commit de anar a dormir
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@@ -20,10 +20,9 @@ Logo::Logo()
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SDL_Renderer *renderer = Screen::get()->getRenderer();
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// Reserva memoria para los punteros
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eventHandler = std::make_unique<SDL_Event>();
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jailTexture = std::make_unique<Texture>(renderer, Asset::get()->get("logo_jailgames.png"));
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sinceTexture = std::make_unique<Texture>(renderer, Asset::get()->get("logo_since_1998.png"));
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sinceSprite = std::make_unique<Sprite>((param.game.width - sinceTexture->getWidth()) / 2, 83 + jailTexture->getHeight() + 5, sinceTexture->getWidth(), sinceTexture->getHeight(), sinceTexture.get());
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jailTexture = std::make_shared<Texture>(renderer, Asset::get()->get("logo_jailgames.png"));
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sinceTexture = std::make_shared<Texture>(renderer, Asset::get()->get("logo_since_1998.png"));
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sinceSprite = std::make_unique<Sprite>((param.game.width - sinceTexture->getWidth()) / 2, 83 + jailTexture->getHeight() + 5, sinceTexture->getWidth(), sinceTexture->getHeight(), sinceTexture);
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// Inicializa variables
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counter = 0;
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@@ -45,7 +44,7 @@ Logo::Logo()
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// Crea los sprites de cada linea
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for (int i = 0; i < jailTexture->getHeight(); ++i)
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{
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auto temp = std::make_unique<Sprite>(0, i, jailTexture->getWidth(), 1, jailTexture.get());
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auto temp = std::make_unique<Sprite>(0, i, jailTexture->getWidth(), 1, jailTexture);
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temp->setSpriteClip(0, i, jailTexture->getWidth(), 1);
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const int posX = (i % 2 == 0) ? param.game.width + (i * 3) : -jailTexture->getWidth() - (i * 3);
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temp->setPosX(posX);
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@@ -74,20 +73,21 @@ void Logo::reloadTextures()
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// Comprueba el manejador de eventos
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void Logo::checkEvents()
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{
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SDL_Event event;
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler.get()) != 0)
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while (SDL_PollEvent(&event))
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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if (event.type == SDL_QUIT)
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{
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section::name = section::NAME_QUIT;
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break;
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}
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// Comprueba si se ha cambiado el tamaño de la ventana
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else if (eventHandler->type == SDL_WINDOWEVENT)
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else if (event.type == SDL_WINDOWEVENT)
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{
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if (eventHandler->window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
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if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
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{
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reloadTextures();
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}
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