json: reordenades les cadenes de text
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@@ -141,11 +141,11 @@ void Instructions::fillTexture()
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// Calcula cual es el texto más largo de las descripciones de los items
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int lenght = 0;
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const std::array<std::string, 5> ITEM_DESCRIPTIONS = {
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lang::getText("INSTRUCTIONS_17"),
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lang::getText("INSTRUCTIONS_18"),
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lang::getText("INSTRUCTIONS_19"),
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lang::getText("INSTRUCTIONS_20"),
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lang::getText("INSTRUCTIONS_21")};
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lang::getText("[INSTRUCTIONS] 07"),
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lang::getText("[INSTRUCTIONS] 08"),
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lang::getText("[INSTRUCTIONS] 09"),
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lang::getText("[INSTRUCTIONS] 10"),
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lang::getText("[INSTRUCTIONS] 11")};
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for (const auto &desc : ITEM_DESCRIPTIONS)
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{
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const int l = text_->lenght(desc);
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@@ -154,24 +154,24 @@ void Instructions::fillTexture()
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const int ANCHOR_ITEM = (param.game.width - (lenght + desp_x)) / 2;
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// Escribe el texto de las instrucciones
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, first_line, lang::getText("INSTRUCTIONS_11"), 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, first_line, lang::getText("[INSTRUCTIONS] 01"), 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR);
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const int anchor1 = first_line + space_post_header;
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_between_lines * 0, lang::getText("INSTRUCTIONS_12"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_between_lines * 1, lang::getText("INSTRUCTIONS_13"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_new_paragraph + space_between_lines * 2, lang::getText("INSTRUCTIONS_14"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_new_paragraph + space_between_lines * 3, lang::getText("INSTRUCTIONS_15"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_between_lines * 0, lang::getText("[INSTRUCTIONS] 02"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_between_lines * 1, lang::getText("[INSTRUCTIONS] 03"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_new_paragraph + space_between_lines * 2, lang::getText("[INSTRUCTIONS] 04"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_new_paragraph + space_between_lines * 3, lang::getText("[INSTRUCTIONS] 05"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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// Escribe el texto de los objetos y sus puntos
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const int anchor2 = anchor1 + space_pre_header + space_new_paragraph + space_between_lines * 3;
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor2, lang::getText("INSTRUCTIONS_16"), 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor2, lang::getText("[INSTRUCTIONS] 06"), 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR);
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const int anchor3 = anchor2 + space_post_header;
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 0, lang::getText("INSTRUCTIONS_17"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 1, lang::getText("INSTRUCTIONS_18"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 2, lang::getText("INSTRUCTIONS_19"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 3, lang::getText("INSTRUCTIONS_20"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 4, lang::getText("INSTRUCTIONS_21"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 0, lang::getText("[INSTRUCTIONS] 07"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 1, lang::getText("[INSTRUCTIONS] 08"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 2, lang::getText("[INSTRUCTIONS] 09"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 3, lang::getText("[INSTRUCTIONS] 10"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 4, lang::getText("[INSTRUCTIONS] 11"), SHADOW_TEXT_COLOR);
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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@@ -369,6 +369,6 @@ void Instructions::updateBackbuffer()
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if (all_lines_off_screen_)
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{
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section::name = section::Name::TITLE;
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section::options = section::Options::TITLE_1;
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section::options = section::Options::[TITLE] PRESS_BUTTON_TO_PLAY;
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}
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}
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