debuging memory leaks
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230
source/instructions.cpp
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230
source/instructions.cpp
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#include "instructions.h"
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#ifdef __MIPSEL__
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#include <sys/stat.h>
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#include <dirent.h>
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#endif
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const Uint8 SELF = 0;
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// Constructor
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Instructions::Instructions(SDL_Renderer *renderer, std::string *fileList)
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{
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// Copia la dirección del renderizador
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mRenderer = renderer;
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// Copia la dirección del la lista de ficheros
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mFileList = fileList;
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// Reserva memoria para los punteros
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mEventHandler = new SDL_Event();
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mItemTexture = new LTexture();
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mTextTexture = new LTexture();
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mSprite = new Sprite();
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mText = new Text(mTextTexture, mRenderer);
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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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printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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// Destructor
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Instructions::~Instructions()
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{
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mItemTexture->unload();
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delete mItemTexture;
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mItemTexture = nullptr;
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mTextTexture->unload();
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delete mTextTexture;
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mTextTexture = nullptr;
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delete mSprite;
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mSprite = nullptr;
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delete mEventHandler;
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mEventHandler = nullptr;
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delete mText;
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mText = nullptr;
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SDL_DestroyTexture(mBackbuffer);
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mBackbuffer = nullptr;
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}
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// Carga los recursos necesarios para la sección 'Instructions'
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bool Instructions::loadMedia()
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{
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bool success = true;
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success &= loadTextureFromFile(mItemTexture, mFileList[34], mRenderer);
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success &= loadTextureFromFile(mTextTexture, mFileList[30], mRenderer);
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return success;
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}
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// Inicializa las variables necesarias para la sección 'Instructions'
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void Instructions::init()
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{
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// Carga los recursos
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loadMedia();
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// Inicializa variables
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mSection.name = SELF;
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mSprite->init(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, mItemTexture, mRenderer);
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mTicks = 0;
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mTicksSpeed = 15;
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mText->init(TEXT_FIXED, BLOCK);
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mManualQuit = false;
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mCounter = 0;
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}
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// Bucle para la pantalla de instrucciones
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void Instructions::run(Uint8 mode)
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{
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init();
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while (mSection.name == SELF)
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(mEventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (mEventHandler->type == SDL_QUIT)
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{
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mSection.name = PROG_SECTION_QUIT;
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break;
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}
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if ((mEventHandler->type == SDL_KEYDOWN) || (mEventHandler->type == SDL_JOYBUTTONDOWN))
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{
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if (mode == INSTRUCTIONS_MODE_AUTO)
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{
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JA_StopMusic();
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mSection.name = PROG_SECTION_TITLE;
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mSection.subsection = TITLE_SECTION_1;
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}
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else
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mManualQuit = true;
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}
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}
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// Actualiza las variables
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if (SDL_GetTicks() - mTicks > mTicksSpeed)
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{
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// Actualiza el contador de ticks
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mTicks = SDL_GetTicks();
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// Modo automático
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if (mode == INSTRUCTIONS_MODE_AUTO)
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{
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mCounter++;
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if (mCounter == INSTRUCTIONS_COUNTER)
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{
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mSection.name = PROG_SECTION_TITLE;
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mSection.subsection = TITLE_SECTION_1;
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}
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}
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// Modo manual
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else
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{
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++mCounter %= 60000;
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if (mManualQuit)
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{
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mSection.name = PROG_SECTION_TITLE;
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mSection.subsection = TITLE_SECTION_3;
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}
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}
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}
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// Pinta en pantalla
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SDL_Rect window = {0, 0, SCREEN_WIDTH, SCREEN_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 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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const SDL_Rect destRect3 = {60, 88 + (16 * 2), 16, 16}; // Pacmar
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const SDL_Rect destRect4 = {60, 88 + (16 * 3), 16, 16}; // Time Stopper
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const SDL_Rect destRect5 = {60, 88 + (16 * 4), 16, 16}; // Coffee
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// Pinta en el backbuffer el texto y los sprites
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SDL_SetRenderTarget(mRenderer, mBackbuffer);
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SDL_SetRenderDrawColor(mRenderer, bgColor.r, bgColor.g, bgColor.b, 255);
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SDL_RenderClear(mRenderer);
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// Escribe el texto
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mText->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 8, "OBJECTIVE", 0, orangeColor, 1, shdwTxtColor);
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mText->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 24, "YOU HAVE TO POP AS MANY", 0, noColor, 1, shdwTxtColor);
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mText->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 34, "BALLOONS AS YOU CAN", 0, noColor, 1, shdwTxtColor);
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mText->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 48, "DIFFICULTY WILL BE INCREASED", 0, noColor, 1, shdwTxtColor);
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mText->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 58, "AS YOU SCORE POINTS", 0, noColor, 1, shdwTxtColor);
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mText->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 75, "ITEMS", 0, orangeColor, 1, shdwTxtColor);
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mText->writeShadowed(84, 92, "1.000 POINTS", shdwTxtColor);
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mText->writeShadowed(84, 108, "2.500 POINTS", shdwTxtColor);
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mText->writeShadowed(84, 124, "5.000 POINTS", shdwTxtColor);
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mText->writeShadowed(84, 140, "TIME STOPPER", shdwTxtColor);
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mText->writeShadowed(84, 156, "EXTRA HIT", shdwTxtColor);
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if ((mode == INSTRUCTIONS_MODE_MANUAL) && (mCounter % 50 > 14))
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mText->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, SCREEN_HEIGHT - 12, "PRESS ANY KEY TO RETURN", 0, orangeColor, 1, shdwTxtColor);
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// Disquito
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mSprite->init(destRect1, mItemTexture, mRenderer);
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srcRect.x = 0;
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srcRect.y = 16 * (((mCounter + 12) / 36) % 2);
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mSprite->setSpriteClip(srcRect);
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mSprite->render();
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// Gavineixon
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mSprite->init(destRect2, mItemTexture, mRenderer);
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srcRect.x += srcRect.w;
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srcRect.y = 16 * (((mCounter + 9) / 36) % 2);
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mSprite->setSpriteClip(srcRect);
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mSprite->render();
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// Pacmar
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mSprite->init(destRect3, mItemTexture, mRenderer);
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srcRect.x += srcRect.w;
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srcRect.y = 16 * (((mCounter + 6) / 36) % 2);
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mSprite->setSpriteClip(srcRect);
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mSprite->render();
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// Time Stopper
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mSprite->init(destRect4, mItemTexture, mRenderer);
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srcRect.x += srcRect.w;
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srcRect.y = 16 * (((mCounter + 3) / 36) % 2);
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mSprite->setSpriteClip(srcRect);
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mSprite->render();
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// Coffee
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mSprite->init(destRect5, mItemTexture, mRenderer);
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srcRect.x += (srcRect.w * 2); // Se salta el icono del TNT
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srcRect.y = 16 * (((mCounter + 0) / 36) % 2);
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mSprite->setSpriteClip(srcRect);
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mSprite->render();
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// Cambia el destino de renderizado
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SDL_SetRenderTarget(mRenderer, nullptr);
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// Limpia el renderizador
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SDL_SetRenderDrawColor(mRenderer, bgColor.r, bgColor.g, bgColor.b, 255);
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SDL_RenderClear(mRenderer);
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// Establece la ventana del backbuffer
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if (mode == INSTRUCTIONS_MODE_AUTO)
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window.y = std::max(8, SCREEN_HEIGHT - mCounter + 100);
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else
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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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// Dibuja el renderizador en pantalla
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SDL_RenderPresent(mRenderer);
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}
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}
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