Añadido puntero a la estructura param en las clases necesarias
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@@ -3,15 +3,11 @@
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#include <iostream>
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// Constructor
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Fade::Fade(SDL_Renderer *renderer)
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Fade::Fade(SDL_Renderer *renderer, param_t *param)
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{
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mRenderer = renderer;
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mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (mBackbuffer == nullptr)
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{
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->gameWidth, param->gameHeight);
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}
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// Destructor
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@@ -41,7 +37,7 @@ void Fade::render()
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switch (mFadeType)
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{
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case FADE_FULLSCREEN:
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mRect1 = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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mRect1 = {0, 0, param->gameWidth, param->gameHeight};
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for (int i = 0; i < 256; i += 4)
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{
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@@ -69,21 +65,21 @@ void Fade::render()
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break;
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case FADE_CENTER:
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mRect1 = {0, 0, GAMECANVAS_WIDTH, 0};
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mRect2 = {0, 0, GAMECANVAS_WIDTH, 0};
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mRect1 = {0, 0, param->gameWidth, 0};
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mRect2 = {0, 0, param->gameWidth, 0};
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64);
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for (int i = 0; i < mCounter; i++)
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{
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mRect1.h = mRect2.h = i * 4;
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mRect2.y = GAMECANVAS_HEIGHT - (i * 4);
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mRect2.y = param->gameHeight - (i * 4);
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SDL_RenderFillRect(mRenderer, &mRect1);
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SDL_RenderFillRect(mRenderer, &mRect2);
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}
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if ((mCounter * 4) > GAMECANVAS_HEIGHT)
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if ((mCounter * 4) > param->gameHeight)
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mFinished = true;
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break;
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@@ -101,8 +97,8 @@ void Fade::render()
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// Dibujamos sobre el backbuffer
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SDL_SetRenderTarget(mRenderer, mBackbuffer);
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mRect1.x = rand() % (GAMECANVAS_WIDTH - mRect1.w);
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mRect1.y = rand() % (GAMECANVAS_HEIGHT - mRect1.h);
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mRect1.x = rand() % (param->gameWidth - mRect1.w);
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mRect1.y = rand() % (param->gameHeight - mRect1.h);
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SDL_RenderFillRect(mRenderer, &mRect1);
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// Volvemos a usar el renderizador de forma normal
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