Primer commit. Clon del repo de CC
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276
source/instructions.cpp
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276
source/instructions.cpp
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#include "instructions.h"
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#include <iostream>
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const Uint8 SELF = 0;
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// Constructor
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Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, section_t *section)
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{
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// Copia los punteros
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this->renderer = renderer;
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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->section = section;
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// Reserva memoria para los punteros
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Texture *item1 = new Texture(renderer, asset->get("item_points1_disk.png"));
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itemTextures.push_back(item1);
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Texture *item2 = new Texture(renderer, asset->get("item_points2_gavina.png"));
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itemTextures.push_back(item2);
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Texture *item3 = new Texture(renderer, asset->get("item_points3_pacmar.png"));
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itemTextures.push_back(item3);
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Texture *item4 = new Texture(renderer, asset->get("item_clock.png"));
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itemTextures.push_back(item4);
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Texture *item5 = new Texture(renderer, asset->get("item_coffee.png"));
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itemTextures.push_back(item5);
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Texture *item6 = new Texture(renderer, asset->get("item_coffee_machine.png"));
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itemTextures.push_back(item6);
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eventHandler = new SDL_Event();
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sprite = new Sprite(0, 0, 16, 16, itemTextures[0], renderer);
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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// Crea un backbuffer para el renderizador
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (backbuffer == nullptr)
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{
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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// Inicializa variables
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section->name = SELF;
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ticks = 0;
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ticksSpeed = 15;
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manualQuit = false;
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counter = 0;
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counterEnd = 600;
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}
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// Destructor
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Instructions::~Instructions()
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{
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for (auto texture : itemTextures)
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{
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texture->unload();
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delete texture;
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}
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itemTextures.clear();
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delete sprite;
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delete eventHandler;
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delete text;
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SDL_DestroyTexture(backbuffer);
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}
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// Actualiza las variables
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void Instructions::update()
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{
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// Comprueba las entradas
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checkInput();
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// Actualiza las variables
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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if (mode == m_auto)
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{ // Modo automático
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counter++;
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if (counter == counterEnd)
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{
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section->name = SECTION_PROG_TITLE;
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section->subsection = SUBSECTION_TITLE_1;
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}
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}
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else
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{ // Modo manual
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++counter %= 60000;
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if (manualQuit)
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{
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section->name = SECTION_PROG_TITLE;
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section->subsection = SUBSECTION_TITLE_3;
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}
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}
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}
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}
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// Pinta en pantalla
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void Instructions::render()
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{
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// Pinta en pantalla
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SDL_Rect window = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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SDL_Rect srcRect = {0, 0, 16, 16};
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const color_t orangeColor = {0xFF, 0x7A, 0x00};
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const SDL_Rect destRect1 = {60, 88 + (16 * 0), 16, 16}; // Disquito
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const SDL_Rect destRect2 = {60, 88 + (16 * 1), 16, 16}; // Gavineixon
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const SDL_Rect destRect3 = {60, 88 + (16 * 2), 16, 16}; // Pacmar
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const SDL_Rect destRect4 = {60, 88 + (16 * 3), 16, 16}; // Time Stopper
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const SDL_Rect destRect5 = {60, 88 + (16 * 4), 16, 16}; // Coffee
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// Pinta en el backbuffer el texto y los sprites
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SDL_SetRenderTarget(renderer, backbuffer);
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SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255);
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SDL_RenderClear(renderer);
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// Escribe el texto
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, lang->getText(11), 1, orangeColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 24, lang->getText(12), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 34, lang->getText(13), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 48, lang->getText(14), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 58, lang->getText(15), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 75, lang->getText(16), 1, orangeColor, 1, shdwTxtColor);
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text->writeShadowed(84, 92, lang->getText(17), shdwTxtColor);
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text->writeShadowed(84, 108, lang->getText(18), shdwTxtColor);
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text->writeShadowed(84, 124, lang->getText(19), shdwTxtColor);
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text->writeShadowed(84, 140, lang->getText(20), shdwTxtColor);
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text->writeShadowed(84, 156, lang->getText(21), shdwTxtColor);
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if ((mode == m_manual) && (counter % 50 > 14))
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{
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - 12, lang->getText(22), 1, orangeColor, 1, shdwTxtColor);
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}
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// Disquito
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sprite->setTexture(itemTextures[0]);
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sprite->setPos(destRect1);
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srcRect.y = 16 * (((counter + 12) / 36) % 2);
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sprite->setSpriteClip(srcRect);
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sprite->render();
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// Gavineixon
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sprite->setTexture(itemTextures[1]);
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sprite->setPos(destRect2);
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srcRect.y = 16 * (((counter + 9) / 36) % 2);
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sprite->setSpriteClip(srcRect);
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sprite->render();
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// Pacmar
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sprite->setTexture(itemTextures[2]);
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sprite->setPos(destRect3);
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srcRect.y = 16 * (((counter + 6) / 36) % 2);
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sprite->setSpriteClip(srcRect);
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sprite->render();
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// Time Stopper
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sprite->setTexture(itemTextures[3]);
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sprite->setPos(destRect4);
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srcRect.y = 16 * (((counter + 3) / 36) % 2);
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sprite->setSpriteClip(srcRect);
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sprite->render();
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// Coffee
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sprite->setTexture(itemTextures[4]);
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sprite->setPos(destRect5);
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srcRect.y = 16 * (((counter + 0) / 36) % 2);
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sprite->setSpriteClip(srcRect);
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sprite->render();
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// Cambia el destino de renderizado
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SDL_SetRenderTarget(renderer, nullptr);
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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// Limpia la pantalla
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screen->clean(bgColor);
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// Establece la ventana del backbuffer
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if (mode == m_auto)
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{
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window.y = std::max(8, GAMECANVAS_HEIGHT - counter + 100);
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}
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else
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{
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window.y = 0;
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}
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// Copia el backbuffer al renderizador
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SDL_RenderCopy(renderer, backbuffer, nullptr, &window);
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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// Comprueba los eventos
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void Instructions::checkEvents()
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section->name = SECTION_PROG_QUIT;
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break;
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}
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}
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}
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// Comprueba las entradas
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void Instructions::checkInput()
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{
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if (input->checkInput(input_exit, REPEAT_FALSE))
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{
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section->name = SECTION_PROG_QUIT;
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}
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else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
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{
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screen->switchVideoMode();
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}
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else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
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{
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screen->decWindowSize();
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}
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else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
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{
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screen->incWindowSize();
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}
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else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_fire_left, REPEAT_FALSE) || input->checkInput(input_fire_center, REPEAT_FALSE) || input->checkInput(input_fire_right, REPEAT_FALSE))
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{
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if (mode == m_auto)
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{
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JA_StopMusic();
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section->name = SECTION_PROG_TITLE;
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section->subsection = SUBSECTION_TITLE_1;
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}
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else
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{
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if (counter > 30)
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{
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manualQuit = true;
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}
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}
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}
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}
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// Bucle para la pantalla de instrucciones
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void Instructions::run(mode_e mode)
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{
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this->mode = mode;
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while (section->name == SELF)
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{
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update();
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checkEvents();
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render();
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}
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}
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