Treballant en la nova tabla de records: ja pinta amb sprites
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@@ -173,6 +173,25 @@ std::shared_ptr<Texture> Text::writeToTexture(const std::string &text, int zoom,
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return texture;
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}
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// Escribe el texto con extras en una textura
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std::shared_ptr<Texture> Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, Color textColor, Uint8 shadow_distance, Color shadow_color, int lenght)
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{
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auto renderer = Screen::get()->getRenderer();
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auto texture = std::make_shared<Texture>(renderer);
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auto width = Text::lenght(text, kerning);
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auto height = box_height_ + shadow_distance;
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auto temp = SDL_GetRenderTarget(renderer);
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texture->createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
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texture->setBlendMode(SDL_BLENDMODE_BLEND);
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texture->setAsRenderTarget(renderer);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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writeDX(flags, 0, 0, text, kerning, textColor, shadow_distance, shadow_color, lenght);
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SDL_SetRenderTarget(renderer, temp);
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return texture;
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}
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// Escribe el texto con colores
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void Text::writeColored(int x, int y, const std::string &text, Color color, int kerning, int lenght)
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{
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@@ -272,7 +291,7 @@ void Text::setFixedWidth(bool value)
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void Text::setPalette(int number)
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{
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auto temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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sprite_->getTexture()->setPalette(number);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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}
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