||
attachment.name = "Launch Screen"
|
||||
attachment.lifetime = .keepAlways
|
||||
add(attachment)
|
||||
}
|
||||
}
|
||||
3
CasinoGames.xcworkspace/contents.xcworkspacedata
generated
3
CasinoGames.xcworkspace/contents.xcworkspacedata
generated
@ -1,6 +1,9 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<Workspace
|
||||
version = "1.0">
|
||||
<FileRef
|
||||
location = "group:CardSamples/CardSamples.xcodeproj">
|
||||
</FileRef>
|
||||
<FileRef
|
||||
location = "group:Baccarat/Baccarat.xcodeproj">
|
||||
</FileRef>
|
||||
|
||||
Loading…
Reference in New Issue
Block a user