Añadiendo la clase asset
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@@ -4,12 +4,12 @@
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#define END_LOGO 200
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// Constructor
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Logo::Logo(SDL_Renderer *renderer, Screen *screen, std::string *fileList)
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Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *mAsset)
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{
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// Copia la dirección de los objetos
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mRenderer = renderer;
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mScreen = screen;
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mFileList = fileList;
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this->mAsset = mAsset;
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// Reserva memoria para los punteros
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mEventHandler = new SDL_Event();
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@@ -19,7 +19,9 @@ 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 == nullptr)
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{
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printf("Backbuffer 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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@@ -27,7 +29,7 @@ Logo::~Logo()
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{
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mRenderer = nullptr;
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mScreen = nullptr;
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mFileList = nullptr;
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mAsset = nullptr;
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mTexture->unload();
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delete mTexture;
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@@ -63,7 +65,7 @@ bool Logo::loadMedia()
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{
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bool success = true;
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success &= loadTextureFromFile(mTexture, mFileList[35], mRenderer);
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success &= loadTextureFromFile(mTexture, mAsset->get("logo.png"), mRenderer);
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return success;
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}
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