forked from jaildesigner-jailgames/jaildoctors_dilemma
Cambiando printf a std::cout
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@@ -1,4 +1,5 @@
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#include "credits.h"
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#include <iostream>
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// Constructor
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Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
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@@ -32,7 +33,7 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Ass
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textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (textTexture == nullptr)
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{
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printf("Error: textTexture could not be created!\nSDL Error: %s\n", SDL_GetError());
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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SDL_SetTextureBlendMode(textTexture, SDL_BLENDMODE_BLEND);
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@@ -40,7 +41,7 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Ass
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coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (coverTexture == nullptr)
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{
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printf("Error: coverTexture could not be created!\nSDL Error: %s\n", SDL_GetError());
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND);
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@@ -271,7 +272,7 @@ void Credits::render()
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screen->clean();
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if (counter < 1150)
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{
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{
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// Dibuja la textura con el texto en pantalla
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SDL_RenderCopy(renderer, textTexture, nullptr, nullptr);
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