Eliminada la classe Lang
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@@ -2,13 +2,12 @@
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#include <iostream>
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// Constructor
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Instructions::Instructions(Screen *screen, Asset *asset, Input *input, Lang *lang, options_t *options, param_t *param, section_t *section, JA_Music_t *music)
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Instructions::Instructions(Screen *screen, Asset *asset, Input *input, options_t *options, param_t *param, section_t *section, JA_Music_t *music)
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{
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// Copia los punteros
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this->screen = screen;
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this->asset = asset;
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this->input = input;
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this->lang = lang;
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this->param = param;
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this->section = section;
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this->music = music;
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@@ -164,31 +163,31 @@ void Instructions::fillTexture()
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int lenght = 0;
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for (int i = 17; i <= 21; ++i)
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{
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const int l = text->lenght(lang->getText(i));
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const int l = text->lenght(lang::getText(i));
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lenght = l > lenght ? l : lenght;
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}
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const int anchorItem = (param->game.width - (lenght + despX)) / 2;
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// Escribe el texto de las instrucciones
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param->game.gameArea.centerX, firstLine, lang->getText(11), 1, orangeColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param->game.gameArea.centerX, firstLine, lang::getText(11), 1, orangeColor, 1, shdwTxtColor);
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const int anchor1 = firstLine + spacePostHeader;
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param->game.gameArea.centerX, anchor1 + spaceBetweenLines * 0, lang->getText(12), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param->game.gameArea.centerX, anchor1 + spaceBetweenLines * 1, lang->getText(13), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param->game.gameArea.centerX, anchor1 + spaceNewParagraph + spaceBetweenLines * 2, lang->getText(14), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param->game.gameArea.centerX, anchor1 + spaceNewParagraph + spaceBetweenLines * 3, lang->getText(15), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param->game.gameArea.centerX, anchor1 + spaceBetweenLines * 0, lang::getText(12), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param->game.gameArea.centerX, anchor1 + spaceBetweenLines * 1, lang::getText(13), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param->game.gameArea.centerX, anchor1 + spaceNewParagraph + spaceBetweenLines * 2, lang::getText(14), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param->game.gameArea.centerX, anchor1 + spaceNewParagraph + spaceBetweenLines * 3, lang::getText(15), 1, noColor, 1, shdwTxtColor);
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// Escribe el texto de los objetos y sus puntos
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const int anchor2 = anchor1 + spacePreHeader + spaceNewParagraph + spaceBetweenLines * 3;
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param->game.gameArea.centerX, anchor2, lang->getText(16), 1, orangeColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param->game.gameArea.centerX, anchor2, lang::getText(16), 1, orangeColor, 1, shdwTxtColor);
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const int anchor3 = anchor2 + spacePostHeader;
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// const int anchor4 = anchor3 + ((param->game.itemSize + text->getCharacterSize()) / 2);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 0, lang->getText(17), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 1, lang->getText(18), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 2, lang->getText(19), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 3, lang->getText(20), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 4, lang->getText(21), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 0, lang::getText(17), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 1, lang::getText(18), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 2, lang::getText(19), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 3, lang::getText(20), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 4, lang::getText(21), shdwTxtColor);
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer, temp);
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