afegit i parametritzat outline per als textos dels items
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@@ -12,7 +12,7 @@
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#include "audio.h" // Para Audio
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#include "balloon_manager.h" // Para BalloonManager
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#include "color.h" // Para Zone, SHADOW_TEXT_COLOR, NO_TEXT_COLOR, Color
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#include "color.h" // Para Zone, Colors::SHADOW_TEXT, Colors::NO_COLOR_MOD, Color
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#include "fade.h" // Para Fade, FadeType, FadeMode
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#include "global_events.h" // Para check
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#include "global_inputs.h" // Para check
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@@ -35,12 +35,7 @@ constexpr std::string_view TEXT_COPYRIGHT = "@2020,2025 JailDesigner";
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// Constructor
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Credits::Credits()
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: balloon_manager_(std::make_unique<BalloonManager>(nullptr)),
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tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)),
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fade_in_(std::make_unique<Fade>()),
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fade_out_(std::make_unique<Fade>()),
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text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))),
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canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
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: balloon_manager_(std::make_unique<BalloonManager>(nullptr)), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)), fade_in_(std::make_unique<Fade>()), fade_out_(std::make_unique<Fade>()), text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))), canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
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if (text_texture_ == nullptr) {
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throw std::runtime_error("Failed to create SDL texture for text.");
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}
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@@ -173,7 +168,7 @@ void Credits::fillTextTexture() {
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const int TEXTS_HEIGHT = (1 * text->getCharacterSize()) + (8 * SPACE_POST_TITLE) + (3 * SPACE_PRE_TITLE);
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const int POS_X = static_cast<int>(param.game.game_area.center_x);
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credits_rect_dst_.h = credits_rect_src_.h = static_cast<float>(TEXTS_HEIGHT);
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auto text_style = Text::Style(Text::CENTER | Text::SHADOW, NO_TEXT_COLOR, SHADOW_TEXT_COLOR);
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auto text_style = Text::Style(Text::CENTER | Text::SHADOW, Colors::NO_COLOR_MOD, Colors::SHADOW_TEXT);
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// PROGRAMMED_AND_DESIGNED_BY
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int y = 0;
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@@ -214,7 +209,7 @@ void Credits::fillTextTexture() {
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mini_logo_rect_src_.y = static_cast<float>(y);
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auto mini_logo_sprite = std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"));
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mini_logo_sprite->setPosition(1 + POS_X - (mini_logo_sprite->getWidth() / 2), 1 + y);
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Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(SHADOW_TEXT_COLOR.r, SHADOW_TEXT_COLOR.g, SHADOW_TEXT_COLOR.b);
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Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(Colors::SHADOW_TEXT.r, Colors::SHADOW_TEXT.g, Colors::SHADOW_TEXT.b);
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mini_logo_sprite->render();
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mini_logo_sprite->setPosition(POS_X - (mini_logo_sprite->getWidth() / 2), y);
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@@ -223,7 +218,7 @@ void Credits::fillTextTexture() {
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// Texto con el copyright
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y += mini_logo_sprite->getHeight() + 3;
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text->writeDX(Text::CENTER | Text::SHADOW, POS_X, y, std::string(TEXT_COPYRIGHT), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeDX(Text::CENTER | Text::SHADOW, POS_X, y, std::string(TEXT_COPYRIGHT), 1, Colors::NO_COLOR_MOD, 1, Colors::SHADOW_TEXT);
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// Resetea el renderizador
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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