La sección del programa se controla ahora mediante un puntero a una variable
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@@ -45,7 +45,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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}
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// Inicializa variables
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section.name = SELF;
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section->name = SELF;
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ticks = 0;
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ticksSpeed = 15;
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manualQuit = false;
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@@ -88,8 +88,8 @@ void Instructions::update()
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if (counter == counterEnd)
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{
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section.name = SECTION_PROG_TITLE;
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section.subsection = SUBSECTION_TITLE_1;
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section->name = SECTION_PROG_TITLE;
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section->subsection = SUBSECTION_TITLE_1;
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}
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}
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else
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@@ -98,8 +98,8 @@ void Instructions::update()
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if (manualQuit)
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{
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section.name = SECTION_PROG_TITLE;
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section.subsection = SUBSECTION_TITLE_3;
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section->name = SECTION_PROG_TITLE;
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section->subsection = SUBSECTION_TITLE_3;
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}
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}
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}
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@@ -214,7 +214,7 @@ void Instructions::checkEvents()
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section.name = SECTION_PROG_QUIT;
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section->name = SECTION_PROG_QUIT;
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break;
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}
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}
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@@ -225,7 +225,7 @@ void Instructions::checkInput()
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{
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if (input->checkInput(input_exit, REPEAT_FALSE))
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{
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section.name = SECTION_PROG_QUIT;
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section->name = SECTION_PROG_QUIT;
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}
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else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
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@@ -248,8 +248,8 @@ void Instructions::checkInput()
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if (mode == m_auto)
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{
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JA_StopMusic();
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section.name = SECTION_PROG_TITLE;
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section.subsection = SUBSECTION_TITLE_1;
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section->name = SECTION_PROG_TITLE;
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section->subsection = SUBSECTION_TITLE_1;
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}
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else
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{
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@@ -262,16 +262,14 @@ void Instructions::checkInput()
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}
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// Bucle para la pantalla de instrucciones
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section_t Instructions::run(mode_e mode)
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void Instructions::run(mode_e mode)
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{
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this->mode = mode;
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while (section.name == SELF)
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while (section->name == SELF)
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{
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update();
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checkEvents();
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render();
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}
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return section;
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}
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