renomena tipus _t/_e a CamelCase (Circle, Color, Section, ...)
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@@ -8,7 +8,7 @@
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#include "core/audio/audio.hpp" // for Audio::update
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#include "core/input/global_inputs.hpp" // for GlobalInputs::handle
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#include "core/input/input.h" // for Input, REPEAT_FALSE, inputs_e
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#include "core/input/input.h" // for Input, REPEAT_FALSE, InputAction
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#include "core/locale/lang.h" // for Lang
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#include "core/rendering/screen.h" // for Screen
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#include "core/rendering/sprite.h" // for Sprite
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@@ -16,10 +16,10 @@
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#include "core/rendering/texture.h" // for Texture
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#include "core/resources/resource.h"
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#include "game/defaults.hpp" // for shdwTxtColor, GAMECANVAS_CENTER_X, GAME...
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#include "utils/utils.h" // for color_t, section_t
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#include "utils/utils.h" // for Color, Section
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// Constructor
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Instructions::Instructions(SDL_Renderer *renderer, section_t *section) {
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Instructions::Instructions(SDL_Renderer *renderer, Section *section) {
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// Copia los punteros
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this->renderer = renderer;
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this->section = section;
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@@ -103,7 +103,7 @@ void Instructions::render() {
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SDL_Rect window = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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SDL_Rect srcRect = {0, 0, 16, 16};
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const color_t orangeColor = {0xFF, 0x7A, 0x00};
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const Color orangeColor = {0xFF, 0x7A, 0x00};
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const SDL_Rect destRect1 = {60, 88 + (16 * 0), 16, 16}; // Disquito
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const SDL_Rect destRect2 = {60, 88 + (16 * 1), 16, 16}; // Gavineixon
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@@ -231,7 +231,7 @@ void Instructions::checkInput() {
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}
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// Bucle para la pantalla de instrucciones (compatibilidad)
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void Instructions::run(mode_e mode) {
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void Instructions::run(InstructionsMode mode) {
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start(mode);
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while (!finished) {
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@@ -250,7 +250,7 @@ void Instructions::run(mode_e mode) {
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}
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// Inicia las instrucciones (sin bucle)
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void Instructions::start(mode_e mode) {
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void Instructions::start(InstructionsMode mode) {
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this->mode = mode;
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finished = false;
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quitRequested = false;
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