Cambiados NULL por nullptr
This commit is contained in:
@@ -135,7 +135,7 @@ bool Director::initSDL()
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// Crea la ventana
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mWindow = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, mOptions->screenWidth * mOptions->windowSize, mOptions->screenHeight * mOptions->windowSize, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
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if (mWindow == NULL)
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if (mWindow == nullptr)
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{
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printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError());
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success = false;
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@@ -148,7 +148,7 @@ bool Director::initSDL()
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else
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mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED);
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if (mRenderer == NULL)
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if (mRenderer == nullptr)
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{
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printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError());
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success = false;
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@@ -266,7 +266,7 @@ bool Director::checkFolder(std::string name, std::string path)
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p = mFileList[i].c_str();
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filename = p.substr(p.find_last_of("\\/") + 1);
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file = SDL_RWFromFile(p.c_str(), "r+b");
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if (file != NULL)
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if (file != nullptr)
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{
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printf("Checking file %-20s [OK]\n", filename.c_str());
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}
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@@ -337,13 +337,13 @@ bool Director::loadConfigFile()
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SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b");
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// El fichero no existe
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if (file == NULL)
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if (file == nullptr)
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{
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printf("Warning: Unable to open %s file\n", filename.c_str());
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// Crea el fichero para escritura
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file = SDL_RWFromFile(p.c_str(), "w+b");
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if (file != NULL)
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if (file != nullptr)
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{
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printf("New file (%s) created!\n", filename.c_str());
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@@ -412,7 +412,7 @@ bool Director::saveConfigFile()
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const std::string p = mFileList[2];
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std::string filename = p.substr(p.find_last_of("\\/") + 1);
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SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b");
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if (file != NULL)
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if (file != nullptr)
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{
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// Guarda los datos
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SDL_RWwrite(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1);
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@@ -7,7 +7,7 @@ Fade::Fade(SDL_Renderer *renderer)
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mRenderer = renderer;
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mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
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if (mBackbuffer == NULL)
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if (mBackbuffer == nullptr)
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printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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@@ -43,10 +43,10 @@ void Fade::render()
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for (int i = 0; i < 256; i += 4)
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{
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// Dibujamos sobre el renderizador
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SDL_SetRenderTarget(mRenderer, NULL);
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SDL_SetRenderTarget(mRenderer, nullptr);
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// Copia el backbuffer con la imagen que había al renderizador
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SDL_RenderCopy(mRenderer, mBackbuffer, NULL, NULL);
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SDL_RenderCopy(mRenderer, mBackbuffer, nullptr, nullptr);
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, i);
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SDL_RenderFillRect(mRenderer, &mRect1);
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@@ -60,7 +60,7 @@ void Fade::render()
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
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SDL_RenderClear(mRenderer);
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SDL_SetRenderTarget(mRenderer, NULL);
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SDL_SetRenderTarget(mRenderer, nullptr);
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
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SDL_RenderClear(mRenderer);
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break;
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@@ -103,10 +103,10 @@ void Fade::render()
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SDL_RenderFillRect(mRenderer, &mRect1);
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// Volvemos a usar el renderizador de forma normal
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SDL_SetRenderTarget(mRenderer, NULL);
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SDL_SetRenderTarget(mRenderer, nullptr);
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// Copiamos el backbuffer al renderizador
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SDL_RenderCopy(mRenderer, mBackbuffer, NULL, NULL);
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SDL_RenderCopy(mRenderer, mBackbuffer, nullptr, nullptr);
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// Volcamos el renderizador en pantalla
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SDL_RenderPresent(mRenderer);
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@@ -366,6 +366,7 @@ void Game::init()
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mPowerBallCounter = 0;
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mCoffeeMachineEnabled = false;
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mPostFade = 0;
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mLastStageReached = 0;
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if (mDemo.enabled)
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{
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@@ -596,13 +597,13 @@ bool Game::loadScoreFile()
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SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b");
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// El fichero no existe
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if (file == NULL)
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if (file == nullptr)
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{
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printf("Warning: Unable to open %s file\n", filename.c_str());
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// Creamos el fichero para escritura
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file = SDL_RWFromFile(p.c_str(), "w+b");
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if (file != NULL)
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if (file != nullptr)
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{
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printf("New file (%s) created!\n", filename.c_str());
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@@ -656,13 +657,13 @@ bool Game::loadDemoFile()
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SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b");
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// El fichero no existe
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if (file == NULL)
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if (file == nullptr)
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{
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printf("Warning: Unable to open %s file\n", filename.c_str());
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// Creamos el fichero para escritura
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file = SDL_RWFromFile(p.c_str(), "w+b");
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if (file != NULL)
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if (file != nullptr)
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{
