renombrades extensions .h a .hpp
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@@ -1,13 +1,13 @@
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#include "fade.h"
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#include "fade.hpp"
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#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_FRect, SDL_GetRenderTarget, SDL_RenderFillRect, SDL_SetRenderDrawBlendMode, SDL_SetRenderDrawColor, Uint8, SDL_GetRenderDrawBlendMode, SDL_BLENDMODE_NONE, SDL_BlendMode, SDL_CreateTexture, SDL_DestroyTexture, SDL_RenderClear, SDL_RenderTexture, SDL_SetTextureAlphaMod, SDL_SetTextureBlendMode, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_TextureAccess
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#include <algorithm> // Para min, max
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#include <cstdlib> // Para rand, size_t
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#include "color.h" // Para Color
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#include "param.h" // Para Param, param, ParamGame, ParamFade
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#include "screen.h" // Para Screen
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#include "color.hpp" // Para Color
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#include "param.hpp" // Para Param, param, ParamGame, ParamFade
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#include "screen.hpp" // Para Screen
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// Constructor
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Fade::Fade()
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@@ -170,7 +170,7 @@ void Fade::updateCenterFade() {
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}
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void Fade::drawCenterFadeRectangles() {
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auto *temp = SDL_GetRenderTarget(renderer_);
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auto* temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
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@@ -378,7 +378,7 @@ void Fade::activateDiagonal(int diagonal_index, Uint32 current_time) {
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}
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void Fade::drawDiagonal() {
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auto *temp = SDL_GetRenderTarget(renderer_);
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auto* temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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// CRÍTICO: Limpiar la textura antes de dibujar
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@@ -425,7 +425,7 @@ void Fade::drawDiagonal() {
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}
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void Fade::drawRandomSquares(int active_count) {
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auto *temp = SDL_GetRenderTarget(renderer_);
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auto* temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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SDL_BlendMode blend_mode;
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@@ -443,7 +443,7 @@ void Fade::drawRandomSquares(int active_count) {
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}
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void Fade::drawRandomSquares2() {
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auto *temp = SDL_GetRenderTarget(renderer_);
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auto* temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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// CRÍTICO: Limpiar la textura antes de dibujar
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@@ -500,7 +500,7 @@ void Fade::updateVenetianFade() {
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}
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void Fade::drawVenetianBlinds() {
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auto *temp = SDL_GetRenderTarget(renderer_);
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auto* temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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SDL_BlendMode blend_mode;
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@@ -508,7 +508,7 @@ void Fade::drawVenetianBlinds() {
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SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
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for (const auto &rect : square_) {
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for (const auto& rect : square_) {
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SDL_RenderFillRect(renderer_, &rect);
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}
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@@ -525,7 +525,7 @@ void Fade::updateVenetianRectangles() {
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void Fade::calculateVenetianProgress() {
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int completed = 0;
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for (const auto &square : square_) {
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for (const auto& square : square_) {
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if (square.h >= param.fade.venetian_size) {
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++completed;
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}
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@@ -699,7 +699,7 @@ void Fade::setColor(Color color) {
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// Limpia el backbuffer
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void Fade::cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
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// Dibujamos sobre el backbuffer_
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auto *temp = SDL_GetRenderTarget(renderer_);
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auto* temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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// Pintamos la textura con el color del fade
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