Signed-off-by: Matt Bruce <mbrucedogs@gmail.com>
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@ -226,14 +226,17 @@ struct GameTableView: View {
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Spacer(minLength: Design.Spacing.xSmall)
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Spacer(minLength: Design.Spacing.xSmall)
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// Chip selector - full width so all chips are tappable
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// Chip selector - only shown during betting phase
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ChipSelectorView(
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if state.currentPhase == .betting && !state.showResultBanner {
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selectedChip: $selectedChip,
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ChipSelectorView(
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balance: state.balance,
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selectedChip: $selectedChip,
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currentBet: state.totalBetAmount,
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balance: state.balance,
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maxBet: state.maxBet
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currentBet: state.totalBetAmount,
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)
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maxBet: state.maxBet
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.debugBorder(showDebugBorders, color: .pink, label: "ChipSelector")
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)
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.transition(.opacity.combined(with: .move(edge: .bottom)))
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.debugBorder(showDebugBorders, color: .pink, label: "ChipSelector")
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}
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Spacer(minLength: Design.Spacing.xSmall)
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Spacer(minLength: Design.Spacing.xSmall)
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@ -254,6 +257,7 @@ struct GameTableView: View {
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.debugBorder(showDebugBorders, color: .green, label: "ActionBtns")
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.debugBorder(showDebugBorders, color: .green, label: "ActionBtns")
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}
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}
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.frame(maxWidth: .infinity)
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.frame(maxWidth: .infinity)
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.animation(.easeInOut(duration: Design.Animation.quick), value: state.currentPhase)
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.debugBorder(showDebugBorders, color: .white, label: "GameContent")
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.debugBorder(showDebugBorders, color: .white, label: "GameContent")
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}
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}
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}
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}
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@ -327,14 +331,17 @@ struct GameTableView: View {
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.debugBorder(showDebugBorders, color: .purple, label: "Hint")
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.debugBorder(showDebugBorders, color: .purple, label: "Hint")
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}
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}
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// Chip selector - full width so all chips are tappable
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// Chip selector - only shown during betting phase
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ChipSelectorView(
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if state.currentPhase == .betting && !state.showResultBanner {
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selectedChip: $selectedChip,
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ChipSelectorView(
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balance: state.balance,
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selectedChip: $selectedChip,
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currentBet: state.totalBetAmount,
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balance: state.balance,
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maxBet: state.maxBet
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currentBet: state.totalBetAmount,
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)
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maxBet: state.maxBet
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.debugBorder(showDebugBorders, color: .pink, label: "ChipSelector")
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)
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.transition(.opacity.combined(with: .move(edge: .bottom)))
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.debugBorder(showDebugBorders, color: .pink, label: "ChipSelector")
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}
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// Action buttons
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// Action buttons
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ActionButtonsView(
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ActionButtonsView(
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@ -352,6 +359,7 @@ struct GameTableView: View {
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.padding(.bottom, bottomPadding)
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.padding(.bottom, bottomPadding)
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.debugBorder(showDebugBorders, color: .green, label: "ActionBtns")
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.debugBorder(showDebugBorders, color: .green, label: "ActionBtns")
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}
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}
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.animation(.easeInOut(duration: Design.Animation.quick), value: state.currentPhase)
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.safeAreaPadding(.bottom)
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.safeAreaPadding(.bottom)
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.debugBorder(showDebugBorders, color: .white, label: "MainContent")
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.debugBorder(showDebugBorders, color: .white, label: "MainContent")
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}
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}
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@ -156,6 +156,7 @@ struct GameTableView: View {
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currentBet: state.minBetForChipSelector,
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currentBet: state.minBetForChipSelector,
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maxBet: state.settings.maxBet
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maxBet: state.settings.maxBet
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)
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)
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.transition(.opacity.combined(with: .move(edge: .bottom)))
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.debugBorder(showDebugBorders, color: .pink, label: "ChipSelector")
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.debugBorder(showDebugBorders, color: .pink, label: "ChipSelector")
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}
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}
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@ -166,6 +167,7 @@ struct GameTableView: View {
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.debugBorder(showDebugBorders, color: .blue, label: "ActionBtns")
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.debugBorder(showDebugBorders, color: .blue, label: "ActionBtns")
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}
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}
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.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .top)
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.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .top)
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.animation(.easeInOut(duration: Design.Animation.quick), value: state.currentPhase)
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.zIndex(1)
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.zIndex(1)
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.onChange(of: state.currentPhase) { oldPhase, newPhase in
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.onChange(of: state.currentPhase) { oldPhase, newPhase in
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Design.debugLog("🔄 Phase changed: \(oldPhase) → \(newPhase)")
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Design.debugLog("🔄 Phase changed: \(oldPhase) → \(newPhase)")
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