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printf("New file (%s) created!\n", filename.c_str());
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@@ -710,7 +711,7 @@ bool Game::saveScoreFile()
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const std::string p = mFileList[0];
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const std::string filename = p.substr(p.find_last_of("\\/") + 1);
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SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b");
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if (file != NULL)
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if (file != nullptr)
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{
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// Guardamos los datos
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for (int i = 0; i < TOTAL_SCORE_DATA; ++i)
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@@ -739,7 +740,7 @@ bool Game::saveDemoFile()
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if (mDemo.recording)
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{
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SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b");
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if (file != NULL)
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if (file != nullptr)
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{
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// Guardamos los datos
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for (int i = 0; i < TOTAL_DEMO_DATA; ++i)
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@@ -245,6 +245,7 @@ private:
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Uint8 mOnePlayerControl; // Variable para almacenar el valor de las opciones
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enemyFormation_t mEnemyFormation[NUMBER_OF_ENEMY_FORMATIONS]; // Vector con todas las formaciones enemigas
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enemyPool_t mEnemyPool[10]; // Variable con los diferentes conjuntos de formaciones enemigas
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Uint8 mLastStageReached; // Contiene el numero de la última pantalla que se ha alcanzado
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demo_t mDemo; // Variable con todas las variables relacionadas con el modo demo
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debug_t mDebug; // Variable con las opciones de debug
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@@ -50,7 +50,7 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
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if ((device == INPUT_USE_KEYBOARD) || (device == INPUT_USE_ANY))
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{
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const Uint8 *mKeystates = SDL_GetKeyboardState(NULL);
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const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr);
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if (repeat)
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{
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@@ -20,7 +20,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, std::string *
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// Crea un backbuffer para el renderizador
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mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
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if (mBackbuffer == NULL)
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if (mBackbuffer == nullptr)
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printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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@@ -224,7 +224,7 @@ void Instructions::run(Uint8 mode)
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window.y = 0;
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// Copia el backbuffer al renderizador
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SDL_RenderCopy(mRenderer, mBackbuffer, NULL, &window);
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SDL_RenderCopy(mRenderer, mBackbuffer, nullptr, &window);
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// Vuelca el contenido del renderizador en pantalla
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mScreen->blit();
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@@ -18,7 +18,7 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, std::string *fileList)
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// Crea un backbuffer para el renderizador
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mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
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if (mBackbuffer == NULL)
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if (mBackbuffer == nullptr)
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printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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@@ -23,7 +23,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options)
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// Crea la textura donde se dibujan los graficos del juego
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mGameCanvas = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, mGameCanvasWidth, mGameCanvasHeight);
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if (mGameCanvas == NULL)
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if (mGameCanvas == nullptr)
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printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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@@ -50,14 +50,14 @@ void Screen::start()
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void Screen::blit()
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{
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// Vuelve a dejar el renderizador en modo normal
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SDL_SetRenderTarget(mRenderer, NULL);
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SDL_SetRenderTarget(mRenderer, nullptr);
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// Borra el contenido previo
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SDL_SetRenderDrawColor(mRenderer, mBorderColor.r, mBorderColor.g, mBorderColor.b, 0xFF);
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SDL_RenderClear(mRenderer);
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// Copia la textura de juego en el renderizador en la posición adecuada
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SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &mDest);
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SDL_RenderCopy(mRenderer, mGameCanvas, nullptr, &mDest);
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// Muestra por pantalla el renderizador
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SDL_RenderPresent(mRenderer);
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@@ -32,8 +32,10 @@ Title::Title(SDL_Window *window, SDL_Renderer *renderer, Screen *screen, Input *
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// Crea la textura para el mosaico de fondo
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mBackground = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH * 2, SCREEN_HEIGHT * 2);
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if (mBackground == NULL)
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if (mBackground == nullptr)
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{
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printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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}
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// Destructor
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@@ -559,7 +561,7 @@ section_t Title::run(Uint8 subsection)
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mScreen->clean(bgColor);
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// Dibuja el tileado de fondo
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SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, NULL);
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SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, nullptr);
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// Dibuja el degradado
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mGradient->render();
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@@ -613,7 +615,7 @@ section_t Title::run(Uint8 subsection)
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mScreen->clean(bgColor);
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// Dibuja el tileado de fondo
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SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, NULL);
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SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, nullptr);
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// Dibuja el degradado
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mGradient->render();
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@@ -853,7 +855,7 @@ section_t Title::run(Uint8 subsection)
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mScreen->clean(bgColor);
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// Dibuja el tileado de fondo
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SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, NULL);
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SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, nullptr);
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// Dibuja el degradado
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mGradient->render();
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