Refactor/state machine (#470)
* initial additions * Move current_blind to game vars * tmp * tmp * tmp * tmp * tmp * tmp * tmp * Compile but is broken * temp fix for token location * tmp * Working, lets clean up * remove todo * Remove odd reroll blind variable * fix skipping blind screen * fix reroll * remove magic for blind token locations * clang format * Cleanup button highlight in blind menu * some cleanup * Add layout file for global UI rects * remove dead code * Clang format * clang format it up * Move reset top left funct to gfx utils * make note of soon-to-be removed vars * Cleanup gamevars declaration * Cleanup layout file * Apply suggestions from code review Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Add include for stdbool.h in common_ui.h * Cleanup rect declaration * Start moving state machine stuff to new file * quick tmp * oops, add new files * working call list * fixed pointer stuff * working as per norm * working replacement * move defines to static const * fix compile issue * Add some missing "void"s * Working new substates * add statemachine to blind select * Fix game restart statemachine leak * clang-format * Clang format * Rework shop exit logic * Use new state machine in shop * Remove substates entirely * Remove debug stuff * Clang format * document state machine better * update list tests * clang-format * Update for PR * Claaaaang format * another clang-format * Remove extra state in round_end * cleanup docs for removals in lists * clang-format... again * update doxygen format * Clang format * Update list docs * Update lists tests * Fix bad conflict resolution --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
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Copilot Autofix powered by AI
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@@ -40,9 +40,6 @@ typedef struct CardObject CardObject;
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typedef struct Card Card;
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typedef struct JokerObject JokerObject;
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typedef void (*GameStateCallback)(void);
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typedef void (*SubStateActionFn)(void);
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// Enum value names in ../include/def_state_info_table.h
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enum GameState
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{
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@@ -67,7 +64,7 @@ enum PlayState
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};
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// Game functions
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void game_init();
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void game_init(void);
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/**
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* @brief Called when exiting the Game Over screen (both win or lose) to reset game variables
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@@ -77,9 +74,9 @@ void game_init();
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* and shouldn't be called from other states, otherwise some data such as shop jokers
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* may not be properly reset.
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*/
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void game_reset();
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void game_reset(void);
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void game_update();
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void game_update(void);
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void game_change_state(enum GameState new_game_state);
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CardObject** get_played_array(void);
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