afegit i parametritzat outline per als textos dels items
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@@ -9,7 +9,7 @@
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#include <vector> // Para vector
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#include "audio.h" // Para Audio
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#include "color.h" // Para Color, SHADOW_TEXT_COLOR, Zone, NO_TEXT_C...
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#include "color.h" // Para Color, Colors::SHADOW_TEXT, Zone, NO_TEXT_C...
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#include "fade.h" // Para Fade, FadeMode, FadeType
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#include "global_events.h" // Para check
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#include "global_inputs.h" // Para check
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@@ -26,12 +26,7 @@
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// Constructor
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Instructions::Instructions()
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: renderer_(Screen::get()->getRenderer()),
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texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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text_(Resource::get()->getText("smb2")),
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tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)),
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fade_(std::make_unique<Fade>()) {
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: renderer_(Screen::get()->getRenderer()), texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), text_(Resource::get()->getText("smb2")), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)), fade_(std::make_unique<Fade>()) {
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// Configura las texturas
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SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
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SDL_SetTextureBlendMode(texture_, SDL_BLENDMODE_BLEND);
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@@ -150,8 +145,8 @@ void Instructions::fillTexture() {
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}
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const int ANCHOR_ITEM = (param.game.width - (length + X_OFFSET)) / 2;
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auto caption_style = Text::Style(Text::CENTER | Text::COLOR | Text::SHADOW, ORANGE_TEXT_COLOR, SHADOW_TEXT_COLOR);
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auto text_style = Text::Style(Text::CENTER | Text::COLOR | Text::SHADOW, NO_TEXT_COLOR, SHADOW_TEXT_COLOR);
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auto caption_style = Text::Style(Text::CENTER | Text::COLOR | Text::SHADOW, Colors::ORANGE_TEXT, Colors::SHADOW_TEXT);
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auto text_style = Text::Style(Text::CENTER | Text::COLOR | Text::SHADOW, Colors::NO_COLOR_MOD, Colors::SHADOW_TEXT);
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// Escribe el texto de las instrucciones
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text_->writeStyle(param.game.game_area.center_x, FIRST_LINE, Lang::getText("[INSTRUCTIONS] 01"), caption_style);
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@@ -167,11 +162,11 @@ void Instructions::fillTexture() {
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text_->writeStyle(param.game.game_area.center_x, ANCHOR2, Lang::getText("[INSTRUCTIONS] 06"), caption_style);
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const int ANCHOR3 = ANCHOR2 + SPACE_POST_HEADER;
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 0), Lang::getText("[INSTRUCTIONS] 07"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 1), Lang::getText("[INSTRUCTIONS] 08"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 2), Lang::getText("[INSTRUCTIONS] 09"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 3), Lang::getText("[INSTRUCTIONS] 10"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 4), Lang::getText("[INSTRUCTIONS] 11"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 0), Lang::getText("[INSTRUCTIONS] 07"), Colors::SHADOW_TEXT);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 1), Lang::getText("[INSTRUCTIONS] 08"), Colors::SHADOW_TEXT);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 2), Lang::getText("[INSTRUCTIONS] 09"), Colors::SHADOW_TEXT);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 3), Lang::getText("[INSTRUCTIONS] 10"), Colors::SHADOW_TEXT);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 4), Lang::getText("[INSTRUCTIONS] 11"), Colors::SHADOW_TEXT);
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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