From 1f4fdb1e058e8fda13a4d93988ce37d59d2fa37b Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Fri, 27 Jun 2025 08:41:21 +0200 Subject: [PATCH] Intro: les targetes ja no tenen res siniestro per darrere --- source/intro.cpp | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/source/intro.cpp b/source/intro.cpp index 26fd0ea..4b68c09 100644 --- a/source/intro.cpp +++ b/source/intro.cpp @@ -354,22 +354,22 @@ void Intro::initSprites() SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0); SDL_RenderClear(Screen::get()->getRenderer()); - // Pone color en el marco y el fondo de la textura + // Pone color en el marco de la textura auto color = param.intro.card_color; SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, color.a); SDL_FRect rect1 = {1, 0, SHADOW_SPRITE_WIDTH - 2, SHADOW_SPRITE_HEIGHT}; SDL_FRect rect2 = {0, 1, SHADOW_SPRITE_WIDTH, SHADOW_SPRITE_HEIGHT - 2}; - SDL_RenderFillRect(Screen::get()->getRenderer(), &rect1); - SDL_RenderFillRect(Screen::get()->getRenderer(), &rect2); + SDL_RenderRect(Screen::get()->getRenderer(), &rect1); + SDL_RenderRect(Screen::get()->getRenderer(), &rect2); // Copia la textura con el dibujo sobre la textura de color aplicando blend modes - SDL_FRect rect = {BORDER / 2, BORDER / 2, SPRITE_WIDTH, SPRITE_HEIGHT}; - auto inner_texture = Resource::get()->getTexture(TEXTURE_LIST.at(i))->getSDLTexture(); - SDL_SetTextureBlendMode(inner_texture, SDL_BLENDMODE_BLEND); - SDL_SetTextureAlphaMod(inner_texture, 64); - SDL_RenderTexture(Screen::get()->getRenderer(), inner_texture, nullptr, &rect); - SDL_SetTextureBlendMode(inner_texture, SDL_BLENDMODE_NONE); - SDL_SetTextureAlphaMod(inner_texture, 255); + // SDL_FRect rect = {BORDER / 2, BORDER / 2, SPRITE_WIDTH, SPRITE_HEIGHT}; + // auto inner_texture = Resource::get()->getTexture(TEXTURE_LIST.at(i))->getSDLTexture(); + // SDL_SetTextureBlendMode(inner_texture, SDL_BLENDMODE_BLEND); + // SDL_SetTextureAlphaMod(inner_texture, 64); + // SDL_RenderTexture(Screen::get()->getRenderer(), inner_texture, nullptr, &rect); + // SDL_SetTextureBlendMode(inner_texture, SDL_BLENDMODE_NONE); + // SDL_SetTextureAlphaMod(inner_texture, 255); // Deja el renderizador como estaba y aƱade la textura a la lista SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);