Añadido puntero a la estructura param en las clases necesarias
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@@ -4,7 +4,7 @@
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const Uint8 SELF = 0;
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// Constructor
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Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, section_t *section)
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Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, param_t *param, section_t *section)
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{
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// Copia los punteros
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this->renderer = renderer;
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@@ -12,6 +12,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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this->asset = asset;
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this->input = input;
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this->lang = lang;
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this->param = param;
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this->section = section;
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// Reserva memoria para los punteros
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@@ -39,7 +40,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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// Crea un backbuffer para el renderizador
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->gameWidth, param->gameHeight);
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if (backbuffer == 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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@@ -110,7 +111,7 @@ void Instructions::update()
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void Instructions::render()
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{
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// Pinta en pantalla
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SDL_Rect window = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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SDL_Rect window = {0, 0, param->gameWidth, param->gameHeight};
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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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@@ -142,7 +143,7 @@ void Instructions::render()
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if ((mode == m_manual) && (counter % 50 > 14))
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{
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - 12, lang->getText(22), 1, orangeColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, param->gameHeight - 12, lang->getText(22), 1, orangeColor, 1, shdwTxtColor);
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}
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// Disquito
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@@ -192,7 +193,7 @@ void Instructions::render()
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// Establece la ventana del backbuffer
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if (mode == m_auto)
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{
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window.y = std::max(8, GAMECANVAS_HEIGHT - counter + 100);
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window.y = std::max(8, param->gameHeight - counter + 100);
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}
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else
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{
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